Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DarkGod

Pages: [1] 2 3 ... 8
1
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.7 ! 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:
  • Some bugfixes
Expanded changelist:
  • Updated Ring of the War Master and the Murderblade to correctly boost berserker talents
  • Fixed a bug that sometimes made alt daikara 4 or sludgenest 1 (and probably some others) fail to generate
  • Fixed a bug that sometimes made exiting subvaults bug out
  • Fixed a bug preventing adventurers from restarting from premades in the infinite dungeon
  • Updated OpenAL dll for windows to a new version, should prevent some windows10 crashes
  • Disabled greater-crypt abnd trickvault vaults (the ones with the levers/tricks that sometimes bork) until they can be remade in a way that cant trap players forever
  • Fixed Dominant Will to correctly fade away
  • Phase Door and Teleport respect teleport immunity
  • Fixed The Cage (Embers of Rage) from working only once
  • Fix random freeze/random stop at high run speed
  • Tinkered items can not be vaulted anymore
Have fun!

2
Design / Re: Issues with Rogue-likes from a Rogue-like dev
« on: February 24, 2016, 05:08:13 PM »
Another problem is that there is not much commercial appeal in tile based game with lot of complexity. It just doesn't work that way. It's much safer for commercial developers to choose easier games for making money. I know they look at roguelikes as a niche market, but is it really worth all that trouble? I don't think so. If you just want to make money it's better create something for today's fast mobile game market. Easy gameplay with immediate hook. That's the recipe for winning.
Really.

I lol'ed and it was good. Thanks Krice for the lol! ;)

3
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.1 ! 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.

Enjoy and have fun in Eyal!

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

Release highlights:
  • A few bugfixes for some people
Expanded changelist:
  • Protected Doomed talents that use shadows from being activated with no shadows
  • Fixed Vim color bar when not using shaders
  • Fix Spellhunt Remnants so that they have stats if they generate below material level 2
  • Fix Ascii mode
  • Kill Bill is achievable again even on insane & madness
  • Fixed crash on startup error for some rare people
  • Fix taking a screenshot while loading a level
  • Egos are again displayed in the NPC's tooltips
Have fun!

4
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.0 ! 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.

This is a major release, as such saves are not guaranteed to work from older versions, though they mostly should. If needed the game will prompt to download the old game client.
Now I can work full steam on putting the finishing touches to Embers of Rage! ;)

Enjoy and have fun in Eyal!
Don't forget to help ToME by with donations ( http://te4.org/donate ) !

