News

December 31, 2010
By darkgod - December 31, 2010

As promised here comes T-Engine4 and ToME4 beta18 ! See http://te4.org/

This is a "quick" release to fix some bad stuff in b17 and introduce a few nice things. Notably the first version of player housing!

 

Release highlights:

  • Fixes crash & bugs
  • Fixes unlocks & achievements update on the server
  • Adds player "house"

Expanded changelist:

  • Unlocks, achievements, .. should correctly update again
  • Bad game version detection will switch to a "development" profile automatically
  • Added the -P"profname" command line switch to switch to a "profname" profile (to prevent uploading bad data)
  • When targetting the map will scroll to follow the target cursor
  • Fix the lost merchant quest
  • Fixed the Blighted Ruins
  • "Normal mode" did not provide all the lifes it should
  • Fix Onslaught
  • Fix War Hound
  • Sandworm Burrowers are not very angry creatures now
  • The Golem can not decide he hates his Alchemist
  • Most level change terrains (stairs, ...) should have a tile now, except the worldmap
  • Smooth movement can now also be used to do a "motion blur", this is used for Rush and Disengage (and Lightning Speed on a smalelr scale)
  • Strength tooltip does correctly state that it also increases to hit chance
  • Going up from the slime tunnels will correctly place the player back in Grushnak Pride
  • Removed the Pyromancer, Cryomancer, Geomancer and Tempest classes; instead unlocking them will grant all new Archmages access to the corresponding trees (which are bumped to level 10 trees)
  • Players can now acquire a "house". More features will be added to it later on
  • The orbs in the ruined dungeon will de-activate once the level is completed
  • The Three Edged Sword now has a correct encumberance value

 

Have fun and don't forget to help ToME by with donations!

December 28, 2010
By darkgod - December 28, 2010

As promised here comes T-Engine4 and ToME4 beta17 ! See http://te4.org/

This is a "quick" release to fix a bad crash in beta16 and it brings along some fun goodies too!

(No, no Sher'Tul Fortress yet, it will be in next beta)

Release highlights:

  • Fixes crash & bugs
  • "Smooth movement" animations
  • Some quality of life improvments
  • Online charsheets now contain metadata; the website will be updated with search features
  • Change in the way the difficulty levels are named (again ;> )

Expanded changelist:

  • Inverted the list of zones in the first quest, by special request of Zonk !
  • Renamed talent Fire Imp to Ritch Flamespitter, to be more in line with the nature feel of the class
  • Improved War Hound melee damage and speed
  • Archery low ammo reminder does not identify ammo
  • Ammo counter added to the left pane
  • Removed the freeze image, it seems to lead to some .. crashes
  • Friendly NPCs will not take it lightly when attacked - without having to involve their whole faction
  • When talents do not have enough resources to be used they will be greyed out in the hotkeys display
  • Angolwen is now populted with NPCs
  • Fix typo in the Circles talents
  • Dropping items from the inventory dialog will correctly update the title
  • Can not use the stores in Zigur after attacking it
  • Change Old Man Willow to Wrathroot in the quest description
  • Optimized OpenGL code somewhat
  • Halflings are "small"
  • Fixed duplicate artifacts (hopefully, please keep an eye open for them)
  • Level feeling when entering a level lower than your own or higher
  • Improves the speed of Stone Prison crumbling
  • Fix absorption shields to not ignore the last blow
  • Faeros and Gwelgoroths are correctly immune to diseases instead of "deseases" :)
  • Meditation only affects wild gifts
  • Racial stat bonuses do not count toward the max of 60
  • Both base & actual stats are displayed in the leveling screen
  • Silly Aeryn will not talk about Numenor anymore
  • Fix the directions Aeryn provides
  • Renamed Strength & Willpower infusions
  • Shuffled the difficulty modes again. Now "Easy" is the old Discover; "Normal" is a multi-lifes mode; "Hardcore" is one life and the rest did not change
  • Catalepsy will not give too many "resist" messages
  • Eruan and the Charred Scar can scale higher
  • Can not avoid one of the possible outcomes of the endgame
  • The lost merchant can not block people in corridors
  • Birther.new() takes a new first parameter: either nil or a special title to display. *WARNING* modules need to update
  • The game will now display the current number of unlocked birth options and the max during character creation
  • Added Entity:setMoveAnim(oldx, oldy, speed) method to make entities move around the map with smooth movements. This is not used by default, modules can choose to use it or not
  • A new option (in the game options) is available to change/disable the "smooth movement" effect
  • Online charsheets now store some more flags that will later allow the website to be used to search for characters

 

Have fun and don't forget to help ToME by with donations!

