Tales of Maj'Eyal 1.6.1 "Techno-Annihilation" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.1 ! See https://te4.org/

Your launcher should automatically update your game so no need to redownload it all.
If your launcher didn't self-update correctly, just redownload it from the homepage.

On this day (baring timezone and delays shenanigans ;) ) the first line of code of the game is now 10 years old!
To celebrate this tremendous anniversary the 1.6.1 release is quite beefy in terms on content for a "patch release".
It includes many fixes and changes, most notable are probably the full rework of the four Prides with better and more diverse layouts, tilesets and mechanics. They also got leaner with smaller levels and much less laggy with vaults put into sublevels!

But that is not all, that is not even the biggest thing! A few months ago I announced that a big update to Embers of Rage was coming. And it came! With this update our orcish friends have discovered new ways of maiming and mayhem!
The Annihilator class is coming. Using both a steamgun and a shield, they wield terrible powers of destruction on the battlefield. They can create a powerful mecharachnid companion, create both hostile and friendly turrets, equip a set of heavy weapons (flamethrower, boltgun, shockstaff), equip a rocket launcher and even more fun stuff!

"Woha DG, this is great!" Yes it is my dear minion but .. this is not all!
Unbeknownst to most of you I've also built a new .. thing for Embers of Rage. I've always wanted a steamtech "mage" class but could never figure how to make it. Well, I did; by introducing a new feature: class evolutions.
Class evolutions are prodigies that once taken changes the rules of a class, orienting it towards new grounds!
The costs for them are heavy, a prodigy point obviously, but usualy also talent points, or even category points.
As a test ground for this feature, the first class evolution available is the Technomancer (Archmage).
Once learn, Technomancers will learn to create an arcane dynamo tinker to put in a robe that will enable all their technomancy spells to work. There are three categories of technomancy (with one unlocked for free when taking the evolution): Occult (focusing on tearing apart reality with a steamsaw, doing arcane and temporal damage), Galvanic (focusing on creating death fields between galvanic rods, doing fire and lightning damage) and Terrene (focusing on the deployment of tiny cryogenic spiderbots that can harass and debuff your foes but also protect you).

Technomancers are the first and for now only class evolution available, but if this proves to be a well-working idea; many more can and will come!

Don't forget to help ToME by with donations ( https://te4.org/donate ) !

  • Fixed some more leaks in Possessors
  • Update damage display on talents to new stun damage penalty
  • Also fix typo in Fire Dragon Shield description
  • Fix Mark Prey bloating savefiles
  • Fix a bug that could leave confusion effects permanent
  • Remove Elemental Surge from Vor
  • Remove Acidic Skin from Gorbat
  • Fixed some zones not being able to generate randbosses
  • Increase the minimum level on several antimagic egos
  • New tiles for Stone Wall spell
  • Rewrote/re-imagined the layout & tilesets & sizes of the four Prides. They should now be more interresting, smaller and way less laggy
  • New Gameplay option to display a warning and stop receiving key/mouse input for 2 seconds after loosing X% of max life in a turn (disabled by default)
  • Increased the visibility of Agony effect to reduce tedium of checking target to see the debuff
  • Changed Curse of Nightmares to not use hateful whispers as it provided anti-synergy with the efficient way of playing
  • Fix blighted summoning not working with some wild summons
  • Swap blink and shatter afflictions for Ogre and Shalore
  • Swap blink and shatter afflictions for shalore
  • Nerf psychokinetic and grasping ego damage
  • Fix stormbringer's ego giving massive movespeed bonuses
  • Disruption Shield (and its Aegis effect) changed to a recharging absorb shield that once depleted continues to work (up to a point) by using mana
  • Golem's three rush talents now have greater range and pass through friendlies
  • Golem's Eye Beam is now always maximum range and does not hurt friendlies
  • Circle of Sanctity correctly deals light damage
  • Fixed Temporal Form auto-damage bonus not fully going away at the end
  • Shadow Senses allows you to always see your own shadows, even when blinded
  • Naturalistic and Corrosive gloves ego use the new wyrmic breaths instead of npcs ones
  • Fixed reseting charms cooldown with Metaflow
  • Fix learning/unlearning Solipcism on Adventurers
  • Fixed exiting the fearscape in Tannen's quest after a save&reload
  • Updated Dream Hammer weapon mastery
  • Daneth's Neck Guard properly gives physical resist
  • Fortress quest is given upon inserting the rod even if it was somehow missed
  • Fixed Frenzied Focus when used by a NPC using TK-worn gem
  • Sanity check Aether Avatar against addons
  • Fixed a bug with Piercing Gaze
  • Fixed an error on the MTX UI when the game's internal browser is not available
  • Sudden Growth now can trigger effects affected by direct heals
  • Greater Checkerboard vault has had a revolution! It now features a new sort of incredible new mechanical contraptions: doors!
  • Decrease ring crafting costs for non-unique gems
  • Remove critting from ego charms and nerf damage
  • Increase cost and cooldown of breaths
  • Reduce damage and penetration on Chromatic Fury
  • Remove stat gain from Wyrmic Guile
  • Fix Primal Infusion not removing effects
  • Nerf Shadow Grasp damage
  • Buff Flexible Combat to 50%
  • Display randelites/randboss classes even outside of dev mode
  • Improve Striking Stance damage bonus
  • Restore exponential bonus to weapon damage
  • Reduce the early randboss damage penalty
  • Clarify Mirror Image description
  • Warshout now checks mental resist instead of physical
  • Yeek quickened racial activated at 70% life instead of the 30% advertised in its description
  • Heroism now gives the bonus for missing life it says it does instead of only giving a bonus to stat contribution aspect
  • Disabled escape AI from Spellblaze Crystal
  • Removed 300% cost modifier on Gates of Morning shops; instead Slazish Fens items have a 20% sell value modifier to prevent celestials from starting with high tier items
  • Updated Sun Paladin betray rewards to give augmented mobility talents instead of mobility talents
  • Fixed Painful Agony getting people stuck with antimagic when eating antimagic people
  • Fixed a bug preventing your from being prevented from respecing in combat ;)
  • Gesture of Pain now procs "Talent on hit(mindpower)"
  • Fixed recalling out of sublevel maps (like hidden vaults, event maps, ...)
  • Reduced minimum level for randbosses to spawn to 8
  • Fixed a bug preventing Fireflash from damaging the caster, even without Spellcraft
  • The way out of the yeek islands now opens after the first zone done
  • Reduced minimum level for rares to appear to 4
  • Increased Dark Torrent range to 7
  • Fixed saving in the Slumbering Caves
  • When making a new character the game will check if there is the same addon installed twice and refuse to start (and it won't work anyway), clearly explaining why and how to remove one of them
  • Fixed Divine Glyphs to not make the character explode in a glorious stream of errors. Also renamed Divine Glyphs to Empowered Glyphs. Divine does not really exist in Eyal
  • Fixed a bug that allowed to spawn the Worm that Walks without spending a point in it
  • Fixed Transcendent Electrokinesis interaction with Brain Storm
  • Shatter Afflictions rune now goes on cooldown when cleaning only crosstier effects but a much much reduced one (-75%)
  • Fixed hotkeys dispaying 0.5 cooldowns
  • Fix Frenzy permanently reducing defense
  • Briagh's Lair is actually shown on the map when Zemekkys tells you so
  • Fixed Skin of the Many to work on whitehooves
  • Adept prodigy now forces all known talents to update their passive effects (fixing notably Possessor's body storage count)
  • All robes now provide a bit of resist all instead of defense and robe egos buffed a little
  • New shimmer mirror feature: loading & saving whole shimmer outfits (save independently of savefiles so you can import them on other characters too)
  • Auto-bugreports will now include the game version a character was MADE in

