News

December 28, 2013
By darkgod - December 28, 2013

Good news my minions!

The title says it all mostly, so here goes the link :)

http://www.indiedb.com/features/indie-of-the-year-2013/

 

Thanks to you my minions, and here's to hoping it brings me even MORE minions!

 

PS: You can celebrate byvoting for ToME on the Roguelike of the Year poll ;)

December 24, 2013
By darkgod - December 24, 2013

So my minions, have you been naughty?

 

If you have, then here is your Santascape gift: Tales of Maj'Eyal 1.1.3 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all (on Windows).

 

Since I wanted to give you all a little present in addition to boring bugfixes I've rushed a little on something I wanted to do for a long time:

A new Doomed tree that gives them some nice & fun utility!

 

The Roguelike of the Year 2013 poll is still running, if you like ToME, go help it there (and check out all those other nice games too!):

http://roguelikedeveloper.blogspot.fr/2013/12/request-for-votes-ascii-dr...

Also the modules contest is still running too:

http://te4.org/contest/vote/2013

 

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

 

Release highlights:

  • New Doomed tree
  • Many important fixes

 

Expanded changelist:

  • New Doomed tree: One with Shadows
  • Fixed dying as you win the Derth arena
  • Fixed correctly dying while killing the chronolith twins
  • Added the missing unlock text for Madness
  • Sanctum portal has a message about requiring the orb of many ways
  • Fixed achievements borders ingame for various difficulties
  • Corrupted Shell also provides 20% armour hardiness
  • Wait longer for login
  • Fixed the video options dialog
  • The game will detect if it was not started sucessfully (up to the main menu) last time it was run and automatically enable safe mode in this case
  • A few sanity paranoid code checks
  • Moderators are shown as such
  • Achievement tiles for most online events

Merry Santascape to you all!

Ho, Ho, Ho ... *SPANK*

December 23, 2013
By darkgod - December 23, 2013

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.1.2 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all (on Windows).

Enjoy and have fun in Eyal!

 

The Roguelike of the Year 2013 poll is still running, if you like ToME, go help it there (and check out all those other nice games too!):

http://roguelikedeveloper.blogspot.fr/2013/12/request-for-votes-ascii-dr...

Also the modules contest is still running too:

http://te4.org/contest/vote/2013

 

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

 

Release highlights:

  • New random worldmap event, get yourself a kitty!
  • Many important fixes

 

Expanded changelist:

  • New Game option will show the module list if there are incompatible modules found
  • Fixed item's vault duplication bug
  • Improved error messages of the Item's Vault
  • Added requested window positioning option to the VideoOptions dialog. Useful for borderless windows and multi-monitor setups.
  • Achievement images for the santascape event
  • Enabled window position saving & restoring
  • Entity:addTemporaryValue will not lose value for higest/lowest/last number setting
  • Fixed Lichform in ID or Arena
  • Learning Solipsism gives psi pool
  • Fillarel will only talk once
  • Flash Bang Trap now also deals physical damage
  • Reduced Gravitic Trap damage
  • Fixed the bug where sometimes the tooltip did not appear on targeting
  • Celia now has mana
  • Alchemists can correctly make lapis lazuli and fire opal gems
  • Using Venomous Strike with a ranged weapon now correctly deals nature damage
  • New rare cute worldmap encounter
  • Artifact gems are wearable for the alchemist golem
  • Shade of Telos will always track the player
  • Fixed Legacy of the Naloren
  • Fixed the "stores wont talk to me" bug
  • Fixed multiple artifacts
  • Fixed undying npcs
  • Shadows summoned by summons will not attack the original summoner
  • Fixed a strange bug when the player managed to die in the transmo dialog between a level switch
  • New gameplay option to disable mouse targeting
  • New color for ingame chat moderators & general helping guys: gold!
  • Animus Purge can be used while a husk exists, it will dispell it (even if no new husk is made!)
  • Glimmerstone has a description
  • Wormhole does not respect automelee targetting
  • Ardhungol quest is available without having gone west after level 20
  • Yeeks now have a way, under certain circumstances, to not do waht they do at the last battle
  • New achievement for having Aeryn survive the last battle
  • Fixed Curse of the Meek
  • New video mode: borderless window

Have fun!