December 20, 2010
By darkgod - December 20, 2010

Hi my fellow players!

I have setup a donation page on http://te4.org/ to let you donate astronomical, or not, amounts of money to ToME and his creator - myself ;)

ToME/TE4 will always be a free open source game, but it would not bother me in the slightest if it could help me feed my family. If there are enough donations this could augment the amount of time I have to spend on ToME/TE4, for your own enjoyment!
Lastly if there is enough donations I also intend to redistribute some of it to the talented people that made the musics and the gfx (even though they did not ask for any, it would be kind IMO; and could maybe speed up the gfx drawing ;> ).

If you can not or do not want to donate but still enjoy the game, remember that a kind word on the forums is always appreciated too, keeps the morale up!

Please visit: http://te4.org/donate if you are interested in helping ToME go forward.

Thank you all

December 16, 2010
By darkgod - December 16, 2010

As promised here comes T-Engine4 and ToME4 beta16 ! See http://te4.org/

Not everything I wanted to have is in this release but my life is a bit complicated currently, not much free time until the end of the year, so those 118 lines of changelog will have to do ;>

Release highlights:

  • Online automatic character-sheets: all your characters will automatically be uploaded to te4.org
  • New class: the Doomed
  • New trees for Anorithils
  • FOV code speed improvment
  • Persistent hotkey assignements when quickbirthing!

Expanded changelist:

  • Can not be stuck on tannen tower
  • Positive energy is magic!
  • Z'quikzshl the skeletal mold has been demoted from Boss to Unique rank
  • The Rod of Recall is now dropped by Bill. Rejoice!
  • Many typos!
  • Removes mentions of some left over tolkienian names
  • Warning about the crypt danger
  • Custom mouse cursor support (disablable in the video options)
  • Infusions & Runes can be used while silenced
  • The game now computes "keyframes", those are the number of reference frames displayed. Simply this means that particles effects and such that are dependant on being called 30 times per seconds now work independantly from actual FPS.
  • Game:display() now receives a "nb_keyframes" parameter, it should be passed to to the map an other such things (see the example module, it is easy to update, although technically not needed)
  • Requested FPS can be changed in the video options
  • Do not pop artifact quest in the ID
  • Maximun OOD creatures set to 6 in the infinite dungeon
  • The Ruined Dungeon is now persistant
  • Reduced the power of melee projection on randarts
  • Artifact bows/slings have default ammo
  • Fixed Dark Ritual
  • Inscriptions are now displayed in character sheet and dump
  • Creating a new incription slot correctly consumes the infusion/rune
  • Made it clear that overriding an inscription deletes the old one forever
  • Added new lore to Tol Falas, I am sure you'd love some undead poetry, wouldn't you?!
  • Renamed Tol Falas the Dreadfell
  • Infusions & Runes items now have a more descriptive name
  • Infusions & Runes variable values should scale better with levels
  • Randart themened name will be determined by the theme that has the higher powers in the randart (out of the possible theme names, not all themes have names)
  • Wild Infusion will only clear detrimental effects
  • Fixed spell crit multiplier increase
  • Aeryn in the endfight is a big biffier
  • Fixed cooldown for Cursed's Rampage
  • Disable equipment destruction by elemental attacks
  • Greatmauls now have the same attack speed as other weapons
  • Fixd the duplicate hotkey binding in the third hotkey page
  • Bad (online)profile data wont prevent load
  • Twilight gives the correct amount of Negative enegy
  • Forbid lore items in place of unqiues
  • Wands of trap destruction are much more effective now
  • Renamed Stalactitic Missiles to Earthen Missiles
  • Improved antimagic quets description
  • Switched Explosion Expert and Alchemist Protection
  • Talent category points now increase mastery by 0.2 but can only be sued once per category (instead of twice 0.1)
  • Ametrine correctly lights the target area when used with Throw Bomb
  • Fix bone shield, probably
  • Fix Brandish description
  • Runed Skull wont prevent using Imbue
  • Fixed Martyrdom
  • Added an achievement for killing Harkor'Zun
  • Corrupted talent description update
  • Gave a unidentified name to all artifacts
  • Reworked Nightmare and Insane difficulties. Instead of weakening the player they will generate much nastier monsters. You have been warned.
  • Demon Plane can only be cast on or by the player
  • Bow & Sling specific talents only work with bows or slings
  • Fix random/rare crash when saving
  • Fix Vestments of the Conclave
  • Sand tunnels will be strengthened by a second tunneler passing by
  • Improved the speed the NPC FOV calculation, should lag less on crowded big levels
  • Absorption shield talents now provide more info in the corresponding tooltip when activated
  • Demon Plane should not work on players possessing creatures
  • Updated online profile creation to work with the new te4.org website
  • Even if bosses are killed by non-actors (like traps or suffocation) the player gain exp
  • Using magic will correctly put on cooldown all antimagic talents
  • Hate regen (loss) lies on an exponential curve. Above 10 it falls very quickly. Below 5 it falls pretty slowly.
  • Hotkeys assignements are now remembered when doing a quickbirth
  • New achievement for killing Bill at character level one
  • Fix Geomancer's life rating
  • Reading lore does not randomly turn the font italic or bold
  • Renamed Trollshaws to Trollmire
  • Advanced Golemancy requires higher level
  • The Demonic Orb of Many Ways is identified as such when discovering the trickery
  • Entities can have a "__position_aware" flag to tell the map code to store their position in x/y properties
  • Infusion/Rune scaling is shown in talent info
  • canProject() returns 2 additional values, the explosion coords
  • Great many typos fixed by greycat
  • Improved talent tooltips
  • Demon Plane can not be used in zones forbidding worldportation
  • Domniation Hex is removed if the target is damaged by the caster
  • Automatic character sheet upload to http://te4.org/ each time the game is saved. The charsheets are then visible online, with colors and tooltips!
  • Character Sheet dialog now provides a link to the online character sheet url
  • Increased healing from shield of light on the lower end
  • Rebalanced shield of light positive energy drain (now drains up to 2 per hit instead of a flat 3)
  • Fixed Brandish targeting
  • Rebalanced Providence (lower duration but more healing, should encourage investing more then one talent point into it without it being worthless at one point)
  • Fixed Simulacrum and changed it a bit, added some cunning scaling
  • Made twilight scale off cunning
  • New Anorithil tree: Eclipse
  • New Anorithil tree: Circles
  • Fix the onslaught on Zigur quest
  • Killing the elementals in Derth will now currently trigegr the quest even if killed by a summon controlled pet
  • Character sheet now displays archery damage correctly
  • Fix a weird worldmap bug
  • Static map addZone and addSpot can take a 4th parameter that is a table to be merged into the spot/zone data
  • Ghoul & Skeleton stat increasing talent does not count toward the stat limit, like items
  • Fix Grace of the Eternals speed
  • Fixed quakes, again
  • The Summoner's Stone Golem does not quake anymore, instead it can use Unstoppable
  • Added new horror creatures
  • New class: Doomed (Afflicted)
  • Changes some of the talents of the Shades in the Shadow Crypt
  • Meditation breaks on damage
  • Clarify stealth tooltip
  • The Flooded Cave can be encountered again
  • The Shade can not bleed
  • Fatigue can not be negative
  • High level Phase Door & Teleport will indicate which targetting does what
  • Cyst Burst & Epidemic tooltip changed to note they only spread one disease
  • The alchemist's golem will not appear on the worldmap
  • Fix Crooked Club
  • Added lore to each of the orc prides
  • Effects duration is now displayed in left player pane & tooltip
  • Game modules will be verified against an online check; profile data logging and online charsheet will only activate if the game is found to be clean. This is to prevent developpers & testers from erroneously uploading false data
  • Frozen effects now reads as "encased in ice", making it more explicit that cold resist has no effect on it
  • Frozen provides a 20% resist all due to being encased in ice
  • Frozen creatures are shown more explicitly
  • Creating a new character over an existing one now prompts a confirmation
  • Added lore to the Temple of Creation
  • Reknor max level increased
  • Updated Cunning tooltip, it does not affect APR

Have fun!

December 14, 2010
By darkgod - December 14, 2010

Coming in beta16, an awesome new feature to share your successes (and failures .. mostly failures :> ) as easily as possible: automatic online character sheets!

You can see an example here: http://te4.org/characters/68/tome/afb7da0e-0612-11e0-b16d-001cc000edf0
On the left pane of the site there is a list of the last 5 updated characters, to see what is going on.

How does this work?
Automagically!
Just make sure the game is logged on your online profile and any characters you create will be registered with te4.org and everytime you save the character sheet will be updated.
When you check the ingame charsheet (using 'C', or the menu) there will be a link (clickable too!) at the top of the window to your online char sheet.

