News

March 24, 2013
By darkgod - March 24, 2013

Hi my fellow minions!

I am happy to announce that Tales of Maj'Eyal is now available on Shiny Loot: http://www.shinyloot.com/tales-of-majeyal

Have fun deaths in Eyal, my minions!

March 19, 2013
By darkgod - March 19, 2013

From the stats at http://te4.org/game-statistics:
Total play time: 200 years 237 day(s) 3 hour(s) 4 minute(s)

Yes, ToME made mankind lose 200 years, and it keeps counting!
I am so pround, my evil plan of world domination is coming along just fine!

Carry on my minions, carry on!

March 13, 2013
By darkgod - March 13, 2013

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.1 ! See http://te4.org/

This is the first release since V1 and it brings you much new goodness and improvements!

Enjoy and have fun in Eyal!

 

Note for windows users:  the download link is now a download of the launcher/installer which will take care of keeping your game up to date for the next versions. If you place it in your V1 folder (the music version) it will update it to V1.0.1 with a much smaller download. Enjoy!

 

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

And do not forget to vote for ToME on Steam Greenlight!

 

Release highlights:

  • Improved UI, notably the chat, allowing you to join custom channels, read multiple channels at once, ...
  • New spell effects
  • The Oozemancer: a new class, inherently antimagic, dedicated to protect Nature against the assaults of arcane forces
  • New zone: the sludgenest
  • A huge list of improvements to many classes and features!

 

Expanded changelist:

  • Lowered damage taken requirements of Corrupted Shell and Cauterize to 15k
  • Marauders start with Combat Veteran tree unlocked
  • Meteoric Crash doesnt stun the caster
  • Sun Paladins in Arena mode have a tile
  • Temporal Form in addition to increasing paradox also increases the willpower for determining failures & paradox effects by +600
  • Reflection Shield rune got it's own icon
  • Glowing Chests will not interrupt AE after being openned
  • Gesture of Pain correctly checks stun resistance
  • Slaves in the Ring of Blood will have all status effects removed when freed
  • Disarming Trap now does acid damage too
  • When a trap expires without being triggered it refunds 80% of its stamina cost
  • Aligned field in registration form
  • Fixed Gestures description
  • Added a lore popup when wielding an antimagic item as an arcane user
  • Added a lore note when killing Ukruk in the ambush, explaining what and why he does what he does
  • New lore inthe caverns leading to the valley of the moon
  • Added a paper on why sea travel is impossible to the library of Last Hope
  • The Demonic Orb of Many Ways can not be used on the High Peak farportals
  • All cleansing egos are antimagic
  • Stoning Poison does not turn to stone is removed early
  • Impending Doom is affected by spell save
  • Can swap position with patrols
  • Buffed some lesser used artifacts
  • Prevent adding more points into Lichform once transformed, as it is useless
  • Petrified Wood can be used by the golem with bonuses
  • Elemental Surge correctly tiggers from 200 damage, not 300
  • Alchemists can not loose Create Alchemist Gems by unlearning Extract Gem
  • Talents can be set to require confirmation before use
  • Improved talents display to show if a talent has been set with automatic use or confirmation
  • Hide In Plain Sight correctly state it takes no turn
  • Trapped! quest fails if you somehow escape without killing the assassin or siding with him
  • Learning a talent from tree still locked from an escort will not reset mastery
  • Note that Fearscape drains vim and ends when reaching 0
  • Fixed Flexible Combat to work with weapons
  • Great Mummy Lord learnt the Tricks of the Trade prodigy
  • Made it clear Nightmare achievements are only when playing Roguelike
  • Lowered Irresistible Sun damage a bit
  • Easy, Normal and Nightmare mode players are immune to instadeath attacks (but not Insane ones, they are insane after all)
  • You Shall Be My Weapon! now only requires being 'big' but ad additional benefits for sizes over it
  • No need to use the orb of scrying to id artifacts anymore
  • Fixed You Shall Be My Weapon! not triggering its cooldown
  • Fixed ambient music in Gorbat Pride
  • Increased zigur parties rarity a bit
  • Better blood of life description
  • Fixed permanent accuracy loss from "Disable" status effect
  • Circle of Death and Rigor Mortis can crit
  • Impending Doom now "only" reduces healing factor by 100% instead of outright preventing healing
  • Doomed talents can now proc mind procs
  • Crystaline Focus correctly removes spell save bonus
  • Added a failsafe to the staff of absorption quest
  • Glyph of Paralysis checks for stun resistance
  • Added an ignore option to the chat
  • Orc Corruptor in the antimagic test can not crit anymore with spells
  • Dream Crusher now (correctly) gives bonus damage and physical power to the dream hammer
  • Thought Form Defender resist all bonus from thought form unity reduced
  • Dream Forge tree is now generic
  • Forge Shield block value reduced, sustain cost increased
  • Forge Armor armor and defense values decreased, psi on hit increased
  • Reduced Solipsism conversion ratios
  • Reduced Balance conversion ratios
  • Reduced the save check power on Dismissal
  • When the Master resurrects he gloats a bit
  • When reaching 0 air you now start suffocating instead of outright dying. Suffocating makes you loose life very quickly and can not be prevented by shields/absorbs/...
  • Alchemist gems are now transmogrifiable
  • Fixed lore not registering in the library
  • Defiled wands now increase max vim instead of procing vim restoration
  • Brawlers now get the Mobility tree at 1.2
  • Added a confirmation prompt when entering the High Peak
  • Added chat channel number aliases (1, 2, 3, ..) and usable quickly by /1 /2 /3 ...
  • /r in the talkbox will switch to talking to the last person whispering you
  • in the talkbox when whispering will cycle between all last whisperers
  • Changed the color and format of whispers when displayed
  • Fixed wrong order of loading chained superloads of addons
  • Fixed loss of resists/... in some rare conditions when being fed upon
  • Sustained talents can now have a "callbackOnAct" method that gets automatically called each turn when sustained
  • Drain does not restore vim from your own summons
  • Added /join and /part commands to the chat; you can join(and create) any channel you wish (name must be letters & - _ only)
  • Added a list of current channels to the options
  • Channels are now remembered and will reconnect when the game starts
  • Checkboxes now have the box before the text (this is reversable by adding a check_last=true parameter when creating them)
  • Fix wild summon:spider healing reduction
  • Mind Speed will correctly apply to wild gifts too
  • Smoke Bomb cost reduces with level
  • Maybe fix the invulnerable after death bug
  • Blighted summoning adds Magic to necrotic summons
  • Can not drop plot items
  • Can not give items to Norgan anymore
  • No NPC use talents can not be automatically used either
  • Phase Door Rune now also grants a buff that increases defense, resist all and reduces status effects duration
  • Invisibility Rune does not prevent healing anymore
  • Taint of Telepathy now only reduces mindsave by 10 but also increases mindpower by 35
  • Acid Wave Rune now also corrodes the targets
  • Lichform does not change donator tile if used
  • Can not give items to escorts
  • Screen will turn greenish when healing is impossible
  • New option to save & exit
  • Escorts will never run away further than 10 tiles
  • Fixed unlearning talents
  • Heat Beam rune now also removes a random physical effect
  • Frozen Spear rune now also removes a random mental effect
  • Vision runes now also grant ESP for a certain type of creature
  • Insidious Poison infusion now also removes one detrimental magical effect