Release highlights
  • Big improvements to Doomed class
  • Big improvements to Reaver class
  • New cool default UI skin
  • Many misc UI improvements, with special attention to streamer's needs
  • Less need to scum for a good insane/madness start
  • Many code updates to let addon & modules developers get wild
  • Tons of various improvements and fixes
Expanded Changelog
Big Changes
  • Adds bleeding damage to Bone spells.
  • Sometimes, rarely, a special room will appear in the Infinite Dungeon to let you access the Item's Vault (if you have it active and are a donator)
  • New Doomed tree "Advanced Shadowmancy"
  • Allow selecting spell for Arcane Combat
  • Command Staff talent available to NPCs, which will now spawn with the most appropriate aspect selected.
  • Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves.
  • NPCs will try to equip their drops if possible.
  • NPCs can now use item's power they have! Beware!
  • Vault loot can be 1 material tier higher
  • Adjusted material tier for many znoes.
  • Fearscape sustain cost drastically reduced but vim drain per turn increases each turn
  • Updated the Rush talent to allow targeting unoccupied spots
  • New Reaver tree "Rot
  • Buffed Corrosive Worm/Poison Storm
  • Deus Ex Machina achievement altered and now possible to get
  • Roguelike mode characters can now enter the Eidolon plane by a special exploratory farportal event, thus making Utterly Destroyed achievement possible even in Roguelike mode
  • Feed does not take a turn
  • Doomed Fears tree is at mastery level 1.3
  • Gesture of Pain doubles the damage bonus from mindstars and if dual wielding mindstars will proc their on hit effects
  • Made Gesture of Deflection not pitiful
  • Hateful Whispers returns more hate with levels
  • Rounded up Hateful Whispers range
  • Reproach does a bit more damage and at high talent level looses less damage per foes
  • Shadows summon cost reduced slightly
  • Focus Shadows now forces max shadows to appear before focusing
  • Shadows take reduced damage from their master, up to 100% at level 5
  • Unseen Force scales way better
  • Deflection now regens on rest, displays its current value on the icon, absorbs more damage and regens faster
  • Rares/randboss can not be Skirmishers, until they can be rebalanced next big version
  • Starting gold bonus on difficulty levels: 100 for Nightmare, 250 for Insane, 500 for Madness
  • Starting level bonus on difficulty levels: level 2 on Insane, level 3 on Madness
UI
  • New default UI skin "Dark"
  • New big quest popup (disable-able)
  • Added an option (on by default) to auto swap tinkers when swaping items
  • Made the zone load tips look nicer
  • Big Character Sheet update
  • Show message if player fails to move due to encumberance.
  • New UI option to make a small flyer with talent icon and name upon talent use, for both player and NPCs; disabled by default
  • New UI option to get a visual feedback when using a hotkey
  • Right clicking on an object in the hotkeys bar will give a removal prompt instead of removing it directly
  • Main menu will now take on the UI theme configured instead
  • New option to zoom the whole screen, for use on veyr high DPI screens where the game may look too tiny
  • New tinker tab on the inventory for characters able to use them (like demonologists in Ashes of Urh'Rok)
  • Warn the player when stores restock
  • Difficulty and Campaign are set to the last values when you make a new character
  • Trying to force a recall from an exploratory farportal will not assume "Escape" key to mean "OK!"
  • Protect chat from urls with # inside
Misc
  • Resurrecting removes sufficating effect more promptly
  • Make Displacement Shield have priority over other shielding so that it can actually be usefully used in conjunction with them.
  • Corrected Harassed tooltip display (was 100x too high)
  • Lowered difficulty of Murgol Lair, specifically the alt version
  • Clarified Tricks of the Trade to make it more obvious that it does not teach Stealth
  • Devouring flames (and similar effects) will not try to heal the source if it's dead
  • Ritch Hive Mother is correctly set as female
  • Quest items/plot items can not be sent to other party members
  • Undeads cant use infusions instead of only being able to use runes (doesnt change anything for vanilla)
  • If the rod of recall fails to activate it wont go on cooldown
  • Buffed curse of nighmare to start triggering at level 4 (as the description was implying)
  • Yeeks summoned Wayists do not drop items
  • Party members are cleaned of debuff when going to the Eidolon plane
  • Primal Infusion scales with constitution
  • Mitotic mindstars do not copy if tinkered
  • Windblade has 0 range, so NPCs won't misuse it
  • Warn player that the exploratory farportal is broken even if there is less than 45 energy
  • Sludgenest drops Maj'Eyal items
  • Added new horrors
  • Updated Cyst Burst description to reflect that it can spread any disease.
  • Adds more zone-wide effects in. About half of them explain special level mechanics, the rest are just for flavour or some minor gameplay spice.
  • Shield damage correctly reflects no off-hand penalty.
  • Dug sandwalls have a tooltip.
  • Arcane Combat now interacts correctly with the Hidden Resources prodigy.
  • Adds a center view on player key command (Ctrl-Home by default).
  • Reworked interface Archery to properly handle multiple missile launchers.
  • Dwarves can no longer stone walk throught foes
  • Allow damage shields to merge
  • Clarify Arcane Shield talent description
  • Adds some failed necromantic experiment creatures to the Blighted Ruins.
  • Horrors are their own faction
  • Added achievement image for Best Album Ever
  • Altered/added a variety of Undead enemies
  • Draebor is even more annoying.
  • Reduced the cap on how much Sandman effects Insomnia to 12%
  • Reduced Paradox cost on Time Shield, Webs of Fate, and Temporal Fugue
  • Twist Fate gives audio feedback when an anomaly is held
  • Twist Fate gives better messages when an anomaly is targeted
  • Paradox Modifier can not reduce duration below one turn
  • Added text to antimagic quest to explain why Ogres can do it
  • Reckless Charge can once again go through crowds
  • Makes doors and known traps detected at range remembered (and on the minimap)
  • Makes non-player actors get the effects of their on-birth stats.
  • Make ALL_DREAMS unlock be granted even after killing the Mindworm.
  • Cancelling secondary target for Nature's Equilibrium now targets self
Dev Stuff
  • Added "callbackOnChangeLevel"
  • If a module or addon errors out on the loading screen it will jump into a "safe mode" to display the error message and then go back to the main menu
  • Changes disease spreading code to be more general to works nicely with any future or addon diseases.
  • Added Map:setScroll
  • Opening a door triggers a "on_door_opened" event on all entities at the same spot on the map
  • New ActorProject:getTargetLimited method
  • Added a util.show_function_calls() function to help find infinite loops and such
  • Combat:combatSpeed can take an additional speed
  • Added Map:findObject method
  • Added a generic way to get total shield block value, actor:combatShieldBlock()
  • Simplified support of double shields by enhancing actor:hasShield()
  • Forest map generator can require rooms
  • GameState:findEventGridRadius also returns the center of the grids
  • Generic triggers mechanisms added to let static maps do funky stuff
  • Moved greater vaults into data/maps/vaults/auto/greater; any files that addons add there will automatically be added to the list (for zones that do not enforce a specific list)
  • Entities lists loaded with Entity:loadList now remember which files were used
  • Modify module() a bit to prevent leaking the global namespace into each and every module and object.
  • Added an options menu to the birther dialog, for addons registering to it with "ToME:extraBirthOptions" hook. Only appears if addons fill it.
  • Added Game:isAddonActive method to let an addon check the presence of an other addon
  • Added "superload" function
  • Added hook ToME:birthDone
  • Resources now can have a wait_on_rest flag to make resting wait for them (if possible)
  • Move useResources to engine/interface/ActorResource.lua
  • Object's special_desc can return nil
  • Weapons can now have the "double_weapon" property to enable two handed weapons to count as dual wielding
  • "callbackOnTemporaryEffect" can now return true to cancel
  • New callback callbackOnDeathbox
  • Added hook "Faction:setReaction"
  • Allow static maps to define callback to be ran when the level is finished generating
  • Moved Resource definitions to data/resources.lua
  • Added support for depleted resources canceling sustained talents (resources_def.depleted_unsustain and talents_def.remove_on_zero flags).
  • Temporary effects on_gain/on_loose definitions can simply have "true" as the second return to make a flyer of the form +/- "effect name"
  • Added a combat_generic_power
  • New level generator algorithm "Hexacle" (yes the name is stupid, so what?!)
  • Cavern map generator can now accomodate rooms
  • Updated damage_types to use initState & useImplicitCrit; update your addons if needed
  • New extensible command-staff system. Possibly callbacks may be added to it, too.
  • In developer mode an error popup forces all other dialogs to disappear; making sure even level generation errors do popup correctly
  • Added core.game.requestNextTick()
  • Improve lore templating capabilities
Fixes
  • Try to fix the gamma issue on some computers
  • Fixes bugs with sleeping characters being able to change equipment (put on a lucid dreamer robe, for example), drop and pickup objects.
  • Fixes bug allowing stealth to be used with heavy armor (by changing gear while it is active).
  • Enhanced stealth info.
  • Occasional turn loss fix.
  • Fix Rune: Biting Gale not being used by tactical AI
  • Solipsist unlock didn't work on dream altar, should now
  • Fixes a crash when the caustic ego corrodes armor.
  • Savefiles from previous minor patch versions will not require to check the "old savefiles" checkbox anymore
  • Savefiles from previous minor patch versions will not display the "download old data" popup anymore
  • Fix Temporal Fugue on traps
  • Fixed teleportation/phase door ending in walls in the Charred Scar
  • Fixed the racial talent description of Thalore
  • Fixed errors on death for players with a % in their names
  • Fixed Greater Crypt vault
  • Fixed windows scaling bugs on high DPI screens
  • Fixed the game not starting on some latest ubuntu installs
  • Fixed Skirmisher's Swift Shot abuse
  • Make Contingency and Matrix respect fixed cooldowns
  • Fixed flying text to not stutter while disappearing
  • Fixed targetting bugs in Retch and Stone Wall.
  • Fixed Twist Fate
  • New string.prefix and string.suffix functions
  • Fixed archery to properly do on_hit, on_crit, and on_kill effects for ranged weapons and ammo.  It now properly handles single and
  • Fixed digging into icewalls
  • Fixed Tirakai Maul; lets see what bug it does next!
  • Fixed Frost Lord Chains
  • Fixed Time Stop + Contingency (hopefully)
  • Fixed The Mouth sometimes erroring out
  • Tentacles spawned by the tentacled totems are correctly named
  • Fix Overseer of Nations double bonus
Have fun in Eyal!