Have fun!

December 2, 2010
By darkgod - December 2, 2010

I have activated user blogs on te4.org.
Every tome player possessing an account is able to blog about her/his characters, her/his new developments for the game or the engine, ...

Both Burb Lulls and Powerwyrm have already begun posting their Day in the Life stories, go read them, post yours.

Enjoy!

December 1, 2010
By darkgod - December 1, 2010

The new version of the Tales of Maj'Eyal and T-Engine4 website is now up and running.
This version merges all three old sites (blog.te4.org, tome.te4.org and te4.org) into one, with many additional features.

What will you find there?
  • News, downloads, documentation as on the old sites
  • A list of the last 10 currently playing players
  • A detailed user profile for every people with an online profile that lists unlocks, achievements, deaths, ...
  • A global game statistic page that aggregates all those datas into fun stats
  • Website login are synchronized with online profiles. If you register on the website you can log into the game and the other way around. Note for old accounts: if you have some weird characters in your login it might have been adjusted on the web site, like spaces replaced with _

In the future there will be even more stats, and obviously support for module uploads and module stats.

Have fun!

November 21, 2010
By darkgod - November 21, 2010

As promised here comes T-Engine4 and ToME4 beta15 !

See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

Yes, beta15 comes out very quickly. It is mostly a bug-fix release but there is one real improvement that I wanted to share with you all: Saving speed has been greatly improved. People that had really terrible saving speeds of over two minutes for simple zones are now down to a few seconds.

Release highlights:

  • Greatly improved saving time
  • New game option to disabled background saving, this blocks the game while saving but improves save speed

Expanded changelist:

  • Rewrote the data serializer, savefiles should be *much* faster
  • New option to disable background saving
  • Mage apprentice quets will now require only 10 items or an artifact staff/ring/amulet
  • Fixed wands of illumination
  • Fixed character description on the load screen
  • Fix the Dragon Helm
  • Update Tol Falas lore
  • Old forest is now a bit brighter
  • Much new Iron Throne lore
  • Higher now have a life rating instead of a lite rating :)
  • The Crypt of Kryl-Feijan will not pop before level 20
  • Elisa will not end her quets multiple times
  • Can not rush while pinned
  • Bumping encounters on the worldmap triggers them
  • Amulets of Mastery can provide bonuses to any trees
  • Divine/Guardian talents have higher requirements
  • Manasurge Rune now provides a small direct mana inscrease an a % increase of natural mana regen
  • Two new world artifacts

Have fun!

November 21, 2010
By darkgod - November 21, 2010

Hello!

Well it seems I was a bit too happy to release beta14 and did not bother explaining the settings change as it was discussed in length in the forums.

I had two problems with the Middle-earth setting:

  • ME is a really nice world, hats off to the professor, but it is not a good setting to have a high-magic game in. Mages casting fireballs and teleporting around really feel dumb there. Plus all the other stuff I added.
  • The fear of the C&D letter. I already got bitten once with Pern, this will not happen again. Even though the Tolkien estate is much nicer than McCaffrey's cronies it has been known to shut down large game mods based on ME. This trend can only go up with the incoming The Hobbit film.

So we are off to a new world: Eyal, and it's main continent (well main to those living there): Maj'Eyal.

What is Eyal:

  • A high-fantasy setting, magic exists and is in use. Although during the world's history there was an .. accident .. with magic that made people afraid of it, so mages are not very well liked.
  • A world with a whole history, detailing all the important people, places, events, ... for multiple ages.
  • A cohesive world, not just a mix of nice sounding words, places have histories, players can find bits of history here and there that make the world feel more real
  • A world where I can expand all my ideas without feeling dirty about changing Tolkien's baby in ways he did not intend. Take it as a token of respect toawrd him.

So yes this will probably to some adaptation from old time players, but I am convinced this is for the best.

Now, go explore Eyal!

November 20, 2010
By darkgod - November 20, 2010

As promised here comes T-Engine4 and ToME4 beta14 !

See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

This is a very big release, introducing many changes, some very big the removal of consumables (do not freak out, there is a replacement, hopefully more fun and balanced than chain-chugging potions) or the change of game setting.

WARNING: Please remove your quickbirth data/do not use quickbirth to recreate characters when upgrading

This is also a very special release for me because the first line of code was commited one year ago, the 17th november. So this is the one year's release!