  • Allow world map entry for various Cults detrimental effects
  • Fix Tentacle Trees always generating en masse.. again
  • Nerf/fix Drem Frenzy working on prodigies and passives
  • Prevent Entropy gain from healing out of combat
  • Update Drem starting inscriptions
  • Fix The Maggot deleting an escort from some builds
  • Prevented Fonts of Knowledge from reseting on meteor impacts
  • Fixed the worm that walks not coming back up after self-destructing
  • Fixed tentacle trees event, when they turn into a randboss they move you out of the way

  • New class: Annihilators! Ride around in your mecharachnid battle-tank, lay down turrets of doom, equip a mighty flamethrower, launch rockets, and MORE!
  • New class evolution: Technomancer! An Archmage's high level evolution that combines arcane power and steamtech
  • Removed Displacement Shield from Qog's Essentials (because it requires a target) and made the activation instant
  • Emergency Steam Purge now only uses half max steam, deals less damage and cannot crit
  • Fixed healing salves to correctly trigger on heal effects
  • Psionic Fog correctly ignores allies
  • Fixed Tinker Cave not always appearing when it should
  • Fixed Lifeless Rush not providing full stacks if you had some already
  • Fixed Solidiy Air volume
  • Updated all remaining wpeaon mastery talents to 1.6 standard
  • Update stores to 1.6

  • Fix outdated Block talent levels
  • Improve Doomelf starting inscriptions
  • Nerf Hardened Core and fix tooltip
  • Fix run/res autodeactivate on several talents
  • Fix Fire Haven floor event not being resolved
  • Fix Pitiless targeting, improve its effect duration increase cap and clarify tooltip
  • Fix Haste of the Doomed working without LOS
  • Remove Link of Pain from The Black Plate
  • Change Surge of Power heal to be flat instead of a % of max HP
  • Fix Fiery Grasp damage type
  • Fix Demonic Party not counting demon subtypes
  • Fixed Demon Statues from reseting at meteor impact

Have fun in Eyal!


>New Gameplay option to display a warning and stop receiving key/mouse input for 2 seconds after loosing X% of max life in a turn (disabled by default)

The number of runs this would have saved in the past...

This is the quality of life shit that makes a game look polished. Fantastic add DG, thank you.

a direct nerf to Hubris

the number one killer

Input halt

Man, I wish elona had this feature. The health shader alone is usually enough to get my attention, but in THAT game all you get is a sound... which I never hear 'cause I don't play with sound.

Still, I can think of deaths that this would've prevented and it's nice to see.

I'm also glad that these releases are more than just bugfixes and are even introducing major new features.

Winner's Table! :P

Thank you so much for the new release Dark God! Don't forget to add Annihilator to the winner's table please! :P


> Fixed a bug preventing Fireflash from damaging the caster, even without Spellcraft

Hm. So are archmage spells with AOE the only ones that still harm the caster? My understanding is that things like the necromancer's cold AOE and that one huge AOE doombringer/demo spell (darkfire?) are no longer doing self-damage. For a while I thought it was said that no AOE would self-damage, which made me wonder how Spellcraft would be useful. I hadn't gotten around to actually testing any of those talents though.

OldRPG Tile Set

Any chance your upgrade can stop breaking OldRPG tile set? I dislike the default tile set and love that one (I would have played the game MUCH less without it, and that would have meant less money form me to you). Yet, forevermore, people have to keep upgrading OldRPG and sometimes take a long time to do so (because real life gets in the way).

And no, I dont just mean for future, new content. Your updates seem to break OldRPG for the original campaign on what feels like a regular basis.

How about just including that in the game and making sure it works? (if just coming up with one specific, non-change way to handle custom titles is never going to happen)