5
Getter77, grab it on GoG, nothing connected at all (unless you want it obviously) :)

6
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.3.3 ! 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.
Enjoy and have fun in Eyal!

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

Release highlights:
  • A small but important bugfix!
Expanded changelist:
  • Try to fix the gamma issue on some computers
  • Fixed curse of nightmare, for real this time!
  • Buffed curse of nighmare to start triggering at level 4 (as the description was implying)
  • When mousing over a zone change there will be a minimum level indicator in the tooltip
Have fun!

7
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.2 ! 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.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
  • Many important bugfixes!
Expanded changelist:
  • Yeeks summoned Wayists do not drop items
  • Sludgenest drops Maj'Eyal items
  • Combat:combatSpeed can take an additional speed
  • Fixed Skirmisher's Swift Shot abuse
  • Prevented the vats in the old conclave vault from destroying stairs
  • Party members are cleaned of debuff when going to the Eidolon plane
  • Fixed Archery to properly do on_hit, on_crit, and on_kill effects.  It can now handle multiple types of each from ranged weapons and ammo.
  • Make Contingency and Matrix respect fixed cooldowns
  • Fixes the nightmare part of curse of nightmares
  • Add proc chance to Warden's Call (for balance and bugfix)
  • Reduced the memory drag (but not altogether fixed) caused by Temporal Warden talents
  • Fixed inventory destruction caused by some Temporal Warden talents
  • Fixed Fearless Cleave
  • Roguelike mode characters can now enter the Eidolon plane by a special exploratory farportal event, thus making Utterly Destroyed achievement possible even in Roguelike mode
  • "make_escort" property can reference define_as fields of entities without a rarity
  • New string.prefix and string.suffix functions
  • Deus Ex Machina achievement altered and now possible to get
  • Reduced Insane and Madness flat level penalty, as it just made first levels harder than the rest of the game (which is still very madly hard)
  • Cancelling secondary target for Nature's Equilibrium now targets self.
  • Reduced Paradox cost on Time Shield, Webs of Fate, and Temporal Fugue
  • Fixed Twist Fate
  • Limited the number of possible charges of Lightning Catcher
  • Twist Fate gives audio feedback when an anomaly is held
  • Twist Fate gives better messages when an anomaly is targeted
  • Paradox Modifier can not reduce duration below one turn
  • Fixed weapon speed bug
  • Savefiles from previous minor patch versions will not require to check the "old savefiles" checkbox anymore
  • Savefiles from previous minor patch versions will not display the "download old data" popup anymore
Have fun!