December 17, 2013
By darkgod - December 17, 2013

My minions,

As each year the roguelike of the year poll is open!
Many great games to vote on this year:
http://roguelikedeveloper.blogspot.fr/2013/12/request-for-votes-ascii-dreams.html

Note, you'll find ToME as T.o.M.E 4 instead of Tales of Maj'Eyal, be sure to drop a vote for it :)

Oh and remember, ingame it is the season: the Santascape has open!

December 13, 2013
By darkgod - December 13, 2013

Donators and people that have bought the game through other sources, you can now very easily grab your version on Steam.

Simply log into your profile on te4.org, go to your user profile ( http://te4.org/user ) and click on the Steam tab.
You will find a link to own it!

People that bought it on other stores, if you didnt make an account or register your key yet, please do and then you can use the same feature. (Reminder, the key that was granted to you by Desura/Gamersgate/... goes there: http://te4.org/key-redeem )

December 13, 2013
By darkgod - December 13, 2013

"The board is set, the pieces are moving."

About 3 years and a half ago, uttering those same words I released the first beta of ToME to the unsuspecting world.
Today, after untold amounts of work, both by myself and some great people of the community, we celebrate the release of my little baby on Steam!

The game has been greenlit about one month and a half ago and the days since then have been quite frantic, providing me with few sleeping hours but much excitement.
I have worked hard and now I shall rest while I watch new players stumble upon the deadly world of Eyal! More tears for the DarkGod!
The Steam integration features achievements, cloud saves, authentication and Workshop integration.

Without further delay, I give you: Tales of Maj'Eyal on Steam!
http://store.steampowered.com/app/259680/

December 12, 2013
By darkgod - December 12, 2013

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.1.0 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

The patch is huge this time because I've re-organized the way the game is packaged so the later updates be smaller and easier even if the game grows.

Enjoy and have fun in Eyal!

 

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

 

Release highlights:

  • New necromancer tree: Animus
  • All achievements now feature beautiful 128x128 images
  • Improved Alchemist interaction with its golem
  • Tons of fixes and balance adjustements
  • Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
  • Includes a Fez. Fezzes are cool!

 

Expanded changelist:

  • Shadowstep now will work if the target is seen and either: is not in vault or is in LOS
  • Fixed Indiscernible Anatomy
  • Achievements are not gained in debug mode
  • Murgol lair has the underwater effect
  • Fixed Unstoppable
  • New "callbackOnArcheryAttack"
  • Put in a failsave in the lost wife dream
  • When slasul make his portal, he will move if he stands on it
  • New colors.hex1 function, use like: colors.hex1"ff45d5"
  • The various callbackOn* of talents now also work on temp effects
  • New callbackOnMeleeAttack when the actor attacks
  • Ambush should be safer
  • melinda always erupts
  • Much improved Melinda quest line, she looks less a dummy too
  • Spacetime Tunning is now given upon learning a paradox using talent
  • Fixed tooltip offset in charsheet
  • Fixed Revisionist History on autocast
  • Cauterize now protects you until the next time you can act
  • Switched over the Yeek Wayist dialog so that the hostile action is not the default one
  • Removed the "secret" room of Reknor 4
  • Changed mindlash gfx
  • Fixed Probability Travel debuff name
  • Changed Wrath of the Wood icon to remove confusion with Heorism
  • Improved the look of out of time zones
  • Actors can implement canWearObjectCustom for additional wear checks
  • Alchemist's Refit Golem split into two talents: Refit and Interact
  • Alchemist's Interact talent lets the player change talents, name, tactics and inventory without switching to the golem. Inventory in this mode is special, the equipment side is the golem's and the inventory side is the player's
  • Stores display gold remainig in their title
  • Disabled the advanced tutorial until it can be updated
  • Eclipse will only increase the positive/negative regen when below the threshold
  • Fixed Alchemist Golem Blighted Summoning
  • Solipsist's Projections can not create Thought-forms
  • Fixed Lay Web
  • Character sheet records the number of creatures/elites/rares/bosses killed
  • *Perhaps* fixed the rare double-death bug
  • Fixed Living Mucus limit
  • Fixed Umbraphage cooldown
  • Adventurer items start in the transmo chest
  • Default Inventory tab is "all"
  • Fixed inventory tab traversal after re-opening
  • Protector Myssil has learnt Tricky Defenses and Unbreakable Will prodigies
  • Big particle error should no longer bring down the game
  • Online events forbidden in tutorials
  • Tutorial character is correctly having infinite lives
  • New achievement frames, looks much nicer
  • starting to add rexo achievements picture
  • Reduced the cooldowns on the talents of the mice in the dream of vulnerability
  • Stone Alchemy cant destroy tagged items
  • Fixed Defiling Touch 6+
  • Tree of Life will not spam the log
  • Split tome team file into 3 files for easier packaging & update
  • Mystical Cunning only gives traps/poisons depending how what you know
  • Made the alternate ruined dungeon orbs more obvious
  • Ruined dungeon guardians will not be wall-walkers
  • Fix Psiblades with "clone" effects
  • Reduced the power of ego diggers
  • Fixed self targetting with spells
  • Bone Grab range now scales with talent level
  • Buffed Gorbat a little bit
  • Made Summoners more awesome looking
  • Fixed speeds on the character sheet
  • Fixed merchant artifact offering for antimagic characters when browsing the misc category
  • Make alchemists look somewhat more awesome
  • Fixed setting armour hardiness on training dummies
  • Shadow of the player is now trigger when bone shield is either drained or removed
  • Fixed cancelling Fearscape
  • Can not Reload when at full ammo
  • Tweaked some artifacts
  • Better ingame registration handling
  • Never Stop Running does not cost a turn to enable
  • Never Stop Running cost fixed
  • Ambuscade shadow now will dissipate if out of sight for too long
  • Fixed Shadowstep to make it respect LOS
  • Fixed "all achievements tab"
  • New fbo:png() method
  • New Necromancer's tree: Animus
  • Sher'tul Fortress Control Orb now displays the current energy count
  • Cheat mode (called Developer Mode) can be enabled/disabled from the options in the main menu
  • Shader uniforms are now available directly as autogenerated methods of the shader, i.e: fooshader.shad:uniMyuniformname(5)
  • Shaders uniforms are set much more efficiently
  • Short staves are now dual wieldable by characters that have talents to do so (like Reavers)

Have fun!

December 11, 2013
By darkgod - December 11, 2013

Voting happens here: http://te4.org/contest/vote/2013

Take a look at those games, each one deserves a chance to be played, they are fun :)

December 1, 2013
By darkgod - December 1, 2013

Today we are the 1st december, this is the last chance for module makers to release their games (remember is has to be uploaded to te4.org).
Hurry up fellow devs ! :)

In the meanwhile players can already play & start voting (do not worry about voting early, you can change your vote up until the end) there: http://te4.org/contest/vote/2013

Go have fun, and vote!

November 12, 2013
By darkgod - November 12, 2013

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.5 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

This release is *huge* and I hope you'll have as much fun exploring it as I did creating it!

Enjoy and have fun in Eyal!

 

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

 

Release highlights:

  • Huge improvements to many visual effects, spells and tiles
  • Combat log reworked to be far more readable, log heals, shiedsl, absorbs
  • New special effects for each point accuracy over defence
  • New difficulty mode: Madness, for those that mastered Insane ;)
  • Training room in the Sher'tul Fortress
  • Faster saves
  • New Archers tree: Excellence (new tree), Poisons and Traps
  • Many new hooks and tools for addons/modules makers
  • Infinite scaling: talents should scale much better past 5/5
  • Tons of rebalancing and improvements to many talents, objects, artifacts and zones
  • IMPORTANT: saves are not compatible from 1.0.4

 

Expanded changelist:

  • Added a graphical effect for healing and regen effects to most of those effects
  • Using Aegis on shields will visualy change them
  • Damage shields, absorbs, ... are now noted in the log
  • Heals are now noted in the log
  • Venom drakes can now appear in the noxious caldera and in gorbat pride
  • Flat damage cap% is now applied after shields
  • Disruption Shield now partially absorbs the hit that makes it explode
  • New "punches" sounds for barehand combat
  • NPCs can use Shoot Down
  • Adventurers start with both gloves and gauntlets
  • Unarmed 0.6 attack speed is bound to Empty Hands, not to being a Brawler
  • New Actor:checkPool method to facilitate learning pools/... on talents learnt
  • Adventurers now learn Empty Hands when learning barehand talents
  • Swords, axes, maces, staves, daggers, whips, tridents, bows and slings now have special "unique" effects when hitting a foe for each attack you have over their defence
  • Player can now tag objects with a name; tagged objects can not be dropped, destroyed or transmogrified until the tag is removed
  • Fixed actor execution loop to crrectly resume at the next actor after the pause: aka this should fix Through the Crowd
  • Automatic talents will be used in order: instant ones first, then higher CD ones first. Only one non-instant talent will be used each turn
  • Orcs will search your buddies for the staff too
  • Stone Walking and Gem Portal do not fail due to melee autotarget
  • Corpses (from the curse) coming out in the middle of an attack will not be destroyed by said attack
  • Improved combat logs
  • New achievements for Normal (Roguelike), Nightmare/Insane/Madness (Adventure)
  • Achievements list onyl shows the ones for the current difficulty to reduce clutter
  • Add range to the map tooltip
  • Temporal Augmentation Robes talent level reduced
  • Nerf Colaryem a little
  • Most summoned actors do not drop loot anymore
  • Buffed starting gold to 15
  • Marauder's Thuggery tree is now Generic
  • Marauder's gained Bloodthirst tree (1.1, locked)
  • Staff Mastery & Mindstar Mastery trainings now respect previous knowledge and do not screw you over
  • When leaving a level with a dominated npc it will be freed from the control instead of waiting for your return
  • Torment ammo doesnt have wielder bonuses and instead gets combat bonuses
  • archery_projectile is now available to addons
  • Alchemists can now unlock a golem replacement: the Drolem !
  • Drolem is buffed a little
  • Tannen's Tower level 4 has a different LOS system, making the Drolem obscure more of the field again
  • Nourishing Moss tactical infos fixed
  • Female Dwarves can unlock some cosmetic facial pilosity (because the lore says so!)
  • Keybinds are displays more succinctly, so [A]+[S]+Keypad 6 will now appear as ASk6
  • Actor's on_takehit and hook "Actor:takeHit" now get a parameter that telsl them the damage type, if available
  • New Fortress feature to unlock for 50 energy: training room!
  • Fixed mind talent procs happening more than once per turn
  • Runic Golem can not be unlearnt
  • New GameOptions:tabs hook
  • New melee "whirlwind" effect
  • New effect for Tempest
  • When leaving a level all player originated projectiles are removed
  • Ward talent lists available wards
  • Wraithform now teleports if you end up in a wall
  • Applied infinite scalingto prodigies
  • Gem Golem can not be unlearnt
  • Temporal Clone can not be used out of range
  • Aether Beam and Gravitic Trap can not be placed in walls
  • Nature's Pride goes on cooldown even if there was room for only one treant
  • NPC are less confused by being LOS'ed
  • Rares should be more interresting/powerfull
  • Allow Gestures to respect Gloom status effects
  • If the Weird Pedestals event can not generate an artifact it will make a randart
  • Lost merchant will not generate antiamgic items for arcane characters
  • Clarification to Heightened Senses/Infravision tooltips
  • Scaling Bug fix in Darkness talent radius
  • Scaling fix to hate generation
  • Fixed typos in NPC definitions to prevent unintended agro
  • Fixed bug in BattleTrance
  • Fixed Grim Resolve not curing poison/disease
  • Fixed Vimsense power when used with items
  • Fixed tactical ai info for Mindlash talent
