Loving the game so far!

I just started this game and I'm hooked, I only wish I could play it from mobile when on the road or on the go so I can play it more! :)

Feel free to stop by and say hi, give a few pointers if youd like!

http://www.twitch.tv/modestmitchell

Possessors are coming to 1.5 !

My dear minions,

 

Long ago when I announced Ashes of Urh'Rok I also said that a day would come when Stone Wardens would be demoted to a normal class and the Possessors would come in as the new donator class. And while I never give dates, I try to keep my word and now the day of the Possessors is drawing near!

When Tales of Maj'Eyal 1.5 release it will feature this new, very weird, class!

 

But what are they ?

Possessors come from my previous game, ToME2 where you could capture the bodies of your dead foes to incarnate in them and use their special abilities!

And Tales of Maj'Eyal's Possessors are just like that, but more!

While parts of the design is still in flux, quite some things are already working, most importantly the actual possession stuff!

For those of you that knew the old possessors, think of them as kind of that (with less cheesiness) with a midrange/melee psionic tackled on it.

And think of all those yummy talents NPCs can use that you can now steal!

 

A few mechanics explained

  • Bodies storage: When you steal one of your foes body it will be put in a "psionic storage", think of it as a kind of psionic imprit of the body. A talent even allows you to clone it to use it multiple times!
  • When you want to transform you simply access that storage and select the body you desire and bam! You get stats, effects, talents, ... of this body (all controlled by talents so it's not a binary thing, you do get better at it)
  • Stolen bodies have a very important flaw: they can never be healed in any way (except with a disminishing return special talent), so eventually even the best bodies will wither and be destroyed, but this is Tales of Maj'Eyal, new bodies are aplenty !
  • When you assume a form, you get to keep your inventory no matter what. Doing it any other way would be far too cumbersome for the play UI-wise. Also you can now pretend to be just like that rare bulwark snake that killed your last character!
  • You can also use your stored bodies in new fun ways, like using one as a psionic minion for a while, but when the effect ends the body is gone forever
  • The class has a psionic power called Finger of Death, need I say more?!

 

So stay tuned for 1.5 !

Game Module: 
Version
Version Major: 
0
Version Minor: 
2
Version Patch: 
4
Required Engine
Engine version Major: 
1
Engine version Minor: 
4
Engine Version Patch: 
9

New in this release:

  • Chests have traps, so they're now implemented.
  • Scrolls of Trap Creation and the Create Traps NPC spell now live up to their names.
  • And as long as I was in the neighborhod of NPC spells, I picked off a few more unimplemented ones: Teleport Away, Teleport Level, Darkness, Cause Amnesia, Mind Blast, Brain Smash and Drain Mana.
  • Disarming traps is also important, of course, so we implement various disarming spells and items, as well as T2's 'D'isarm command, mapped to shift-D by default.
  • Known traps will block running and moving by default; the latter can be changed via the "Automatically disarm traps" option, which will attempt to disarm a known trap when you walk on it.
  • Some traps apply timed effects that do damage (notably the Poison Needle Trap), so we tweak the message on damage dealing so that we get, for instance, "Poison from Poison Needle Trap hits player for 1 poison damage."
  • Some traps paralyze, so finally got around to implementing the "Paralyzed" temporary effect and the related PARALYZE damage type. This includes T2's hack of having paralysis attacks do a point of actual damage if you're already paralyzed, to prevent Floating eyes from becoming a perma-paralysis trap.
  • The Trapping ability is now implemented, allowing the player to use trap kits to set traps for monsters. And as a neat use of the T-Engine's flexibility, if you have the Trapping ability, the object descriptions of wands, staffs, rods, potions and scrolls that can be used in trap kits will include a description of what they do in that capacity.
    • Interestingly, wands and staffs don't actually appear to do anything when loaded into trap kits, at least not in the v2.3.9 code I've got or the C++ rewrite AnonymousHero's got going. I suppose I could take a stab at trying to decipher the commented-out partial implementation that's there, but I'm not sure where they were going with it; for now, we punt and only allow rods to be used in a Device Trap Set.
    • In my first-pass implementation of archery, I hadn't implemented critical ranged hits or ammo slay/brand flags; since some trap kits use those, I figured I ought to cover that for this pass.
    • Some scrolls that can be used in trap kits weren't implemented yet, so I implemented them while I was setting up their trap effects: Summon Monster, Summon Undead, Darkness, Dispel Undead, Genocide and Mass Genocide.
    • And speaking of genocide, implementing those scrolls gave me the infrastructure I need to implement the Udun Genocide spell (and thereby Staffs of Genocide), a couple genocide-activating artifacts, and genocide/mass-genocide junkarts.
  • For traps that you actually want to trigger, like Acquirement traps, T2 has a command to deliberately walk onto and trigger a known trap. I don't recall what key it was bound to, so I've mapped it to ctrl-shift-D by default.
  • Speaking of Acquirement Traps, implementing them gave me the infrastructure I needed to implement Scrolls of Acquirement and *Acquirement* (which, amusingly, can also be used in trap kits) and junkarts that activate for acquirement.
  • Similarly, implementing the Earthquake Trap gave me the infrastructure I needed to implement the Shake and Horns of Ylmir spells, the Earthquake randart power ( :o yeah, surprised me too) and weapons of Earthquakes.
  • And getting weapons of Earthquakes right led to a massive rearchitecting of how weapon flags like IMPACT for earthquakes are handled internally, allowing me to also implement Chaotic and Vampiric weapons.
  • And as long as I was in the neighborhood of weapon flag handling, I fiddled a bit with how weapon slays and brands are handled, allowing me to implement the Poison Hands temporary effect from the Poison Blood spell.
  • Earthquake handling checks for the Wraith Form effect to see if it needs to knock the player out of the way of falling rocks, so that effect is now (mostly, I think) implemented and lets the player pass through walls.
  • And since Spectral weapons are a primary source of the Wraith Form effect, I finally figured out how to implement egos that confer an activation.