8
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.0 ! See http://te4.org/

Enjoy and have fun in Eyal!
 
New content AKA: that's awesome:
  • Temporal Warden and Paradox Mage classes completely reworked. Check them out immediately!
  • Chronomancy spells can no longer fail or backfire (anomalies still occur).
  • Spellpower for Chronomancy spells is -50% at 0 Paradox to +50% at 600 Paradox.
  • Above 600 Paradox (modified by your Willpower), major anomalies will occur. Paradox bar now reflects how close you are to that threshold.
  • A new race was revealed, a fruit of a long-standing war. Check what contemporary documents in the old halfling ruins might say.
  • Slasul is no longer a pushover. That naga got gainz! Of course Ukllmswwik matches his performance.
  • Added a bunch of new unlockable splash screens.
  • Several sweet new icons for your talents.
  • Wyrmic talents are reorganized and provide passive benefits. It's a HUGE buff!
  • Angolwen sports a new fountain.

UI changes AKA: My stuff is in all the wrong places:
  • Several graphical effects now update more frequently.
  • Several graphical effects are now sweet and awesome.
  • Automatic Talent Use will now refuse to use talents which cooldown is lower than their use time, so you don't lock yourself out.
  • Tiles will flip depending on where they last bumped. All hail the sprite flip!
  • New UI option to display a grid over the map.
  • Addon list now shows addon version.
  • "Inspect creature" now displays creature's talents by categories.
  • More artifacts are shown up on player doll. Do brag before those custom tile users!
  • Game options are directly accessible from main menu now.
  • Dragging hotkey icons shows the place they'll end up on. If the hotkey would be dropped, it's clearly visible now.
  • ASCII mode will not show symbols upon symbols, only the top is seen (does not affect ASCII with background mode)
  • Better artifact power use descriptions
  • New gameplay option to auto-validate the default target; thus requiring only one keypress to fire a talent
  • Highlighted a few special grids for escorts and slime tunnels.
  • Rare mindstars now have description hints for their sets.

New mechanics AKA: I didn't know they changed it:
  • Some talents have been assigned "fixed cooldowns". That means they're immune to cooldown reduction and some cooldown-reducing effects.
  • Talents have been assigned speed (which you can override in addons). Acceptable speeds include "combat" (unarmed), "archery", "weapon", "mainhand", "offhand", "spell", "summon", "mind", "movement", and "standard" (1 turn).
  • Player rank (elite) and insteadeath immunity is universal across all game modes now. Hard game modes weren't being made any harder by fractional stat points.
  • Forced starting zones no longer have rare+ rank enemies.
  • Levelup dialog now shows error messages as flyers above Category points, instead of modal dialogs.
  • Items modified with talents can now be placed in Items Vault, but will lose their modified properties.
  • Reload is no longer granted to anyone. You'll still have it if you had it. You still won't use it ever!
  • Unstoppable is no longer Timeless. Neither is Draconic Will. They both are "other" effects which means that they cannot be stripped or affected.
  • Exploration mode now allows full respec anywhere. And I do mean FULL respec, with no puny "3/4 points" limitation.
  • Run/Rest now spots projectiles flying your way (but not your own, so beware!)
  • Run/Rest also stops if you saw someone for the fraction of time as they escape your field of vision at the end of your turn.
  • AI now only catches a glimpse of you through stealth, making them look in your general direction, not get a lock-on. This helps a bit.
  • Detrimental traps now have flat 5% chance to not trigger if you're bad at disarming them.
  • Dream Altar in a certain caldera no longer can kill you or do anything bad to you.
  • Waking up from a bad dream makes you lose life over several turns, not instantly.
  • On that note, Sleep no longer causes you to skip turns, yet you still cannot use anything but instant talents.
  • You can no longer wield an item by replacing another item that provided necessary requirements for it.
  • Sandworm Queen will now seek you out tirelessly if you are late to her lunch.
  • Tooltip now have a significant delay on up/down scrolling. Sidebars in levelup screen, prodigy screen, and birth screen now bounce as tooltips do.
  • Arcane Destruction (Arcane Blades) now actually scales and is not effectively a 1-point talent.
  • Shade of Kor'Pul got some cover around it. Now you can retreat when you get frozen! Well, after you get frozen. If you're still alive.
  • Shield Runes are now material level 2, down from 3.
  • You are now correctly afflicted with Cursed Aura as long as you have Unnatural Body, without having to be Cursed or Doomed.
  • Several glove egos have got disarm immunity on them. Keep that grip tight!
  • Phase Door runes now additionally grant you buffs "on teleport" from your equipment (adding to its own bonuses).
  • Debuffs to your powers can now not only cancel buffs out, but bring them below your baseline stats.
  • Rest should wait for air if you're able to catch a breath. It also waits for detrimental effects' durations and item cooldowns.
  • Summons now count their turns down once per game turn, not their own turn. Bloated oozes are more short-lived now, but no one liked them anyway.
  • You can now teleport within vaults and out of vaults, just not change your current vault by teleporting.
  • Lite "damage" now reduces the unlit value of grids with darkness if it can't remove them.
  • Nerfed Aeryn, buffed Argoniel. Now Argoniel can eventually kill Aeryn if left completely alone.
  • Elandar no longer ignores irresistible sun since Argoniel no longer has it
  • The Crystal Focus can now be applied to shields (updates the special_combat fields appropriately).
  • Out of Phase/Time Shield effect reductions can no longer stack to 100% and stack inverse-multiplicatively (50% + 50% = 75%).
  • Reduced the number of mental effects the Wintertide Phial will remove.
  • Penitence cures a more reasonable (fewer) number of diseases.
  • Cursed Sentry now remembers your weapon choice (which you can alter with a separate talent), the object is automatically picked up, but it's got a power level limitation now. Also it levels up them stats and uses better ammo.
  • Shop selling now rounds the whole stack price to 1 cent, rather than rounding up each object's price individually to 10 cents. Alchemists gems, no longer as shiny.