What a long way it has come since then, thanks to you all my good players!

Release highlights:

  • Changed game setting from middle earth to the custom world of Eyal, with full history and lore to support it
  • New unlockable campaign: the Infinite Dugeon
  • New classes: Geomancers and Corruptors
  • Multiple new zones
  • Easier and more fun identification system
  • Removed consumables(scrolls and potions) and replaced with an inscription system. You can put infusions/runes on your skin that grant a permanent skill
  • Added random artifacts
  • More randomness in boss drops
  • Much balancing and fixes

Expanded changelist:

  • Activated fog of war on the world map
  • New Game dialog will autoselect the first game
  • Allow dwarven females to be played
  • Setting changed to the custom world of Eyal. Main continent is Maj'Eyal
  • Added random patrols and hostiles moving around the world map
  • Scrolls, wands and spells of identification are gone (do not cry this, with the other changes, makes things much less boring)
  • There is a shop in town that can identify stuff for you
  • New quest: to get the orb of scrying
  • Added many new room shapes
  • The game should slow down a bit less while saving
  • Saving will now display a progress bar
  • Reworked Divination spells, there are now: Keen Senses, Arcane Eye, Vision and Premonition
  • Added much much lore
  • Flameshock has got a cooldown again, oups!
  • Both Maj'Eyal and the Far East are on the same worldmap
  • Fix trap of lethargy
  • Quake should not work on vaults
  • Saving the game while running/resting will not crash the game/savefile
  • Allow the Static generator to read table of tables instead of table of strings
  • Changed experience level charts
  • Meditation can not fail due to equilibrium
  • Most bosses that drop an artifact now have only a chance of dropping theirs, if they do not they will drop a random one and theirs will be added to the random pool
  • Boss artifacts can be found before the boss is killed, the boss will cheat and use it for combat but will drop something else
  • Gwai's Burninator got a fitting description
  • Many zones can now scale a bit more in levels to prevent player overgrowing them too much
  • Normal monsters give much less experience now, bosses give hugely more experience
  • Creatures stop giving experience if they are 7 levels below you instead of 3
  • Added wands of conjuration
  • All wands now have a spell inside
  • Many new world artifacts
  • Reduced Bill damage output
  • Reduced power of the Shade
  • Added random artifacts
  • Prevent an infinite loop under some rare conditions with thunderstorm on a NPC
  • Fix Throw Bomb special effects
  • Alchemist Protection protects against side effects at level 5
  • Rogue traps duration is now based on trap mastery
  • Fix mouse over on the hotkeys when an object is not present
  • Fix resting/running while waiting for recall
  • When Equilibrium is below the current willpower score talents will never fail.
  • NPCs Summon talent is now subject to equilibrium failures and each time it is used its cooldown will increase
  • Creatures that split on damage will have reduced split chance with each split
  • Meditation now dazes the player, if he is hit it will stop. Each turn some equilibrium is regenerated and a big chunck if the effect ends without disruption
  • Fixed Hurricane
  • Fix Channel Staff with the staff of absorption
  • New effect for Blastwave
  • Flame now beams at level 5, watch the pretty colors!
  • Removed the spider quest from the east, replaced with a new one upon arrival
  • Urkis drops an artifact in addition to the rod
  • Adjusted some spell costs
  • Skeletons can not bleed
  • Improved Angolwen design
  • Mana Clash absorbs more mana
  • New town: Zigur, the home of the Ziguranth, who oppose magic. Not available to magic wielders
  • Antimagic quest can now be taken from Zigur.
  • The Map class can now be configured for a specific search order for checkAllEntities. Default is now: Actor, Terrain, Projectile, Trap, Objects
  • Melee attacks now work to hit things inside walls like xorns
  • Example modules have their Game:setupDisplayMode() method fixed when loading a save
  • Ardhungol is now a side quest
  • New random encounter in the far east: the shadow crypt
  • New vaults
  • New campaign: the Infinite Dungeon (require unlock). Descend into the infinite dungeon, see how far you can go and die in a blaze of glory!
  • New achievements for going deep in the infinite dungeon
  • Players start with the Orb of Knwoledge when doing the infinite dungeon
  • New world encounter: the ruined dungeon
  • Lightning Speed breaks when drinking potions
  • Added a new rank between elite & boss for creatutes: unique
  • Added new random unique creatures
  • Fixed rod of recall/teleport: angolwen to not make stuff appear on the worldmap