  • Fixed character sheet to correctly show archery damage based on ammo
  • Added addons url to the addons menu
  • UIs can now have special mouse cursors
  • Added two new hooks to the boot module "Boot:load" and "Boot:run"
  • Fix maestrom
  • Fix necrotic aura
  • Infinite scaling applied to npc talents
  • New gfx effect for Frostdusk
  • New hook "GameOptions:UIs" to add new uis to the ui selector
  • UIs definitions are now loaded from files in /data/gfx/ui/definitions/ so that addons can add new ones
  • Attachement spots for particles can be read from a file per tileset
  • Fixed Projectile class subclassing
  • Tooltip for projectiles now shows who cast them and their self/friendly fire status
  • Wards are now correctly colored by damage type
  • Projectiles can be fired over chasms in the alt-maze
  • Meteoric Crash can now crit (using the highest of spell or mind crit chance)
  • New Uttercold visuals
  • New Wings of Flames graphics! Find them!
  • Argoniel learnt how to use Irresistible Sun
  • Applied infinite scaling to afflicted
  • New Flames of Urh'Rok gfx effect
  • Juggernaut effect is now correctly classified as physical. For Zonk, with love
  • Brawler's combo points last two more turns
  • Fixed Pulverizing Auger in some zones
  • Shields now "wooble" when hit
  • Fixed crystal set proc
  • Fixed slight particles display position error
  • Added a slight outline to currently moused over item on the map
  • New starfield shader is hungry, so a new video option to enable volumetric shaders is added. It is *off by default*, turn it on if you trust your GPU :)
  • Fixed strange graphical artifacts around some texts
  • Text outlines are much better now with shaders enabled
  • Improved shields shader
  • When disarmed the weapon will disappear from the character doll
  • Buffs with charges (like Combo points) now display their charges
  • Buff/debuff remaining time is correctly centered
  • Added the Excellence tree to Archers, granting them more utility and survivability
  • Venomous Strike works with ranged weapons too
  • Implode has a distortion effect
  • Archers now get access to both Poisons and Traps trees
  • Poisons now work on both arrows and shots
  • Distortion tree got .. distortion shader effects
  • Irresistible Sun got distotion effects
  • Added distortion effect to meteor crashes
  • Added options to disabled "advanced" and distorting shader effects
  • Improved water display (with a shader)
  • Applied infinite scaling to chronomancy
  • Particle systems can have a subparticle attached
  • New fireflash and flame effects
  • New Gravity Well effect
  • Fast Curse Dispel is considered an important achievement
  • Applied infinite scaling to corruptions
  • Particle systems can now define a global use_shader={type="foo"} to attach a shader
  • Particle systems can check availability of shaders
  • Particle systems can now also the background that is under them, allowing things like distortion effects
  • New distortion effect for the Repulsion Blast and Gravity Spike
  • The final artifact from the final fight now requires less to wear so you can bask in its glory
  • Applied infinite scaling to celestial
  • Weapons can have multiple masteries talents, the best is used
  • Added "Chat:load" and "Chat:add" hooks
  • Through the Crowd now also makes you like being in the crowd, +10 all saves for each friendlies in sight
  • Infinite scaling applied to psionics; solipsism mechanics have been adjusted
  • Temporal Form only converts 50%
  • Reduced Guardian of the Wood all resistance bonus
  • Buffed artifact ammos
  • Highscore core is less ToME-centric
  • New difficulty mode: Madness (locked). More high level foes, stronger, with much more rares, more randbosses and a unique "Hunted!" debuff!
  • Block is only used in melee by tactical AI
  • Fixed bloated ooze damage absorb when using only one ooze
  • Added an option to disallow online event pushes (but why would anyone do that is beyond me!)
  • Online events can now happen in the Infinite Dungeon too!
  • Thieves NPCs are now correctly competent with a dagger
  • Dominant Will works on elites
  • Burnt to the ground achievement is now achievable