Fixed known bugs AKA: Oh yes, I hated this so much:
  • Tirakai's Maul no longer loses Weapon Mastery or becomes lower tier when gemmed.
  • Pyromancer/Cryomancer unlocks no longer require damage to be non-lethal when counting total for an achievement.
  • Randart generation is more consistent in its themes and power sources. You can no longer get something with conflicting themes... or get an antimagic item from a merchant if you don't want to. Hopefully. I know it's not the first time we say this.
  • Gloom weakness correctly weakens the target instead of strengthening it.
  • Slave brawlers in Ring of Blood now finally got gloves.
  • Getting a Lua error on an enemy talent should no longer lock you out of existence. Some things still may, but it's rarer overall.
  • Items on teleport traps will now be picked up before teleportation occurs.
  • Steam Cloud Saves are now off by default, as we heard many complaints about levels regenerating with them on.
  • Links can now be opened in an external browser instead of internal one.
  • Sliders on Steam UI no longer look weird. In general, alternate UI sets handle better and cause no disfigurings and overlaps.
  • Friendly fire (and alchemist bombs) no longer hits neutral targets.
  • Damage done by passive/sustained talents now shows damage flyers.
  • Summons no longer try to murder each other at random when you're frozen. They also actually might prefer hitting enemies over you with that 1000-damage Flamespit. Of course, if there is no enemies, best of luck.
  • Your resting is not broken by being scared of yourself as you're frozen.
  • Your Thunderstorm no longer hits you if you're next to the victim.
  • Dreaming of your wife, you'll meet her every time, not only the first time on this game instance.
  • Apprentice Quest now fixes item selection dialog. He'd be glad if you gave him your whole inventory, but he is polite.
  • Hitting guards in Point Zero will no longer make them want to remove you. You're just a newbie, after all. There's no chance you hit them on purpose.
  • Comparing gloves works correctly now, including showing real speed if you're a brawler.
  • On that note, Inspect creature no longer shows unarmed attack speed if you're in fact armed.
  • On that note, an option in Game Options to show power% and range on weapons instead of default "power: a-b" display.
  • Being Cursed and completing a quest about your past no longer renders your character unable to die if you run Ashes DLC. Don't ask. Just don't.
  • Goedalath Rock will tell you when you pick it up, and you won't do so automatically twice.
  • Dragging alchemist gems onto a player doll now stacks them up correctly, if possible.
  • Golem gem equipping fixed.
  • Fixed lava patches in darknened zones (like a pyroclast daikara + thunderstorm)
  • Borosk's Hate now boosts Two-handed assault category instead of an outdated one.
  • Backup guardians consistently increase material level on all zones (hello never-dropping Crystal Heart). This affects Reknor, Deep Bellow, and Scintillating Caves.
  • Skeleton's Reassemble talent won't prevent dying at the endgame dialog.
  • Wintertide's winter storm graphic will expand in size to match its effect.
  • Prox's Lucky Halfling Foot benefits from Charm Mastery.
  • Resurrecting while standing on an an entity with on_move damage should no longer kill the player a second time.
  • Fixed a bug with Butcher that could cause its rampage not to activate on damage. Now benefits from Charm Mastery.
  • Mage apprentice no longer squashed by you if you happen to beam down from some obscure city.