  • New class: Geomancer (mage subclass)
  • Hexes are now balls, except Domination Hex
  • Malicious thieves has arrived in towns, making it unsafe to leave stuff on the ground :)
  • Blighted Ruins (undeads starting zone) is still 8 physical levels deep but NPC level will only increase at 0.5 per level
  • When a boss dies the player gets experience even if he did not kill it directly or through summons
  • Some more lore to be randomly found (well lore .. err .. trollish lore .. err .. kinda .. well trollish stuff!)
  • Random lore scrolls now can actualy be generated! Oups!
  • Zone:checkFilter() can now check "properties" and "not_properties" fields which contains list of fields to be found/not be found on the entity to validate it
  • Added new egos
  • The Awakened Staff of Absorption has been buffed and added lore
  • Staff of absorption has its own tile
  • Bows/Slings can not be used as melee weapons
  • Bows/Slings now have an "infinite" ammo embedded, all ammo found are ego (and rarer obviously)
  • Berserker talent now provides increasing stun & pinning resistance
  • Tidal Wave correctly grows
  • New random encounter on Maj'Eyal: a dark crypt
  • New horror monster
  • Gwelgoroths now have correct lightning atatcks instead of fire attacks (bad copy paste! bad!)
  • Added missing object tiles
  • Added an achievement for killing Ukruk
  • Golem: Pound does not hit the caster when mounted inside the golem
  • Stuns can now be partial, each turn you do not loose the energy of a whole turn, but a variable amount based on your stun resistance
  • Right-click during birth correctly works
  • Implemented "no teleport" objects. They do not prevent you from teleporting, but they do not follow.
  • Cyst Burst will spread diseases further
  • Autodetect fullscreen resolutions
  • More space for price in store dialogs
  • Fix tannen quest
  • Fix Shockwave Bomb
  • Fix mage apprentice quest when not selecting an item
  • Fix lost merchant quest: can not push around things
  • Replaced Forage talent with Flare (since basic ammo is infinite)
  • Added unique graphics to some artifacts
  • Fix dreadmaster disperse magic
  • Prevent Bone Shield from bugging under some werid cirscumstances
  • Aeryn will now explain why the player encountered sun paladins/anorithils in the west, if he did
  • Particle effects now correctly resize in 16x16 mode (if you spot one that does not do tell me)
  • "World" achievements can not be gained as personal achievements (like Reaver, Pyromancer, ...)
  • Seer escorts will not manathrust you in the back
  • Sandworm heart provides benefit to Wyrmics
  • Remove scrolls & potions
  • Add runes & infusions to replace consumables. They are used once to inscribe an infusion(natural) or rune(magical) on your skin, which you can then activate at will. There is a limited number of slots available.
  • Fix critical damage modifier
  • Heithened senses/infravision allows to see as with a light in a 1/4th radius
  • Fix character dump log messages
  • Living races start with Regeneration and Wild infusions; undeads with Shielding and Phase Door runes
  • More high level sandworms
  • New vampire tiles
  • Removed energy usage cost from chants and hymns, also lowered cooldown to 12
  • Light tree is now generic
  • Replaced Second Life with Providence
  • New divine tree Guardian. Requires a shield to use
  • Sun Paladins now can access Light tree at birth
  • Sun Paladins can now access Guardian tree
  • Bathe in Light also improves healing received
  • New zone: Mark of the Spellblaze
  • New quest found inside the mark of the spellblaze
  • New class: Corruptors, a spellcaster brother to reavers
  • Resistances are now capped a 70% for players. Items can increase the cap.
  • Fireflash no longer does a DOT, it is all upfront damage
  • Firing bolts at a wall now hits what is inside the wall.
  • Firing balls at a wall now explodes the ball just before the wall.
  • Weapon brands now affect only the weapon carrying it. Other equipment granting brands work for all weapons.
  • Alchemist's Golem now only levels with the player
  • Talent category points can be used to gain at most two more infusion/rune slots
  • Only two of the same kind of infusion/rune can be inscribed at once
  • Added "Game Options" to the main menu
  • Autosave all the game on zone change is now configurable in the game options.
  • Saving each level individualy is now an option in the game options. This will make sure the game only keeps one level in memory (thus reducing the need for memory) but incur a small save/load on each level changes.
  • Ukruk finally drops something useful. If you can beat him!
  • Rain in the old forest is a bit bluer
  • The endgame loot is more powerful
  • Archmages will not be able to cheese their way through the Charred Scar

Have fun!