Traps not implemented:

  • Stair Movement
  • Aging
  • Growing
  • Shrinking
  • Femininity
  • Masculinity
  • Neutrality

Bugfixes:

  • As I discovered while testing stat reduction traps, I had forgotten to implement the orange coloring for temporarily reduced stats. [I had remembered to do it in the character sheet dialog, but apparently I had gotten it wrong there.]
  • I don't think I had properly implemented learning the "flavor" of stacks of scrolls/potions/etc. on identify/use.
  • Apparently monsters that were supposed to drop guaranteed good/great items weren't reliably doing so. We Apologize for the Inconvenience.™
  • Fates to find an object or monster on a level would, I think, have broken badly…
  • Related to the damage source description tweaks above, it's lucky no one ever got down to starving, because it was badly broken.
  • So I was supposed to be scaling down initial monster generation on small levels. We Apologized for the Overwhelming Deadliness.™
  • Staffs of Summon are supposed to summon hostile monsters, not friendly ones.
  • I think Actor:resolveLevel() was leveling up the level-0 townsfolk to level 1, making them that much tougher.
  • Worse, if I'm reading this right, the 'add_levels' field in Actor filters both requests an out-of-depth monster and levels the monster up even further. That gets used in vaults and orc/troll/etc. pits, so that would be very bad. Needless to say, I've nipped that in the bud. I hope.
  • Testing of stat-draining traps revealed that I was botching stat reduction.
  • Was also getting Potions of Self Knowledge and related effects wrong.
  • Another :talentDialog()-related glitch would have prevented Scrolls of Artifact Creation from successfully prompting you for a name for your new artifact.
  • And more generally dialog-related, right-clicking on a temporary effect marker to cancel it early wasn't working, nor did the message-log dialog (bound to Ctrl-M by default).

Other new features:

  • Implemented the Melkor prayer functionality of summoning friendly undead/demons when you get knocked below 25% max life, and auto-applying the Curse spell as appropriate.
  • Implemented a few more spells and staff/devices: Summon Animal (which is how I found those leveling bugs above…), Elemental Minion, Staffs of Mana and the Golden Horn of the Thunderlords. Oh, and Wands/Staffs of Nothing.
  • Since I was in the neighborhood implementing other junkart activations, I also covered level-teleport junkarts.
  • Timed Roots now properly prevents you from moving, taking stairs, teleporting or using a void jumpgate.
  • You now have a much lower chance of unlocking a door if you're blind, confused or hallucinating.
  • Never got around to implementing object price modifications for egos and flags and stuff before. Done now.

International Roguelike Development Conference starting now in Sofia! Go watch the stream!

My minions!

We'll be live in a few minutes on channel: https://www.twitch.tv/eu_irdc

I'll be giving a talk about game communities sometime along the day so watch us, it'll be fun anyway :)

Wellllll

Well I jumped on my three year old account today. No saves, started a new character and this game has already drawn me back in. My favorite game to play while I'm chilling around being lazy, not sure why. Donated finally too! So heres to getting to the DLC content at some point!

Halloween Stream!

Happy Halloween Everyone! I'll be attempting a Vampire Necromancer while streaming on Twitch!

Twitch: https://www.twitch.tv/digitaltoastgaming

Twitch Stream is Live! (If Interested)

Hey All! I'm going to be doing a twitch stream! If you're interested, stop by and say Hello!

Link: https://www.twitch.tv/digitaltoastgaming

Tales of Maj'Eyal 1.4.9 aka "Of Temptation" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.9 ! See http://te4.org/

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

If your launcher didn't self-update correctly, just redownload it from the homepage.

Enjoy and have fun in Eyal!

 

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

 

Release highlights:

  • Security fixes. This should have no impact on your gameplay obviously, but if you notice something strange please report it ASAP, some things may have been too restricted with regards to addons.

 

Expanded changelist:

  • Write path can be (and is) now restricted to certain game related folders at birth, any others will generate an error
  • OS functions to access disk and processes are now unaccessible
  • Particles lua threads cant access OS functions anymore
  • Fixed multiplying npcs so that they do not act upon splitting
  • Bone Shield displays current and max charges on the icon

 

Have fun!

It's Here! (Beginner's Guide 2.0)

You have asked...and I have answered! Hopefully this will help new players get a feel for how the game works. If you have any questions, message me on youtube and I will do my best to answer! If you have any ideas, suggestions, advice, etc...I'd love to hear it!

Video Link: https://youtu.be/A0mQZ9m-Rmc

Check this out!

Here is a fellow youtuber, who has just started playing ToME and making videos! His content is great, and he's really enjoying learning the game!

Show him some support if you can!

InkEyes Channel: https://www.youtube.com/user/UNCLEGoosy/videos

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