Obscure bugs AKA: Wait what, that was broken?:
  • Mindslayer rares should get their swords in the tight grip now
  • Mindslayer talent descriptions fixed (ranges in particular).
  • Arcane Power bonuses no longer affect itself.
  • Generic talent tree on levelup dialogs is no longer clipped if a dialog is wide enough.
  • Pouch of Subconsious no longer slows you down by 3000% and no longer disarms you.
  • Crit shrug off now works on multi-type damage correctly.
  • Significant performance improvements for map drawing, dialogs, and Classic UI.
  • Unseen Force now shows up as a timed effect. Blast from the same tree can no longer hit a single target multiple times.
  • Shield of Light now does shield attacks, not unarmed. Haha.
  • Resizing the game in the birther screen no longer disables the mouse.
  • Number boxes render correctly and have all functions of text boxes.
  • HUD style change no longer makes map viewport to be off in position.
  • Rhaloren inquisitor is Rhaloren now, meaning that his lackeys will no longer try to murder him if you are allied with Rhaloren. Haha.
  • NPC list now works on Classic UI. Bet you never knew about THAT feature, eh? (No one did, because it didn't work. It still doesn't on Minimalist. :( )
  • Celia is now rank: boss and carries a Rod of Recall. THis shoudl help with getting suck in the crypts for eternities.
  • Call Shadows starts its internal cooldown only after summoning a shadow succesfully.
  • Necrotic Minions and Cursed sentries no longer drop any additional objects on death. Ashes to ashes, and dust, to dust.
  • Selecting talents by keyboard in levelup screen now shows up the tooltip for talents.
  • Ice Core (Alchemist) tooltip is now correct.
  • Fast As Lightning always required steps, not game turns to be spent, but tooltip was confusing. No longer.
  • Sun Ray description used to say it's a beam. It never was a beam. It's a ray from the sky, not from you. You're not the sun. Unless you take that prodigy, but even in that case, it's still from the sky.
  • Corrupted Heart is now an arcane artifact.
  • Fixed scrolling on message log dialog.
  • Clicking faded links in the chat log should no longer work.
  • Fixed quest text on the storyline quest about the Staff.
  • Eidolon now obliterates everyone following you, just to relieve their pain. This solves the problem of golem being forever stuck in the limbo.
  • Time Skip, Rune of the Rift, and Maelstrom no longer render stairs underneath unaccessible.
  • Weapon mastery is only shown if you know the talent.
  • Tooth of the Mouth is no longer ubiquitous. Now you might actually use another pickaxe!
  • Skate no longer increases the knockback vulnerability with points put into it. Gnarly.
  • Blighted Maul's on hit shockwave will not hit the primary target.
  • Changed Umbraphage's damage calculation to actually care about it's charge level (slight nerf).
  • Stormlash's AOE effect is correctly centered on the target, rather than the user.
  • Corpathus summons are now actually your summons and won't turn on you.
  • Wands of Clairvoyance now dispel magical darkness like their description says.
  • Pyrokinesis will no longer be cast by AI when too far away. Ditto Aura of Silence and several other AoE.
  • Talents should no longer silently fail if they invoke a dialog and it's closed.
  • Elemental Discord now correctly has sustain cost.
  • Unique handwear now has accuracy bonuses.
  • Reaving Combat, being a tree of passives, no longer grants a vim bar.
  • Second Life/Shield of Light proccing while Healing Inversion is active no longer creates an infinite feedback loop.
  • Killing a mindslayer rare will no longer unload their auras into your face.
  • ASCII mode will not show multiple characters on one tile anymore.
  • Thermal and Charged Aura used with gem/mindstar no longer eat loads of Psi.

Addon developer section AKA: UGH, now I have to update from 1.0.6:
  • Added several callbacks, including "on block", "on run", "on levelup".
  • Added hooks: "Zone:loadEvents", "GemColorAttributes", targeting.
  • You can stick callbacks on items, the syntax is: callbackOnEvent(item, wearer, args...)
  • "sustain_slots" attribute (sustain_slots="arbitrary id") to define mutually exclusive sustains.
  • Map:scheduleRedisplay for when you're afraid of calling redisplay multiple times on the same tick.
  • Dialog UI dependent top/left/bottom/right works properly.
  • "calc_width/calc_height" on UI entry for it to be assigned width/height based on its position.
  • callbacks can now be assigned priorities (callbackPriorities={callbackOnEvent=3}). Default is zero. Less means it gets called earlier.
  • "passive_callbacks" on a sustained talent makes the callback system treat it as a passive.
  • Zone:applyEgo and friends for dynamic ego changes on items! Check it out!
  • Attempting to create an entity containing an upvalue (a function closure) will result in an error, as such entities cannot be saved. you can override that with a flag on your entity.
  • Damage mod on weapons can now be modified, and weapons can have multiple masteries.
  • effectsFilter/sustainsFilter and their remove brothers in Actor.lua! they have default filters aplenty and an ability to pass custom functions and limit the numbers.
  • Entity:fromBase to emulate what "base" attribute for loadList was doing.
  • "image" attribute on entities now supports absolute paths and paths in format of "addon+path" (which is data-addon/gfx/path)
  • Actor:burnArcaneResources(damage) for your manaburn needs.
  • "sustain_lists" and "learn_lists" attribute on talents to add talent IDs to lists on actors which you can then check. For example, "break_with_stealth" and "break_with_step_up".
  • Addon version is "addon_version" {a, b, c} in init.lua.
  • no_martyr is dead. Old no_martyr is tmp.no_reflect.
  • drawColorString family now less slow. Please use Font.draw instead anyway.
  • "iterCallbacks" for iterator that returns callback, priority, kind.
  • callbackOnTakeDamage and callbackOnHeal coorectly work when multiple ones modify the value.
  • tableSample and tableSampleIterator to pick N elements out of the array.
  • "is_melee" and "is_special_melee" on talents that are melee/special melee. Also melee talents use their targets now, feel free to hijack them.
  • "self_resurrect_msg" for your evil purposes.
  • "only_element" on staves for Command Staff to lock on one element category.
  • TMX (Tiled) maps are now supported directly for static maps.

