Gamers communities are toxic? Not here!
I already said, many times, that I love Tales of Maj'Eyal's community but it keeps on surprising me with niceness and kindness.
Multiple times I have seen people with white names in the ingame chat (white names = people that play the free version) say things like "As soon as I get some money I'll buy this game!" and such; only to see it followed by some other person saying "I can buy it for you!".
Total strangers. Being kind to one an other!
I've had people request that I change my paypal interface to allow them to donate for an other player.
And this is only talking about the money stuff; but each time I'm on I see new people asking for advices and getting them. I see people congratulating one an other for feats of awesomeness. I see people sharing in on the loss of somebody's character.
I look at my players and I see kindness and fun; and that makes me the happiest game designer there can be!
I love you players, please keep on being nice and keep on dying ingame ;)
IndieDB Game of the Year Top10 Vote!
My minions,
Thanks to your votes, Tales of Maj'Eyal has ascended to Top 100, but we can do better, for now the votes are open for Top 10 !
This will only take you a few seconds but it will make your God of Darkness feel awash with love! ;)
Thanks
Announcing: Embers of Rage
My minions, I have teased it, I have talked about it, but I never actually officially announced it!
One year has passed since the one they call the Scourge from the West came and single-handedly destroyed most of the Orc Prides. The Sunwall, now possessing a Farportal, have entered an economic and millitary pact with the Allied Kingdoms in the west and conquered most of Var'Eyal. The few remnants of the Prides are caged. But by chance the Scourge missed the Kruk Pride, which now stands as the only orc settlement left. Isolated on an island they too however face impending doom. Besieged by the Sunwall they are barred from entering the mainland and on their own island they are at war with a technologically advanced civilization of giants. Their only hope is to reverse-engineer their steam-powered technology and bring metal mayhem to all the foes of the Pride.
Embers of Rage is the second expansion for Tales of Maj'Eyal. The concept and start of the development is now about three years old but in the last year it has picked up pace a lot, and now I am happy to say the release is getting close!
But what does it bring exactly?
- A new story to play through, set in the Far East continent (that the orcs call Var'Eyal) which continues the story of the world.
- A full length campaign that will see your characters fight from level 1 to 50
- Play as an Orc and reclaim your land and future
- Unlock another -secret- race
- Play as a Sawbutcher, a melee battle-engineer that uses both his cunning for technology and his trusty steamsaws to bring hot steamy metal mayhem to his foes
- Play as a Gunslinger, a steamgun dual wielding master-sharpshooter capable of amazing feats of pure steamy badassness
- Unlock other -secret- classes
- Unlock the possibility to play the new classes in the vanilla campaign, because why not!
- Use the tinker system to craft some technological wonders to attach to your objects to become more versatile. Need more mobility? use Rocket Boots. Want to fire ammo without a launcher? attach a Hand Cannon to your gloves!
- Save yourself with versatile medical salves; inflexible runes and infusions are so old-school!
- Choose from six new prodigies, available even in the vanilla game
- Unearth long lost mysteries of the past and discover sinister plots in some thrilling new lore to discover
- And obviously discover a huge number of new zones, artifacts, creatures, achievements, talents, ... It is after all a full campaign!
- All while listening to custom made musics for each zones
Now my minions, you simply need to wait patiently in line while your local God of Darkness prepares to unleash the Embers of Rage upon you!
IndieDB Game of the Year poll!
My minions,
It is this time of the year again, the IndieDB Game of the Year poll is upon us!
What can you do? Simple: vote for the only game you truly love: http://www.indiedb.com/games/tales-of-majeyal/
Well, ok, you can also vote for others if you wish to ;)
Only a few seconds are needed and you will make your god of darkness very happy!
Tales of Maj'Eyal 1.3.3 aka "Stunt's Whip of Doom" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.3.3 ! See http://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.
Enjoy and have fun in Eyal!
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
Release highlights:
- A small but important bugfix!
Expanded changelist:
- Try to fix the gamma issue on some computers
- Fixed curse of nightmare, for real this time!
- Buffed curse of nighmare to start triggering at level 4 (as the description was implying)
- When mousing over a zone change there will be a minimum level indicator in the tooltip
Have fun!
Tales of Maj'Eyal 1.3.2 aka "Stunt Saver" is released!
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.2 ! See http://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.
Enjoy and have fun in Eyal!
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
Release highlights:
- Many imporatnt bugfixes!
Expanded changelist:
- Yeeks summoned Wayists do not drop items
- Sludgenest drops Maj'Eyal items
- Combat:combatSpeed can take an additional speed
- Fixed Skirmisher's Swift Shot abuse
- Prevented the vats in the old conclave vault from destroying stairs
- Party members are cleaned of debuff when going to the Eidolon plane
- Fixed Archery to properly do on_hit, on_crit, and on_kill effects. It can now handle multiple types of each from ranged weapons and ammo.
