Blogs

Chat.

Is chat just gone now? I think I muted or something.

Celia

...tore me another one.
Totally forgot how brutal she is with her friends.

Tales of Maj'Eyal 1.7.0 BETA7 is upon you!

My minions,

The 7th beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:

  • Reduced Runeskin crit bonus
  • Impending Doom gives a soul every 3 turns
  • Fixed Slipstream cost
  • Throw Bones does not hit allies
  • Disruption Shield correctly respects the radius increase from Aether Avatar
  • Fixed talents given by items from being greyed out in the hotkeys
  • Fixed Cleansing Flames
  • Fixed the use menu. Whoopsie!
  • Fixed Adept bonus levels display in the levelup dialog
  • Fixed a few rare errors

Now go test and have fun!

Tales of Maj'Eyal 1.7.0 BETA6 is upon you!

My minions,

The 6th beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:

  • Reworked Swift Hands to provide 4 "ready" slots
  • Update harmony/one-with-nature to do what it says it does
  • Blacfire Aegis damage now checks the highest of mind or spell power
  • Reduced Adept slightly to 1.5
  • Reduced Metaflow duration
  • Increased Torture Souls cost
  • Increased Rigor Mortis cost
  • Slightly reduced Invoke Darkness damage
  • Eternal Night healing only happens under 1 life
  • After resting for a few turns, if a party member has a lower life regen than the main character, it will use the main character's regen instead to avoid super long pointless waiting
  • Fixed Assemble to try and not use archers/mages if it can avoid it
  • Ogres in elvala are now big
  • Yeek npcs are now correctly classified as small
  • New visuals for Fallen
  • Fixed a bug with force using a talent at a specified level
  • If a creatures that clone on hit that was worth 0 exp is cloned, it'll correctly still be worth 0 exp
  • Summoned creatures are always worth 0 exp
  • Sludgenest walls-to-slime do not drop items
  • Add uniques to rak'shor pride, similar to the ones already showing in all other prides. Uniques are randomly chosen between necromancers or corruptors with either a necromatic mass or sanguine horror pet.
  • Reduce the size of eruan floors (but maintain total number of NPCs). Reduce eruan from 4 floors to 3.
  • Buff various talents nerfed incidentally in prior 1.7 changes. This is not buffing them in comparison to their power in 1.6, but rather returning them to 1.6 levels of strength.
  • Fixed Chant Adept and Chant Radiant values at level 1
  • Fixed a possible recursion in damage type changing code
  • Fixed Lichform quest description
  • Multicaster can correctly only proc once (twice with orb) per turn
  • Aether Avatar correctly removes physical and magical effects
  • Spikes of Decrepitude only works on foes you can see
  • Playing in the Ring of Blood is a heinous act
  • Splatter Sigils respects blind immunity
  • No save for pure-damage bleed effects
  • Darkside abilities a specify their damage type
  • Cursed abilities are correctly marked as mind powers
  • Self-Destruction appears in the damage log
  • Category points spent to improve mastery are transferred or refunded.
  • New resolvers.register_callbacks to place callback directly onto actors
  • Fixed the arena quest. Woops!

Now go test and have fun!

Tales of Maj'Eyal 1.7.0 BETA5 is upon you!

My minions,

The 5th beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test

Ok I promise this is the last time I slip a new evolution in a beta!
But this one was ready, cool and already made so ... welcome Fallens! Class evolution of Sun Paladins, thanks a lot to Recaiden!

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:

  • Tweak difficulty settings for nightmare (rare spawn rate increased from 6.77%->12.5%, zone level multiplier decreased from 50%->25%)
  • Buff the celestial/radiance tree
  • Give all melee classes that don't currently start with a point in weapon mastery at birth a point in weapon mastery at birth; this also serves to make sure randbosses have the weapon mastery they need
  • Improve Pace Yourself
  • Slightly increase dammod for knives (45% str/45% dex -> 50% str/50% dex)
  • Slightly buff glyphs by making them no longer prioritize yourself before enemies for placement
  • Buff Dawn's Blade
  • Make Vor Pride's special vault have a slightly friendlier layout
  • Remove digging from all vaults that currently require digging
  • Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
  • Lightning+daze damage type does not undaze if target is already dazed and it didn't re-proc
  • Fixed display issue with some languages in dialog boxes
  • Fixed Form and Function
  • Prevent learning traps from the library in Yiilkgur
  • Prodigies screen splits out evolutions from prodigies to better see them
  • Fixed npcs mistakenly thinking alternate Daikara lava is damaging
  • New class evolution for Sun Paladin: Fallen! Thanks to Recaiden!
  • Prevent getting prodigies you do not qualify for
  • Fixed some timetravel abuses
  • Changed Mindrot damage to happen on base turn but be increased global speed to compensate
  • Golem will correctly levelup when resurrected
  • Altered the Sceptre of the Archlich and the Ring of the Archlich to be more in line with new necromancers
  • Stone Fortress now applies half the effect when it is not activated by the racial ability
  • Eldritch Infusion now also provides a spellpower and mindpower bonus based on shields tiers
  • Stone Vines now correctly check for mindpower instead of just willpower to apply debuff
  • Stone Warden's Shard is not affected by counterstrike
  • Buffed Stone Vines damage
  • When in combat, Call of the Mausoleum tooltip will show when the next free ghoul will come
  • Surge of Undeath now speeds up the next free ghoul of Call of the Mausoleum and increases the duration of Corpse Explosion and Putrescent Liquefaction
  • Putrescent Liquefaction only ever sacrifices at most 3 ghouls and gives one free turn in addition to the 3 per ghoul
  • Fixed swashbuckler ego keyword
  • Call of the Crypt ensures you never overcap skeletons, if you would due to the free mage/archer, a warrior is deleted and its soul refunded
  • Skeletons, Bone Giants, Ghouls and Dreads will unsummon if removing points in their talents so taht they are not supported anymore
  • Swapped Putrescent Liquefaction and Corpse Explosion
  • Fixed party display to not show the levelup icon for uncontrollable members
  • Fixed over-generous calculation in Self-Judgement
  • Chat files can now use <<>> to make said text into italic green. Because I'm lazy.
  • Fixed Range Amplification Device from Embers of Rage to work correctly on hymns and some other
  • Aether Avatar penalty only triggers for spells
  • Equipping a belt of undeath or similar immediately stops suffocation
  • Dearth arena quest is now resilient to clones! BEGONE CLONES! YOU SHALL NOT PASS!
  • Crippling Blight shows the fail% in the icon
  • Frigid Plunge damage fully ignores damage shield (because the wraith is inside)
  • Fungal Growth should work with effects that can merge (like Bloodbath)
  • Dread now learns its talents based on the spell level
  • Gorbat bamboo walls support displaying single tile walls
  • Fixed Cursed item curses from disappearing on level change
  • Toxic Death always spread Vulnerability Poison first and won't spread Stoning Poison to an enemy already stoned
  • Clarify Torture Souls description
  • Eternal Night now also costs 2 souls to sustain
  • Swapped max souls increase from Reaping to Soul Leech and made Soul Leech nonrefundable
  • Chill of the Tomb radius scales more like other spells
  • Night Sphere description shows radius, and radius slightly increases at high level
  • Discarded Refuse now scales the number of effects affected by turns but no longer unsustains itself
  • Fixed Curse of Nightmare harrowing
  • Fixed Conveyance spells targeting
  • Disabled Korean and Japanese languages in the selector, they are not at all ready for support and were never meant to be selectable. Woops!

Now go test and have fun!

Tales of Maj'Eyal 1.7.0 BETA4 is upon you!

My minions,

The fourth beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:

  • Replaced Bone Wall with Shattered Remains in the Master of Bones tree
  • Fixed Wordly Knowledge description
  • Rewrote Aether Permeation to be a dispel protection and a spellpower boost
  • Fearscape from tanen questline and from the coruption spell both count has "orbit" for the sake of Aether Permeation check
  • Fixed wooden baricades to correctly show even when they are one tile long (fix for Embers of Rage)
  • Changed Neverending Unlife to have a visual effect when it is preventing your death
  • Fixed necrotic minions killing things to correctly give souls to the summoner
  • Correctly sort savefiles in the load menu
  • Added 2 more rows of hotkeys for the mad people :)
  • The novice mage will not appear for any character whose birth faction is Zigur (so, for Krogs of Forbidden Cults)
  • Fixed an issue between Energy Alteration and Metoric Crash (and others)
  • Fixed Worm Rot
  • Fixed Wild Summon duration
  • Fixed Extract Gem display in the advanced view mode
  • Fixed Lord of Skulls life description
  • Lord of Skulls cost changed to a fix 2 souls
  • Spectral Sight correctly reveals creatures around your minions
  • Mirror Image despawns a few turns after leaving combat
  • Fixed a bug with Beyond the Flesh
  • Fixed a savefile bloating bug
  • Fixed Cleansing Flames to correctly have a cooldown/mana cost
  • Fix Arcane Vortex and others from not doing their effects upon death
  • Fixed To The Grave
  • Fix Putrescent Liquefaction
  • Effects that should be removed on level change will be removed even if they can't be removed. This requires no further explanation :)
  • Fixed forceUseTalent

Now go test and have fun!