  • Prothotipe's Prismatic Eye correctly imbues its spell proc whem imbued on an item
  • Grappling correctly checks no_breath
  • Mitosis & Call of the Ooze correctly respect maxes
  • Bear NPCs stats changed to str/con
  • Bloodspring triggers at 15%
  • Steamroller makes Rush cost only 2 stamina
  • Revisionist History lasts 20 turns
  • Corrupted Shell increases life by 250
  • Fungal Blood also removes up to 10 magical effects
  • Never Stop Running cost reduced to 12
  • Vital Shot cooldown reduced to 10
  • Windblade radius increased to 4
  • Superpower grants 50% of strength as mindpower
  • You Shall Be My Weapon and Massive Blow cooldown reduced to 10
  • Windtouched Speed increased to 20%
  • Mental Tyranny now only converts 33% of the damage
  • Temporal Form prodigy temporal damage is now always *current* highest +30%
  • Swift Hands prodigy allows wear/takoff for free only once per turn
  • I Can Carry The World! prodigy also granst 20 strength
  • Talents can now have properties: callbackOnAct, callbackOnActBase, callbackOnMove, callbackOnRest, callbackOnMeleeHit, callbackOnMeleeMiss, callbackOnArcheryHit, callbackOnArcheryMiss
  • Altered/tweaked/improved many artifacts, keep your eyes open for new fun stuff!
  • Special effects on artifacts can now be described with wielder.special_desc
  • Achievement for killing all 4 slime tunnel bosses
  • In cheat mode one can shift+left/right click on buffs/debuffs to adjust duration
  • Ruined Dungeon can have a different set of clues
  • Added infinite scaling to techniques
  • Ruined Dungeon will not generate without the 6 guardians
  • Orc babies do not drop loot
  • Traps disarm & detection power scale with level
  • Ruined Dungeon orb summons do not drop items
  • Sludgenest wall poping slimes power now gradualy increases. Staying inside is not advisable.
  • Added 5 achievements for staying in the sludgenest for many turns (one every 100 wall slime pops)
  • Improved look of the huge sandworm burrower
  • Yaechs and Nagas in Murgol lair have dropped damage by 35%
  • The Ritch Hive Mother dropped damage by 30%
  • Chant of Light now also increases fire damage
  • Golem Power now also adds mastery with staves, daggers and exotic weapons (but not mindstars)
  • Fixed Star Shot
  • Prodigies dialog allows to unselect
  • Huge tweaks to many ego items to make them more interresting
  • Changed Evasion talents to not let characters become melee immune
  • Applied infinite scaling to the cunning tree
  • Saving happens in a separate OS thread, making saves much less painful
  • Zones can have a temporary memory cache. ToME uses it to keep the last 3 visited zones (and associated levels) in memory, making switching between them much faster
  • Bathe in the Light now provides a damage shield to all affected creatures and fire damage to all damage creatures
  • Precognition dissipates when switching level
  • NPC will not use automatic talents with hostile targets
  • Eldritch eyes do not affect a yeek when they are destroyed when dominated
  • Really, do not annoy Linaniil ... but if you do you get an achievement
  • Yeeks can not dominate themselves
  • Diggers now provide a dig talent and can be used while carrier instead of wielded
  • Bone Shield looses a charge only if the damage is > 0
  • Meteoric Crash stun chance uses spell or mind power, as the damage does
  • Fixed anmalice proc
  • Protective Aura correctly grants physical saves
  • Combat Training talents split into two lines
  • Object tooltip now shows which talent mastery affects them
  • Last level of Reknor can not have obelisks and such
  • Added "alter_level_data(zone, lev)" possible callback for level creation
  • Alternate Daikara has pyroclasts falling whe nthe players getin range 6 instead of 3 and the last level has more trees
  • Alternate Sandworm lair has more giant tunnelers
  • Alternate Norgos lost Frozen Feet and the shivgoroths got a little damage penalty
  • Alternate Maze "normal" horrors have been replaced by temporal ones
  • Nerfed Shardskin damage and changed his talents a bit
  • Air bubbles have a more explicit description
  • Killing an aquatic horror will fill the surroundings with air bubbles
  • Reduced Maleable Body effect
  • Converted all wild gifts to infinite scaling