- Make Contingency and Matrix respect fixed cooldowns
- Fixes the nightmare part of curse of nightmares
- Add proc chance to Warden's Call (for balance and bugfix)
- Reduced the memory drag (but not altogether fixed) caused by Temporal Warden talents
- Fixed inventory destruction caused by some Temporal Warden talents
- Fixed Fearless Cleave
- Roguelike mode characters can now enter the Eidolon plane by a special exploratory farportal event, thus making Utterly Destroyed achievement possible even in Roguelike mode
- "make_escort" property can reference define_as fields of entities without a rarity
- New string.prefix and string.suffix functions
- Deus Ex Machina achievement altered and now possible to get
- Reduced Insane and Madness flat level penalty, as it just made first levels harder than the rest of the game (which is still very madly hard)
- Cancelling secondary target for Nature's Equilibrium now targets self.
- Reduced Paradox cost on Time Shield, Webs of Fate, and Temporal Fugue
- Fixed Twist Fate
- Limited the number of possible charges of Lightning Catcher
- Twist Fate gives audio feedback when an anomaly is held
- Twist Fate gives better messages when an anomaly is targeted
- Paradox Modifier can not reduce duration below one turn
- Fixed weapon speed bug
- Savefiles from previous minor patch versions will not require to check the "old savefiles" checkbox anymore
- Savefiles from previous minor patch versions will not display the "download old data" popup anymore
Have fun!
Embers of Rage: Weapon Automaton Tinker
My minions,
Do you know that feeling where you loot a nice shiny flaming sword but can't be bothered to wield it yourself?
That's annoying right?!
Think no more, thanks to Embers of Rage you can fix that with nothing but a simple bit of crafting: the awesome weapon automaton!
Strap this baby to your gloves and fire it up, it will wield your designated weapon to strike pain and dismay (and wonder!) into your foes, for a while!
Available soon in a Tales of Maj'Eyal near you!
Alchemists will now be able to fully control their Golem's OS!
In a bold move, the Alchemist's Guild of Maj'Eyal has finally hacked the control crystals, derived from Sher'tul tech, that power all their golems!
Every alchemist has been given an usage manual and should now be able to have root access to their golem.
No more dying because your golem was too dumb, you can now program them exactly as you desire. In C !
This update to golems should be available Very Soon (tm) to all Alchemists of Maj'Eyal!
PS: The Alchemist's Guild wishes to thank http://jslinux.org/ and Fabrice Bellard for their amazing work!
Tales of Maj'Eyal 1.3.1 aka "Forever" is released!
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.1 ! See http://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.
Enjoy and have fun in Eyal!
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
Release highlights:
- Many imporatnt bugfixes!
Expanded changelist:
- Fixed crash on some OSX versions
- Added text to antimagic quest to explain why Ogres can do it
- In developer mode an error popup forces all other dialogs to disappear; making sure even level generation errors do popup correctly
- Removed preliminary gamepad until it can be fixed
- Fixed digging into icewalls
- Fixed Tirakai Maul; lets see what bug it does next!
- Fix Block description
- Fixed Frost Lord Chains
- Fixed Time Stop + Contingency (hopefully)
- Fix Temporal Fugue on traps
- Updated Insane and Madness difficulties unlock texts
- Reckless Charge can once again go through crowds
- Fixed The Mouth sometimes erroring out
- Icewall cooldown can not be lower than its duration
- Made DamageType.initState available to addons
- Fixed the description of Ogre Fury effect
- Most races now start with an additional infusion or rune in inventory
- Lore note that shows the old conclave ruins on the map now always pop even if already known
- Cease to Exist can not be used by NPCs anymore
- Make sure temporal warden clones can not self resurrrect
- Fixed alchemists & summoners exiting the Dreams of the caldera
- New hook "Zone:create" for when a zone.lua file is loaded
- Fixed a memory leak in the chatlog
- Breach checks saves on arrows now too
- Hounds unravel duration reduced
- Reduced Invigorate Paradox cost
- Spacetime Stability bonus doubled while Tuning
- Spacetime Tuning now tunes a flat amoutn each turn
- Reduced damage on Temporal Hounds a bit
- Increased the Paradox cost on many chronomancy talents (especially defensive ones)
- Guardian Unity duration increased to 10
- Paradox Spell Modifier now affects spell durations (rounds down)
- Paradox spellpower modifier scales more normally under 300 paradox (caps at 50% at 150 paradox)
- Redux now only effects one spell per cast. Cooldown reduced.
- Reduced effectiveness of energy decomposition
- Dimensional Shift now reduces the duration on only one effect
- Shoot is once again bound to left click at birth for Temporal Wardens.
- Fixed Temporal Hounds breaking with "scape" effects
- Shantiz no longer destroys friendly projectiles
- Shantiz AoE no longer hits friendly targets
- Effect Reduction and Resist All on teleport now subject to diminishing returns
- Fixed log fade
- Fixed temporal bolt's initial hit reducing too many talent cooldowns
- Fetter handling for blended threads and temporal bolt
- Fix spatial tether msgs
- Fixes a bug in game:delayedLogDamage that incorrectly determines player visibility for certain messages.
- Updated messages for Spatial Tether
- Reduced a little the flat level increases on nighmare/insane/madness as they only make the first few levels way harder than the rest
Have fun!
1030 concurrent players!
This is a new all time record of concurrent players!
It is still early in the USA so I think we can go even higher! :)
Server seems to be holding, I'm pround of you server!