Less than a month ago I have told you have an old ToME dev creating his own game, https://oafmatch.com/; well it happened again!
I am very happy to say that Purequestion (the creator of a good many artifacts for ToME) and his graphical friend have made their own game: Monolith. It is a retro-looking roguelite shmup and it is FUN!
While I'm not involved in the dev I've had the pleasure of playtesting it and it is very neat (as should be expected from ToME-taught people ! :> ).
If you like roguelites, shoot'em'ups and bullet hells with a retro vibe you'll feel right at home there. In Pure's own words "Smooth, gracious, fast action gameplay, tailored to feel good to play." and I'll gladly agree with him. But words don't matter, just go check it out on Steam for yourself: http://store.steampowered.com/app/603960/Monolith/ or watch the trailer below:
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.5 ! 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.
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.4 ! 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.
A new game from an old Tales of Maj'Eyal developer!
My dear minions,
A few years back when when Tales of Maj'Eyal was still very young, there was a player named Susramanian who made/suggested cool things like the Mindslayers, many vaults, the inscriptions system, the shield block system, the elemental staves system, many many egos, some quests, and so on.
Tales of Maj'Eyal owes him some nice stuff indeed!
So today I'm pleased to announce that for the past years he's been working with a friend on his own game Oafmatch and when I tried an alpha long ago I really liked it and decided to join up and help them. So here I am today, the game is now released on Steam, and on https://oafmatch.com/.
But DarkGod, what is Oafmatch?!
I'm glad you've asked! To put it simply in a few words: Oafmatch is an hybrid RPG/Match3 game with some roguelike elements that combines traditional RPG turn-based combat with match-three mechanics. It even involves an actual story!
You build up a party of four .. let's call them heroes to be kind .. from a roster of 30, each with their own unique skills and you equip them with two of the many weapons the game offers.
The game's strategy and tactics revolve around six colors: red, yellow, green, white, blue, and purple. Each character is assigned two colors, a major and a minor one. A properly formed party will have all six colors represented; at least in minor form. Neglect a color at your own peril!
And then? You battle, matching gems to power weapons' special attacks to help turn the tide of battle! Or as our hero, Knuckles, says it rather eloquently you fix problems with violence! :)
Enough small talk, what are the actual features?
RPG / Match-three hybrid combat system: match gems, earn mana, trigger terrifying skills to crush your foes.
Sixty unique, equippable weapons, each with five different ability ranks.
Dozens of wildly different monsters to wreak havok upon your poor party.
Thirty playable classes, each with their own unique traits to master and levels to attain.
Huge campaign worth over 30 hours of pain, death, and light-hearted dialog.
Roguelike dungeon mode for an ever-changing (and ever-punishing) experience.
New Game Plus option, with shuffled loot and extra playable classes.
And full controller support.
DarkGod, this sounds dapper! Where do I throw my money?
That's rather easy to answer, simply click one of the two buttons below to snag it!
Oh and because I'm a nice god of darkness (yeah...) if you buy Oafmatch I will throw in a little bonus for your Tales of Maj'Eyal pleasure and give you one more Item's Vault slot (for how to get it look at the Netcore Games menu) !
Oh and please if you like the game do remember to review it on Steam, every bit helps :)
As your probably noticed, I have updated and reskinned https://te4.org/ to look (hopefully) much better!
This update, combined with version 1.5.4 when it'll be out will also improve the online character sheets, including your actual character doll (so you can show off your fashion sense with the shimmering feature) and clearer talents & items tooltips with included icons :)
I always try to support even the most antique systems as much as possible, but sometimes I just can't anymore.
Up until now the game worked on 10.6+ but I'm soon going to use code that requires more recent compilers.
Thus bumping the requirement to 10.9 (which is already nearly 4 years old).
The steam page has listed 10.9 has a requirement for a long time now anyway so this is more an official announce than a surprise :)
Have fun in Eyal!
PS: If some mac pros can explain to me how to compile C++11 (or ideally more!) on and for OSX 10.6, I will not have to drop it ;)
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.3 ! 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.
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.2 ! 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.
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.1 ! 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.
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.0 ! See http://te4.org/
This release also is joined to a release of Embers of Rage (1.0.4) and Ashes of Urh'Rok (1.0.6)!
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.
Imported Stone Wardens class into the base game, with an unlock
Fully rewrote Archer class
Fully rewrote Rogue class
Reworked Chants and Hymns trees
Buffed Antimagic
Much improved Infinite Dungeon, with new layouts, terrains and challenge levels
New visual effects for many, many talents, both old and new
New "shimmer" cosmetic feature for donators/buyers to change the look of your gear and finally look dapper!