  • Greatly increased damage of Wild Growth infusion, it also provides a big boost to armour & hardiness
  • Halved the cooldowns of Wild Growth infusion and Taint of Telepathy
  • Lightning rune has a higher max potention damage than other runes
  • Boss NPCs that can move through walls will have easier time tracking the player; so they wont get lost in walls so much
  • Lethality crit chance bonus works for all kinds of weapons
  • Fixed Cease To Exist effect tooltip
  • Wearing the cloak of deception will make NPC call you human instead of undead
  • Slime Tunnels generator will not validate the level unless the 4 pedestals are present
  • The Slime Tunnel pedestals now have a nice friendly popup when steped upon to activate them: I'm so nice!
  • The Slime Tunnel pedestals now invoke a powerful nasty guardian when activated: I'm so evil!
  • Lacerating Strikes is now a costless sustain
  • Shivgoroth Form on autocast will not error out in the ring of blood
  • Dig spell has turned into Pulverizing Auger; a beam of physical damage that also digs. It switched places with Mudslide in the tree to become tier2
  • Stone Wall now also deals damage, cooldown and mana cost slightly lowered
  • Body of Stone now also affects Pulverizing Auger and is instant cast
  • Can not teleport to the farportal rooms on the side of the last battle
  • Irresistible Sun has a particle effect
  • Sending an item to a party member correctly marks it as removed from the chest
  • Last Stand now also heals you of the amount it increases life and augments the point at which you die (going below 0 like a heroism infusion)
  • 2handed weapons now show up with a different tile on the player doll
  • Glowing chests are displayed open once opened
  • New achievement for saving all the lumberjacks
  • Increased cooldown of Spell Feedback
  • New UISet:Minimalist:Toolbar hook
  • Dominating a headless horror eye will not make the player blind
  • Randarts dropped by randbosses should be better
  • Reset UI positions requires a confirmation now
  • Combat:attackTargetWith now gets a crit parameter
  • Improved Body of Fire tooltip
  • Dream characters do not get saved to the vault
  • Fix Shadow Veil
  • Fixed Energy Absorption description
  • Glowing chest guardians are hostile in the dark crypt even if you previously sided with the Grand Corruptor
  • Restart as same character will preserve addons used
  • Having many addons may be faster now
  • Harkor Zun fragments have independant health bars
  • Deflection tooltip updates correctly
  • Upstairs from the temple of creation (2) correctly connects
  • Can not recall from Tannen Tower
  • BigNews displays higher up on the screen
  • Pacification hex checks for stun immunity
  • Sacrificing oneself at the endgame is now duly noted in the death message
  • Wards are not spells anymore
  • Can not loose the savefile by saving on a golem while the master is dead
  • New invis shader on the actor
  • Player can always see her/himself when invis
  • The Grand Corruptor wont trigger his chat while the timeline is fractured
  • Unlocking the UI will prevent mouse actions on the map
  • The transmogrification chest can be found in Bill's lair too
  • Cauterize and Corrupted Shell only require 7500 damage taken
  • Becoming a Lich while wielding the Scepter of the Archlich will not give you lower mastery than normal on Star Fury
  • Thaloren talents are marked as nature gifts
  • Yeek talents are considered psionic
  • Devourers' Gnashing Teeth can not make the target bleed if it failed to hit
  • Hydra's Grand Arrival will not damage other summons
  • New command line parameter to change where TE4 stores data: --home /foor/bar
  • Wearing antimagic items as an arcane character will give you a visible debuff to notice of the spell failure
  • Psiblades now increases mindpower/willpower/cunning on the mindstars by a % too
  • Lure is immune to poison
  • Zones can have a "on_loaded" code
  • Passive talents can be placed in the hotkey bar, they cant be used obviously but they'll show their cooldowns if any
  • Swift Hands prodigy also makes wearing/taking off items not take a turn
  • Fixed transfering stacks of items between party members
  • Fungal Blood is now instant use, scales more with Constitution and allows on heal effects (such as fungal growth)
  • Staff Mastery is trainable in Angolwen
  • Mindstar Mastery is trainable in Zigur
  • Pearls when used as alchemist bomb do a much more powerful liting effect, able to remove magical darkness
  • Correctly flagged some non-metallic artifacts as non-metallic
  • New icon in the "main bar" to access talents
  • Fixed meteors making staris disappear in the temporal rift
  • Fix golem getting multiple stacking high peak buffs
  • New particle effects for Warshout, Battle Cry, Shattering Shout, Aura of Silence, Bellowing Roar and Mind Sear
  • Smarter autoexplore
  • Diagonal targetting in a single dug out line should work
  • Storming the City quest will note when urkis is dead
  • Sped up parts of the movement algorithm
  • Fixed Elemental Surge lightning description
  • Revisionist History switches to a special talent to cancel the effect so that you can set revisionist history on auto-use
  • New temporal tier 5 artifact staff
  • Buffed thorny skin totem, wands of firewall and conjuration, torques of the clear mind, mindblast, thermal shield, charged shield and kinetic shield
  • Funfacts do not show for modules unless requested
  • Through the Crowd talent can now also prevent all friendlyfire
  • Dragonskull now has acid resistance
  • Buffed a few artifacts
  • Two new nature oriented artifacts
  • New class: Oozemancers, who are Nature's answer to archmagi, able to use slime and ooze against their foes, they are also inherently antimagic
  • New zone: the sludgenest, it can randomly appear on the worldmap after level 30, Thaloren always get it. Beware you'll be slimed to death!
  • Elemental Split can not be used while already split
  • Dwarven Unity Crystal Half attack will not hit the caster
  • Eldritch Vines now add arcane damage
  • Volcanic Rock now makes Deeprock Form also increase arcane dam/pen
  • Boulder Throw now makes Deeprock Form also increase nature dam/pen
  • Stone Spikes can crit (all 4 separate components)
  • Rockwalk and Rockswallow cooldown is reduced by talent level
     