  • Diggers should be instantly usale even at high speed
  • Upgraded LuaJIT to 2.0.2
  • getCharmPower now takes a first parameter "who"
  • Objects from worldmap ambushes and farportal zones grant less money
  • Birther can apply data to the party
  • Easy mode now also halves all detrimental status effects
  • Fixed traps in immediate melee mode
  • Cavern generator can place doors
  • Doors can have a "door_sound" field to tell which file to play when opened
  • New hook "UISet:Classic:Resources"
  • Fixed Prox halfling Feet when used on a halfling
  • Allow quests to be in addons data folder, referncing them like zones with an "addonname+" prefix
  • Chagned the particle effect for aerther vortex (thanks umbrall)
  • In zones with walls on grass you can see small leaves of grass extending over the walls
  • New dirt road gfx in the trollmire
  • Roomer generator can now understand the = symbol to define tunnels, if not present it defaults as it did before to the floor
  • Upgraded the grass to look like nice foresty grass
  • Fixed stealth/invisibility: npcs could go straight to the target (it still hindered them though)
  • Updated grass to look more like grass and less like golf terrain :)
  • Ctrl+P (by default) now allows disabling/enabling all automatic talents
  • Tentacles can not be summoned out of range
  • Ambuscade shadow can not teleport
  • When a summon dies/disappears, any NPCs targetting it will start looking for the summoner
  • Added "infinite scaling" methods
  • Applied infinite scaling methods to all spells
  • Eggsack & crystal shard summons do not grant exp when killed
  • Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
  • Ghoulish Leap cooldown reduces with level
  • Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
  • Animate Blade / Crystal Shard summons do not drop items
  • Leveling up/down Mimic removes the effect
  • Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
  • Buffed the Eternal Night set
  • Timed effect duration reduction from Time Shield and other such effectsonly affects detrimental ones
  • Fixed Doomed unlock
  • Removed Rain of Death vault
  • Pulverizing Auger max range limited to 10
  • Thalore Blight resistance reduced
  • Fixed Receptive Mind debuff
  • Rockwalk does not break Body of Stone
  • Eldritch Stone now grants mana regen on rest
  • Fix Deeprock Form preventing unlearning last talents
  • Eldritch Stone now is affected by Aegis
  • Eldritch Stone graphics updated
  • Stone Wardens automatically unlocks Wilders
  • Elemental Split only takes a turn if at least one half got summoned
  • Mountainhewn Deeprock correctly grants immunities
  • Eldritch Stone durations scale with talent
  • Eldritch Stone effects have 100% chance to trigger
  • Eldritch Stone effects apply power is based on the highest of spell or physical power
  • Stone Wardens Stone Half now correctly knows Stoneshield
  • Angolwen shops are finally free from their gfx glitch
  • Mindlash psi cost now increases the more it is spammed
  • Boosted Stealth initial value
  • Lost Merchant artifact creation list is split into subcategories
  • Birth screen will not spin the CPU madly
  • Target tactical info now looks better!
  • Addons in chardump will be stoerd differently to make the Vault able to search them correctly
  • Wraithform has a graphical effect
  • Increased font size on main menu
  • Heat Beam Rune, Frozen Spear Rune and Insidious Poison Infusion will not affect crosstier effects anymore
  • Resting will not spam the log with messages about party members healing
  • Long chat dialogs will scroll
  • Archery launchers can now have a damage multiplier and an on fire callback
  • When in underwater levels the screen will very slightly .. hum .. wooble
  • Buffed Mind Parasite
  • Reduced Mucus equilibrium regen
  • Natural Acid and Corrosive Nature now have a cooldown
  • Mindslayer spiked shields have a new gfx effect
  • Added a hook "GameOptions:generateList"
  • Add new hook "ToME:runDone"
  • New awesome graphical lore for Nur, made by "Impy"
  • New achievement for winning the game without ever going west.
  • When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
  • Shatter won't stop at the first non-frozen foe it finds

Have fun!