All artifacts now have unique player doll images, to look even more dapper!
Misc
New quests popup visuals, varying depending on the type and status of quest
Rewrote Survival tree
Altered other warrior & rogue subclasses to match new categories
New Light Armour Training talent
When the player enters a level (the first time only), any nearby hostiles in radius 5 are scattered around the level, to prevent entering deathtraps
When unlocking poisons the Lord unlocks un already learnt
Adventurers start with a cloak in inventory
Antimagic now scales with either Mindpower of Physical power
Resolve now works even while Antimagic Shield is up when at level 5
Mana Clash now also adds a timed effect that adds manaburn to all damage dealt
Antimagic Shield max absorb buffed and now does a manaburn backlask against the attacker
Aura of Silence now also restores equilibrium for each foes silenced
Talent descriptions automatically note talents that won't break stealth.
Rares/Uniques/Bosses/Elite Bosses/Gods now have distinctive markers on them to easily notice them
Increased Epoch's Curve range by 1
Nerfed cooldown and healing on Bathe in Light
Staves accuracy bonus is now halved for short staves
Brittle Clear Oozes are much rarer
Nigthmare has slightly increased chance of rare spanws
Stairs can not be used for some turns after a kill (0 on Easy, 2 on Normal, 3 on Nightmare, 5 on Insane, 9 on Madness)
Ogres's Writ Large lets them get a 6th inscription slot as before, but they have to use a category point to actually unlock it
Buffed Highers (Gift also gives healing mod%, Overseer grants telepathy on hit, Born into Magic has better numbers)
Dwarf Stoneskin fully ignores the triggering attack, and correctly states it has no cooldown and can re-proc while active
Nerfed infravision on the experiments in the Blighted Ruins
Buffed Ghouls (Ghoul provides more stats, Ghoulish Leap provides a global speed boost on landing, reduced Retch cooldown a little, increased Gnaw stats reduction and ghoul spawned is fully
controllable)
All summons affected by Blighted Summoning get max vim on spawn
Buffed Skeletons (Skeleton gives more str/dex, reduced cooldown of both Bone Armour and Re-assemble)
Buffed Dwarves (Resiliense gives hardiness, Stoneskin and Power is Money give higher numbers)
Dark Empathy now also transfers the caster's resists cap
Cornacs start with one more generic point and gain additional class and generic points while leveling
Nerfed Ogres a little (and buffed a little)
Some slight Shalore nerfs (and a buff)
Augmentation updates with each stats change and has a small cooldown
New "Detach Tinker" command in the item's menu to remove a tinker from an object, worn or otherwise
Tinkered objects show the tinker they use in their names
Dwarven Adventurers can use stone wardens talents
All zones now update their base level each time the player enters
All liches NPCs have 50% chance to ignore crits, archliches and bloodliches have 100%
Lichform grants 100% stun & disease immunity
Lichform now has a new rank 7, which is much more powerful than puny level 6 liches !
Skeleton's Re-Assemble can not be cheesed anymore
Healing modifier scales (0.5 power) with constitution.
When disarmed, some traps give the player a chance to learn (unlock) a related trap talent.
Revised (nerfed) Gesture of Guarding's deflection value (similar to parry).
Talents whose descriptions contain a damage will now also base it on the stunned/dazed/number/.. state to reflect the actual damage that can be done more accurately
Player AOE targeting with stop block will not block on unseen actors.
Player AOE targeting highlights with stop block will not be blocked by unseen actors.
Darkest Light will not appear on randbosses/elites anymore
Infinite Dungeon levels sometimes get zone-wide auras
Backup guardians can now drop tier 5 items
Levelup dialog has a checkbox to hide unknown categories, should help a lot Adventurers
New game option in Misc section to show or hide cloak hoods (off by default)
Added a Font Scaling option to the video menu, from 50% to 300%
Capslock to scroll is now rebindable like any other keybinds, under the name "Scroll map mode"
Corrections/clarifications to the descriptions and log messages for a few artifacts.
Short staves will appear smaller than normal ones on the player's doll
Unique tiles for all artifacts, including every possible versions of the Crystal Heart and Crystal Focus
Bone Shield displays current and max charges on the icon
Buffed quick, supercharged, and overpowered charm egos a bit (better cooldowns)
Reworked Hornet Stingers to be useful. Now 20 damage per turn up from 15 and 20% talent failure rate up from 5%.
Added unarmed on-hit Cursed talents for Ruthless Grip so brawlers won't be so sad. Lowered the healing mod malus from -20% to -10% so it will be a safer choice. Slight increase in price and
slight decrease in base power and on-hits to balance it out with its new talents.
Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see it drop more often.
Black Mesh now has a 100% chance to pull in the attacker to reinforce its identity (only once per turn), clarified the on-block tooltip to let people know what it really does.
Filled in missing proc chance for Coral Spray, changed wording slightly.
Fire Dragon Shield now has a 30% chance to cast level 2 Fire Breath on your foes in radius 6, possibly stunning them. Added 15% fire affinity for flavor and usefulness.
Changed Scale Mail of Kroltar's activable from Lv 3 Inferno (Archmage skill) to Lv 3 Devouring Flames (Wyrmic skill) for flavor, slight increase in utility!
Dragon Helm of Kroltar now has +5 wil, +10% phys/fire damage, 0.2 Fire drake aspect mastery. Changed activable to level 3 bellowing roar for flavor and usefulness. Changed to properly use
armor training 1 instead of 3 as all other helms do for consistency, it pairs with mail armor anyways. Set bonus gives an additional +14 luck for a total of 10.
New tileset for the Heart of the Gloom, with a different one for the dream version of it and an other variant for the Grushnak pride also using it
Crooked club no longer unreliabe, battle call is now level 2 and an activable. Physical Repulsion on crit changed to regular Physical.
Malslek the accursed's hat no longer arcane-powered to accomodate antimagic psions.
Skin of many gets +30% blindness immunity instead of fear for undead, as they're already fear immune.
Mighty Girdle now has +40 hp, -10% fatigue. Set bonus loses 40 hp and gains an extra -10% fatigue
Mighty Girdle base cost down to 150 from 350
Make Impending Doom less annoying to deal with by reducing healing mod malus to 80% from 100%
Halfling racial talent also increases steam crits
Disabled greater-crypt and trickvault vaults (the ones with the levers/tricks that sometimes bork) until they can be remade in a way that cant trap players forever
Can not recall out of subvaults
Increased price of Emblem of Evasion
Flat damage resistance is now subject to disminishing returns, usign the same formula as foo-powers and saves; except on base of 40 (so up to 40 there is no disminishing at all)
Spellhunt Remnants can not be upgraded witha tinker inside, and says so
Solipcism psi regen on heal/life regen works even if life/regen is blocked
Stone Skin now has a chance to reduce a random talent's cooldown when hit in melee
Default targetting now prioritizes targets in line of sight over ESP ones
Arrows also get the 2h ego multiplier
Bows now have a ego multiplier like other 2h weapons
Added base physical power/crit to character sheet.
Unlocked Mobility for Marauder
Reduced Shield Wall scaling and cooldown
Reduced Last Stand cooldown
Increased Bulwarks life rating
Improved APR on egos and added some new ones
Update Heavy Armor Training to use a standard scaling formula
Reduce Snap cooldown to 30 and stamina to 25
Eye of the Tiger is now configurable by addons
Magic of the Eternals correctly increases all crits (including Embers of Rage's Steamcrit)
Temporal Elementals have new tiles
Lady Nashva the Streambender finally has her own tile
Shadowblades gain Mobility tree
te4_log.txt on OSX is now always in /tmp
Providence does not heal anymore
Reduced max possible cooldown a little on shielding runes
Upgrade to rare items generation & redesigned some egos & powers
Removed healmod malus from Death's Embrace
Cinderfeet no longer damages friendlies
Vault walls in High Peak, Rak'Shor Pride and Grushnak Pride now match the visual theme
High Peak now have many possible events, including subvaults
Vaults have a much much higher chance to appear in the four Prides
Minor Brawler update
Detonate works through Through The Crowd
Fast as Lightning also grants 50%% chances to fully evade dy displacement
Lucky Day also provides a permanent 10% chance to evade damage by moving away
Garkul's Revenge also increases damage to giants
Temporal Form also grants Anomaly Flawed Design, Anomaly Gravity Pull and Anomaly Wormhole
Aether Permeation also gives 10% arcane resist cap
Armour of Shadows give 20% evasion when on unlit tile
Never Stop Running cooldown reduced to 8
Draconic Body cooldown reduced to 15
Corrupted Shell also increases armour
Through The Crowd now also grants 3% global speed per stack (up to 15%%) and is also given to all party members
Giant Leap cooldown reduced, also removes all stun/daze/pin effects
Windtouched Speed now also reduces all cooldowns by 10%
Limit GWF to once per turn and re-buff proc rate and duration numbers a bit
Superpower changed 60% of Strength and 40% Willpower modifier
I Can Carry the World also grants a size category and 10 more strength
Massive Blow also applies Counterstrike if a wall is hit (and fixes desc to reflect it ignores save & immunity)
Clarify weapon proc descriptions and change a few numbers
Animus Hoarder: extra soul chance (nerf)
Shield Expertise: save bonuses
Putting Telos Staff Crystal in an alchmist golem changes its name and gives it.. personality
Crystalline items can be unmade and remade again at a higher tier.