Have fun!

February 11, 2013
By darkgod - February 11, 2013

My fellow minions,

Some of you have requested the ability to reset unlocks, or achievements. I have now granted your wish!
Go to your profile page http://te4.org/user and you'll find a new "Reset Data" tab.

Have fun and enjoy life and death in Eyal!

February 6, 2013
By darkgod - February 6, 2013

My dear minions,

I have added facebook integration to te4.org, which brings multiple benefits:
  • new users can register very easily by simply using their facebook account (with an optional name change to protect their privacy)
  • existing users can bind their profile to their facebook account
  • profiles bound to a facebook accounts can select to publish a facebook message when they achieve great things in the game (like killing the Master, winning, ...); this is obviously configurable and have been made to try to not send many posts.

Have fun in Eyal!

February 6, 2013
By darkgod - February 6, 2013

My dear minions,

 

For your continued pleasure I have improved the addons listing to include rating, sort by versions, search by title & tags and simply look better.

I have also added a notice of how to upload your own addons; which is quite easy, just send a notification on the contact form so I can validate your account and you're good to go!

Addon creators now will find their own addons listing in their profile page on te4.org too.

 

I also took the liberty of adding a new page to list all T-Engine games uploaded by members.

People participating in the module contest (and others too!) are welcome to upload their games there!

 

Have fun in Eyal!

January 31, 2013
By darkgod - January 31, 2013

Great news my fellow minions!

 

Since this night ToME is now available on Desura!

http://www.desura.com/games/tales-of-majeyal

 

I am sorry if people were confused by the lack of announcement here; it actually took me by surprise that it was enabled last night; and since I was already asleep ... ;)

Anyway, go grab some! The desura buyers get a full donator account as any donators would.

 

 

Tales of Maj'Eyal

January 4, 2013
By darkgod - January 4, 2013

My fellow players,

My minions,

 

Now that ToME is out of beta a new challenge lies before us: getting on Steam!

Since the release of V1 the number of votes for ToME on steam greenlight has increased a lot but this is still far from enough. We need more!

Everybody with a steam account can help, simply go to http://steamcommunity.com/sharedfiles/filedetails/?id=93674769 and vote!

Every vote counts, tell your friends, the friends of your friends, etc... to go vote! (and to play ToME obviously)

 

If we all work as a team we can make it. It is my firm belief ToME is a great game and we have to show the world that it is!

 

Thanks, and as usual, have many many deaths in Eyal!

January 1, 2013
By darkgod - January 1, 2013

People of Maj'Eyal, my minions!

With the release of Tales of Maj'Eyal 1.0.0 I can now start to create new content again, branch into new campaigns, ... and this shall be great fun.

But there is one side of the game that is not as developed as it could and I wish to change that. It is however not something I can do myself: Modules!
So, in the spirit of promoting the creation of new, quality, games based on TE4 I would like to create a new contest!

During this year 2013 up until the 1st december your task will be to create new, amazing and fun games using TE4. Anyone can, and is welcome to, participate (except me obviously) !
When the contest closes there will be a big vote when ToME players can elect the "best" game.
Players will be asked to rate each game on fun, polish and innovation, the winner being determined by the best average of those factors.

In addition of fame and pleasure of having created a fun game the 1st place will also grant a 500€ reward, the second a 150€ reward and the third a 50€ reward (by paypal).

The rules to participate are as follow:

  • Game must be announced on http://forums.te4.org/ by the 1st of august (but you are encouraged to announce, and start dev much earlier)
  • Game must not use a modified TE4 engine (so taking the .team file should work on any ToME installation)
  • Game must not be a "variant" of ToME itself, it must be its own thing. Code from ToME can be used, but only in small parts (i.e: taking inspiration of the party code is fine, ripping half the class files is not)
  • Game must be comply with TE4 license (but it inherently does anyway)
  • Game graphics (if you choose to have) can not use the shockbolt tileset (which is licensed only to ToME)
  • Game graphics, musics, ... that are not code can be under a different license (and with the authorization of the authors obviously)
  • Game must be released by the 1st december (you can, and are encouraged to continue dev on it afterwards obviously)
  • Games are encouraged (but not required) to release often during the year. Remember for players to like your game they must be able to play it!
  • Games can be adaption of other games/roguelikes, as long as you respect copyrights, licenses and the wish of the authors
  • Game must be published at least on http://te4.org/ as a game module

You are very welcome to join #tome on irc.rizon.net where nice people can sometimes help you and post about your game/progress/questions in the modules section of the forums!

Now open your code editors and start coding!

 

PS: discuss on the forum there: http://forums.te4.org/viewtopic.php?f=40&t=36083

December 31, 2012
By darkgod - December 31, 2012

The board is set, the pieces are moving.

Nearly three years ago I uttered those same words when releasing the first beta of ToME4.
Before that there were 20 closed alphas and since then 43 betas and 4 RC releases, all played and loved by an increasing number of players, now over ten thousand.
During all this time my goal has never changed: to build a game that is both deep and complex but also fun and as accessible as possible. I have never believed in grinding, and have in many cases gone against the "traditional roguelike way" and I have always done it with those goals in mind.
Today is payoff time! For three years I have worked extremely hard on this game because I fell in love with it and I am blessed because others did too: great, fun, nice people; some of which also helped in the making of the game; each in their own way. To them, and to all my players, I send a huge "Thanks, I love you girls and guys!"

Without further annoying chit-chat, and with immense pleasure, I give you: Tales of Maj'Eyal 1.0.0
Go download it from http://te4.org/

If you wish to help me a little more you can do two things:
- Send a donation, they really help: http://te4.org/donate
- Go vote for ToME on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=93674769

Now go have fun my minions, live and die in Eyal!