Release 0.0.11 "Insufficiently Advanced Technology"New in this release:
- Mainly, of course, spells. I'd estimate I've got roughly two-thirds of spells implemented; most of the rest involve currently unimplemented game mechanics (like Ent's Potion or Recall) or threaten to have vastly complicated dialog interaction for which I have yet to figure out the right coroutine incantation (Identify, Spellbinder).
- As previously mentioned, new option "Graphics mode" to selecte between ASCII and Adam Bolt's Angand tile set. Tiles can be sized to 16x16, 32x32, 48x48 or 64x64; ASCII mode can be sized to 16x16, 20x20, 24x24, 32x32, 40x40 or 48x48 (if you've got one of the old Small/Medium/Large settings there, it should get automatically converted to, respectively, 16x16, 20x20 or 24x24).
- For ASCII mode, new option "Use special ASCII symbols for player", which will replace that white '@' with something more suited to your race and subrace. [This is basically a rehash of my T2 font.prf tweaks, now made official. It's good to be in charge sometimes.
] - Faction markers and health bars. I couldn't use your faction markers, rexorcorum, as the marker image apparently has to be the same size as the tile image, so I faked up something simple with roughly the same shape and color scheme. These are controlled by new game options "Show faction markers" and "Show health bars", and can be separately enabled for the player, hostiles, uniques, friendlies and neutral NPCs; also, the pre-existig 'T'actical display command apparently also toggles them.
- Preliminary implementation of auto-explore. Very minimally tested, so there are probably bugs.
- In-game chat is now enabled.
- Mimicry cloak activation and Beornings' Bear Form talent are now sustained.
- Void jumpgates are now functional (just in time, since Phase Door now creates them).
- The "Auto-use Bearform Combat" option is now implemented.

Yeek ArchMage
My Yeek Archmage has made it to Maj'Eyal, only dying three times, yeesh. This is way different from a zerker - I need to pay even more careful attention to my statuses and hit points, as the simplest poison can kill me if I move once too much.
It's a much different play style - the zerker's strength is to wade in and kill them fast, but the archmage is very weak, having to run a lot until he builds up some power. I'm over level 10, but still extremely fragile unless we're at range, and in the dungeons range is a rare thing.
I've got some sustains now, but they're pretty weak compared to the monsters I'm going up against, and Halfling Ruins is full of archers and skeleton mages ...
Win!
I've come back to TOME (after taking a year off for Masterwork Dwarf Fortress :-) ). I've won the game again with a Cornac Berzerker, and my previous experience has served me well. Most of the game is the same from last time, and I highly enjoyed it.
A few things I've noticed:
The zerker's Fearless Cleave is indispensable. Not sure I had that last time, but it really helps clean up those crowds. It's particularly handy for those bosses that try to run ...
The Prodigies are very nice. Picking up "I Carry The World!" is simply awesome for a Zerker (I ended with 145 STR), and then Steamroller makes him the Pinball Of Death.
The randarts are too overpowered- I've noticed that I now mostly ignore the yellow unique artifacts, as they cannot compete. You usually find them way too late to be useful, too, relative to when you found that really cool randart that's better and has a bunch of extra features to boot. (See my guy Ug for examples)
I'd like to see more item sets, and somehow a higher chance of getting another set item if you already have one.
I thought there was a bug with treasure chest items going into inventory instead of the Transmog Chest, but that was my mistake - hitting "g" while standing on it puts it into your inventory, duh. There are some other edge cases where items go directly to inventory, though - alas I cannot recall them now. (I think the Pearl did, after killing the sorcerors ...)
I like the changes in the Pride's layouts, and the bone walls in Rak'shor. Creepy.
Money needs to be more useful. I found myself collecting it anyway, but it just makes the counter on the screen go up. The stores are very expensive for what you get - it's usually just easier to hit the dungeons (except for those 'cure magical' and 'cure physical/mental' runes). Perhaps nerfing the randarts, buffing the stores, and rotating store stock, say, every five or ten character levels ...
Well, that's it for this time. Good luck, adventurers!
- urmane's blog
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Announcing: Ashes of Urh'Rok
My minions, I am back from my little vacation and have some exciting news for you!
Eyal orbits a star called Shandral, but it is not the only world to do so. A world known as Mal'Rok to its inhabitants also orbits it, a world famous for many creatures that hail from it: creatures that people on Eyal call "demons".
The demons have one goal: the invasion of Eyal, by any means necessary.
Ashes of Urh'Rok will be the first expansion for Tales of Maj'Eyal. The idea for it is old, as is some of the code, but was on hold until I got the few remaining ideas needed, and I have them now!
So rather than delay it until after the Orcs campaign (which is bigger), I have decided to quickly finish it and release it to my minions as soon as possible (which is soon, even if I'll never give a date for a release ;) ).
It is a "small" expansion, comparatively to the orc campaign, yet brings some fun features:
- Play as a Doombringer class, a master of destruction and pain that binds demonic forces to channel power through her massive two handed weapon.
- Unlock the Demonologist class, a sword & board fighter that enhances her battle prowess by summoning demons and grafting them onto her weapons and armour. Powerful demonologists can even call upon the echoes of the Spellblaze itself.
- Play through a new starting zone, the Searing Halls, to escape your demonic masters.
- Survive the abduction attempts from the demons and discover new zones.
- Discover the real reason for the demons' wrath toward Eyal with the various lore pieces to be found.
- Experience the "tinker" system, originally developed for the orcs campaign, that lets you attach items to your equipment.
- Unlock multiple demonic "cosmetic" features for many races.
- Earn new achievements.
- Find new demonic artifacts.
- New custom made music and graphics.
Now my minions, you simply need to wait patiently in line while your local God of Darkness prepares to unleash the Ashes of Urh'Rok upon you!
One last thing my minions, to whet yet another appetite: work has also begun on the class that will eventually replace the Stone Wardens as the donator bonus: Possessors. No I will not say one more word ;)
Dealing with crits.
This is the second time I lost one overpowered Berserker build to crit attackers in mass, in Maze (level 11). I guess I need a better thinking on this.
Oh my god I can keep a blog?
Holy crap I can keep a blog what is the point of this.
- pduo's blog
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Don't Panic!
My minions,
I shall be away nearly two weeks. I know this is a lengthy span of time to go without your True God of Darkness, but you shall endure!
And when I come back I may announce a little surprise ;)
Wyrmic Tweaks Mk. II 1.03
A few textual errors fixed, one issue with the actual damage of Wing Buffet being higher than displayed/intended, and one tweak to prevent Venomous Breath from hitting 50+% rates of talent disabling at extremely high levels.