Telos items now form a set.
Ureslak's Femur and Ureslak's Molted Scales form a set.
Ureslak's Molten Scales can now be activated to gain a reactive resistance buff
New lore to the High Peak
Display negative life in the UI instead of ???
Switched Manathrust and Arcane Power spots
Switched Pulverizing Auger and Stone Skin spots
Necromancer's Dark Empathy now helps minions not kill each other
Level 3 and up of Aura Mastery has a 25% chance to return souls from minions on death if they're inside the aura
Animus Hoarder is passive to reduce mana and soul strains early
Chill of the Tomb has a 100% chance to create a wisp if it kills a friendly necrotic minion while Will o' the Wisp is sustained for synergy
Lowered overall mana costs and cooldowns on Necromancer's non-locked trees slightly to prevent as many dead turns
Fixes
Fixed a rare offline vault problem for some people
Lever in Gorbat pride is not hidden by the sand anymore
Fixed Dominant Will to correctly fade away
Clarified/fix descriptions of several talents.
Shadows affected by Blighted Summoning now come up with full vim
Fixed Stone Warden Halves bug
Fixed a bug with small maps not centering correctly
Cloning one of the acolytes in the Dark Dungeon will not prevent saving Melinda
Fire hatchlings summoned by the Grand Arrival of Fire Drakes do not count towards the max summon limit
Leveling up talents in the LevelupDialog will not break stealth or other effects.
Fix Escorts being overwritten by other Actors during level generation.
Updated missing scaling of talents Chromatic Fury, Pure Aether, Uttercold, FrostDusk, Crystalline Focus, and Wildfire
Slime Roots can not reset fixed cooldown talents anymore
Recursing attacks, like Sawrd in Embers of Rage, can be set to deal less procs damage
Fix bug in Actor:fireTalentCheck and Actor:iterCallbacks clearing __project_source field incorrectly after callbacks.
Entity: Added getTemporaryValue function. Updated some temp value error messages to include name/uid of entity involved.
New actor property: "talent_no_resources" to make individual talents cost no resources
Added handling for actor.forbid_talents table
Static tmx loader can now understand object layers with names like "spawn#actor"
Actor:getTalentLevel will correctly return 0 for unknown talents
Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility.
Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions.
The Building map generator can now accommodate rooms.
Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings.
Added a rng.rarityTable function
Stores can now ignore material levels with ignore_material_levels=true
New callback "callbackOnQuickSwitchWeapons"
Marked multiple achievements as "huge", there were none! Oh!
Range Amplification Device fatigue penalty reduced to 20%
Arcane Amplification Drone does not damage the caster
Reduced Automated Reflex System cooldown to 4
Fixed powering the Ring of Lost Love
Eye of the Tiger now affects steamtech talents
Molten Points can not be removed anymore
Gunslingers start with a unique cloak, no special powers but a unique and cool looking skin!
New player doll tiles to match ToME 1.5 system
Reduced Sawrd procs power
Added support for Possessors
Explosive Steam Engine and Tremor Engine now correctly work even outside of sight
Reduced some salves power a little
Increased Pain Enhancement System cooldown
All weapons tiers now have a doll tile per tier. No more will that awesome voratun sword look like a boring iron sword!
Fixed (nerfed) poison water damage in Dominion sewers.
Fixed some issues with AAA and weissi-machine (could learn forbidden arcane/antimagic talents) chats.
Clarified steamsaw weapon description.
Krimbul glowing moss grids allow water breathing.
Fixed Nektosh's AI.
Removed incorrect tiles lists loaded for Krimbul and Lost City final maps.
Add new tileset variation to the Infinite Dungeon of 1.5: corrupted cave, psi cave, mana cave, mechstone and full mech
Fixed digging in Krimbul
Civilians can pop in insane/nightmare/madness modes too in the vaporous imporium
Demon Seeds now show on your character
Blood Shield disabled on rest/run
Buffed Jaw of Rogroth
Wheel of Fate level range increased to 30 and material level is min only (just like inscriptions)
Added demonic cosmetic skin to skeletons and ghouls
Added support for Possessors
Demonologists now start with Combat Veteran tree
Fixed out of combat vim regen by abusing Jaw of Rogroth
Fixed a rare bug where the control crystal could fail to appear in the Searing Halls