Have fun!

9
Programming / Re: How big is your Level class/file?
« on: December 12, 2014, 11:43:49 PM »
Your previous trolls were way more fun krice, you are becoming too blunt and obvious (more than you were I mean). Please up your game a bit, keep me entertained!

10
Traditional Roguelikes (Turn Based) / Ashes of Urh'Rok is released!
« on: October 27, 2014, 06:48:34 PM »
Many years ago I started working on Tales of Maj'Eyal, it has always been a pleasure and privilege to create a game loved by so many and today I am pround to say a new stone has been put on ToME's wall: Ashes of Urh'Rok, the first expansion to the game has been unleashed upon the world!

Discover the reasons behind the demons increasing presence on Eyal, play as two new classes, a new race or simply find new potent artifacts. Play with new events and explore the world of Eyal from a new point of view!

The board is set, it is up to you to move the pieces now.

Ashes of Urh'Rok is available from te4.org ( http://te4.org/dlc/ashes-urhrok ) and Steam ( http://store.steampowered.com/app/316910 ) for 40 voratun coins / 4€.

Go grab it while it's hot! Like right now!

PS: You need to own the game either with Steam or with donator privileges to purchase Ashes, it is after all an expansion :)

11
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.2.4 ! 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.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
  • Important bugfixes
  • Many new player doll images
  • Many new toys for addon makers
  • New lore
  • Compatibility update for the upcoming Ashes of Urh'Rok expansion !
Expanded changelist:
  • Respec is possible in the Eidolon plane, like in town
  • New lore to be found in Tannen's tower
  • New gfx effect for Darkest Light
  • Callbacks now work for items too, they trigger by default when worn, but can be forced to trigger even when not by setting carrier_callbacks = true on the item
  • New awesome corona gxf effect
  • Living Lightning and Caustic Golem have some gfx effect now
  • Races can define "_forbid_start_override" to not be subjected to archmages/chronomancers/.. different starting zones
  • Resources regen on hit cant happen on yourself
  • Fixed the tooth of the mouth rarity
  • Artifact sword, tridents, maces, daggers (plus a few more) added to player dolls
  • New callbacks: callbackOnSummonDeath, callbackOnRun, callbackOnBlock, callbackOnTalentDisturbed, callbackOnTemporaryEffect
  • New actor:talentDialog method to spawn a blocking dialog in a talent
  • Disabled the animated background on the main menu, it was always lagging behind in terms of prettiness
  • New FontPackages engine class, lets easily define and switch "themes" of fonts
  • Switched to a new default font, the previous one is still available in the GameOptions as the "web" one
  • Custom made tiles can now be used (by donators), simply follow the howto in the birth dialog
  • Fixed Frenzy killing the user
  • Lore can now have a template=true field that shows it must be processed first
  • Status effects in tooltips will show charges, if any
  • New hooks "Zone:loadEvents" and "Boot:loadBackground"
  • GameState:findEventGridRadius also returns the center of the grids
  • Wraithform is now instant, takes less vim and provides better bonuses to armour and defence
  • Fixed escort quests to correctly gran mental saves
  • Combat:attackTargetWith also returns damage
  • Addons can add a new splashscreen by having a special boot-screen folder
  • Losgoroth are enemies to all
  • Particle effects attached to an entity can be translated
  • Building map generator can have margins now
  • Addons can now be bundled into packages containing multiple ones
  • Block effect can have custom handlers
Have fun!

12
Programming / Re: Theory about popularity of languages
« on: October 15, 2014, 04:04:44 PM »
People, thanks for various hints re: android. Unity actually looks interesting for a number of reasons, but there's no Linux version of their dev tools unless I cough up 1500 bucks, it seems. (So there you have it, a tangible disadvantage to using Linux (and one of many, as I may add) ;)) Anyway, I'll give the other options that were mentioned, a tug, and see where I end up.