DLCs on Sale on Steam

I've had ToME for a long time on Steam, but only recently did I really start playing it.
I'd love to buy the DLCs, but a little discount would go a long way in helping me afford them. Problem is, when I checked on steamdb, it's been a long time since they last went on sale (Embers of Rage last sale was on 2015).
Any chances they might go on sale again anytime soon? Maybe with the release of 1.7.0?

Tales of Maj'Eyal 1.7.0 BETA3 is upon you!

My minions,

The third beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:

  • Lichform does not wait your next death in the Arena, as resurrection is forbidden there
  • Updated the Arena death dialog to use the same code as the normal one
  • New Actor:udpateSustains() to force sustains to turn off and on again
  • Changed Adept and other such talent changes to bit a bit more clear in how they operate (add raw levels affected by mastery to effective level, they do NOT trigger on_learn and such and do NOT alter raw level)
  • Mirror Images inherit widebeams, Spellcraft and iceblock penetration
  • Actors are cleaned of temporary effects upon death even if they do not resurrect, to prevent some effects from lingering after their deaths
  • Prevent Born Into Magic to work with Elemental Array Burst as it would be rather useless
  • Slightly decrease the total amount of talent trees on rare+ enemies and restrict the level at which some problematic talents (notably antimagic) begin to show.
  • Phantasmal Shield does not retaliate to self inflicted damage
  • Expand randomization range for amount of talent trees
  • Slightly nerf caustic terror
  • Slightly reduce talents taken by rares
  • Limit antimagic on early game rares
  • Limit fearscape on rares
  • Levelup screen now accounts for bonus talent levels in the talent descriptions
  • Actors with inventory access disabled can not access stores either. Sorry!
  • Multicaster will respect Aether Avatar
  • Unless in developer mode, during betas the game will refuse to load most addons; as they only mess up with the testing
  • Fix anomalies from not having cooldowns/not using a turn
  • Fixed some talents description in the levelup screen when using advanced view mode
  • Fixed Call of the Mausoleum duration in the tooltip
  • Fixed a bug that prevented necrotic minions from leveling up their stats
  • Fixed Assemble to not error out when there are 2 skeletons and one lord of skulls
  • Silk Current also works on ice themed Necromancer trees
  • Fix floor effects (among other things) staying beyond their welcome
  • Prevent Putrescent Liquefaction from hitting your own minions
  • Fixed error when non actors deal damage

Now go test and have fun!

Tales of Maj'Eyal 1.7.0 BETA2 is upon you!

My minions,

The second beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

This release brings a lot of little changes, fixes, balancing for the Necromancer, but some other goodies too! Of particular note is a new class evolution for Archmages (sorry I can't stop myself!), the High Thaumaturgist!

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:

  • Fixed some more Possessors memory leaks
  • Fixed possessing various NPCs
  • Fixed using Multiply while assuming the form of a multiplying NPC (now it works!)
  • Fix Kinetic Surge to let you self-target even with only one foe around
  • Fixed Endless Woes disease and slow
  • Harkor'Zun is correctly classified as a demon
  • Metaflow now only boosts spell levels for some turns after activation
  • Fixed Slow effect merging with itself but not actually updating the speed
  • Swapped Necromancer talents that used callbackOnActBase for life threshold checks to callbackOnAct so that they account for faster players
  • Discarded Refuse can only be used in combat, unsustains when out of combat and sustain cost is changed to a casting cost. It is not meant to be left on but to be used as a cooldown
  • Swapped Black Ice and Chill of the Tomb
  • Increased Night Sphere damage and reduced Erupting Darkness damage
  • Lichform quest correctly consumes the fortress energy
  • Increased the life rating of bone giant summons
  • Golden Age of Necromancy is now 1 turn invulnerability (it was intended this way but I was dumb and didn't find a way to do it until now)
  • Fixed a small memory leak when visual hotkey feedback is enabled
  • Buff maulotaurs
  • Add revamped bandit fortress vault
  • Changed Adept to instead grant a flat +2 to all talent levels
  • Fixed Telmur Ruins being too full of light
  • Fix absolute resistance display in tooltips
  • Detonating Charge is greyed out if pinned
  • Shadowstep is greyed out when pinned
  • Prevent removing talent levels learnt from items
  • Fixed Attune Mindstar exploding when used with a shield
  • Prevent Bone Grab to be cast on oneself
  • Voidstalker cloaks correctly work only on foes
  • Fix shield's power being wrong in their name but right in their description
  • Greater checkerboard vaults should again have correct vault door entrances and revamped it to be smaller and have a boss in the middle
  • Fixed Misdirection and Curse of Nightmares
  • Corpse Explosion only works on Ghouls
  • Fix Gelid Host from damaging yourself
  • New class evolution for Archmages: High Thaumaturgist, that focuses on using and enhancing beam spells
  • Healing infusion can be used even at 0 healing factor (for the cure side of it)
  • Capped Scoundrel's Strategies to 100% crit penalty
  • Curse of Shrouds movement bonus now triggers when swapping places with an ally
  • Perilous Cliffs should not be overridden by meteors
  • Shadow Grab now uses spell speed
  • Tumble targeting can now be freely moved around
  • Fixed a couple of memory leaks.
  • Reduced damage on River of Souls somewhat
  • Master of Bones' Armoured Skeleton Warriors now always have a blink rune instead of a random one
  • Discarded Refuse is now instant-cast
  • Slightly reduced damage and increased radius on Across the Veil
  • Casting Dire Plague on foes already affected will not reduce the duration
  • Corselight disappears when the caster dies
  • Fixed a few skills that work on living things from working on Lich
  • When there is possible negative life the player's healthbar will now account for it and add a visual marker at the "0" health point too
  • Fixed To The Grave
  • Health warning effect now accounts for negative life
  • Rime Wraith cooldown can not be altered
  • Corpselight can not be placed into walls
  • Fixed Frantic Summoning not actually giving the full speed reduction
  • Phase Summon correctly moves the camera
  • Fixed Call of the Mausoleum range description
  • Fixed Lich self-resurrect to work with minions too
  • Soul Leech can not apply to the summoner or self
  • Runed Bone Giants have gotten a little makeup
  • Lord of Skulls now has images for all possible bone giants
  • Assemble now makes eternal before heavy (so in order of size)
  • Gave a bonus for Dreads affected by Blighted Summoning
  • Hiemal Shield only affects 66.6% of the incoming damage when above 1 life, 100% when under
  • Fixed Neverending Unlife
  • Corpselight correctly checks for caster's position
  • Fixed Lich description saying they gain resistance cap
  • Lost life warning input disabler now counts both max life and max negative life
  • Putrescent Liquefaction does not damage allies anymore
  • Fixed Spectre talents to actually work (fun mistake, half their code was in the Lost Land code ;) )
  • Fix necrotic minions being able to receive items but not using them
  • Assemble correctly respects Lord of Skulls' right of uniqueness and will not merge it with the rest of the rabble!
  • Fix Cold Flames traps
  • Dreadmaster correctly learn disperse magic
  • Necromancers can now use the party orders to dismiss any minion
  • Added new hooks "PartyOrder:define" and "PartyOrder:execute"
  • Pressing x on the levelup dialog can toggle between the current display and a new one were every value of talents over 5 levels is shown at once (just try it's harder to explain than it really is ;) )
  • Call of the Mausoleum summons a free ghoul a little more often
  • Surge of Undeath now also heals minions
  • Necrotic minions can only be healed by themselves, other necrotic minions or talents that are not powered by nature
  • Soul Leech does not affect your own minions
  • When Putrescent Liquefaction absorbs a dying ghoul/ghast, every two of them you'll get one soul back
  • Necromancer's Eternal Bone Giants now know Throw Bone
  • Lord of Skulls now grants effects more gradually and at the high end can now even affect a bone giant
  • Fixed Shatter Affliction rune description
  • Fixed Lich evolution not showing up anymore in the prodigies screen once learnt
  • Moved the default binding for 'w'ield to 'e'quip and the old 'e' binding to 'E' (not that this matters as this was just and alias for 'i'nventory anyway). Those are the DEFAULT binds, if you want the old ones, you can rebind to whatever you prefer :)
  • WASD keys no longer affect negatively arrow keys
  • WASD keys now have a repeat function if if keep them pressed, just like normal keys do (the timing may bit a bit different from other keys as it can't be handled by the OS itself)
  • Fixed Zigur patrols crash
  • Fixed arena mode
  • Made the death code resilient to entities without name
  • Fixed a crash on reload when Draebor (and likely some others) is present on the level
  • New dispel framework, from now on do dispel effects as target:dispel(eff_or_t_id, source)
  • IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!
  • New "callbackOnResurrect", "callbackOnDispelled", "callbackOnDispel"

Now go test and have fun!

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