As always,
Minotauros

Funny that, I see it as a tangible disadvantage to using unity myself ;)

13
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.2.3 ! 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.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
  • Important bugfixes
  • Better balancing of Mindslayers
Expanded changelist:
  • Vitality triggers correctly from Berserker Rage
  • Charged Strike on a frozen target vaporizes the ice into a flash of vapour that knocks back foes
  • Charged Strike on a pinned target will charge up Charge Shield
  • Thermal Strike on a pinned target will summon a encasing wall of ice
  • Shocked effect now also reduces pin resistance, mostly to the benefit of mindslayers
  • Dogroth Caldera fumes go inactive after the boss deth, even on the first level
  • Temporal Rift shield is no longer metallic
  • The Eidolon can now teleport players someplace else on the level when coming from the Infinite Dungeon
  • Projectile evasion buffs do not stack, only the highest is used
  • Fixed Tirakai's Maul
  • Molten Skin boosts both Sun and Sunlight trees
  • Uniques count as bosses in the charsheet counter instead of rares
  • Skeleton and Ghoul racial stat increases are always integers now
  • Fixed Bloody Butcher to correcty add physical power and to work with Deep Wound effect
  • Fixed stoneskin-like shader auras to be symetrical again
  • Fixed Bombardment not using the correct shot power
  • Fixed Hurricane Short on right click too
  • Improved Total Thuggery AI hints
  • Fixed Swift Shot and Feed to work on right click
  • Improved Feed particle effect
  • Ethereal Embrace tooltip correctly states that it improves damage shields
  • Everpyre Blade is not considered metallic anymore
  • Husks now get a self destruct button just like golems
  • Fixed Path of the Sun interraction with Fearless Cleave
  • Fixed the "anti inferior to 1.2.0" message when loading savefiles to only trigger for the ToME module
  • Fixed Sentry and High capacity ammo egos to not make non-integer ammo number
  • Fixed partial ASCII-ification when reloading on a worldmap ambush
  • Fixed Chant of Fortress tooltip
  • Numerous improvements & balancing to Mindslayers
  • Adventurer class now has low mana regen
  • Fix daikara's pyroclast gfx effect
  • Fixed Cursed Sentry speed display
  • Nerfed Vitality regen and added a cooldown
  • Fixed Reknor lore accountancy
  • Static Map generator can load maps from addon's data folder
  • Respec'ing the last talent points can only happen in town (this will only affect new characters)
  • Fixed Unseen Force
  • Fixed Uttercold piercing
  • Fixed Suncloak display
  • Fixed Frenzy from the Murderblade to not kill you through heorism
  • Fixed Combination Kick removing too many sustains
  • Fixed Rotting Titan
  • Undead characters should not get antimagic items from the merchant artifact
  • Fixed volumetric aura shader for OSX
  • Fixed bone shield shader for OSX
  • Animus Purge can not be used on creatures with special death scripts
  • Fixed Unstoppable
  • Fixed Limmir disappearing when leaving the level
  • Path of the Sun also makes the actor avoid traps
  • Bump Arcane Combat chance when using shields to 75%
  • Bump Arcane Destruction chance when using shields to 75%
  • Reduced magewarrior staves power a little
  • Acid Wave and Biting Gale runes correctly check their corresponding immunities
  • Added Shasshhiy'Kaish tile to the custom birth tiles option
  • Fixed trollmire loot tier

Have fun!

14
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.2.2 ! 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.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
  • Various bugfixes and small improvements
  • Fix for the crash-after-save bug that affected some people

Expanded changelist:
  • Reduced Death Dance bleed damage
  • Fixed the donator achievements when playing higher difficulty mode
  • Reduced Displacement Shield mana cost
  • Fixed a bug that made mouse hard to move when targetting under the game log in some circumstances
  • Added an icon to webviews to copy the current URL to clipboard
  • Mummy wrappings are considered light armour now
  • Fixed Cuirass of the Dark Lord
  • Fixed Rak'Shor Cultist, again
  • Fixed Wintertide storm effect
  • Moving an item out of the transmogrification chest correctly checks encumberance
  • Click on your own character to pass a turn correctly reload ammo too
  • Crystal walls in the crystaline old forest are diggable
  • Fixed crystaline forest "eating" vault walls in the old forest
  • Fixed Shattering Charge range limit
  • Fixed Buckler Mastery
  • Ring of the War Master now also improved 2h assault talents
  • Fixed the bug that turned the level into half-ascii mode after coming out of the Eidolon/Fearscape/Dreamscape after a save&reload
  • Fixed Alchemist Golem gaining too much talents in the Infinite Dungeon
  • Renamed Lightbringer's Rod to Wand to keep naming consistent
  • Improved reshaped weapons/armours display
  • Rare items/randarts with negative life will not always spawn with the max value
  • Nerfed Mucus damage a little
  • Uncapped Recovery and altered scaling
  • Fixed Infinite Dungeon having most creatures poison immune
  • Fixed corrupting the heart of the sandworm queen on the altar on the same turn as being fearscaped
  • Gaining a high difficulty achievement also grants lower achievements
  • Fixed devour life damage type
  • Fixed crash after saving that happened to some people
  • Fix Bash and Smash
  • Fixed Fearless Cleave
Have fun!

15
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.2.1 ! 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.

Enjoy and have fun in Eyal!
 
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
  • Important bugfixes
  • Greatly improved save time. Note that savefiles are compatible from 1.2.0 but improved save times will only show up for new characters.

 
Expanded changelist:
  • Added a doll tile to the unawakened staff of absorption
  • Fixed High Peak pits to be much more full of .. stuff
  • Nerfed Life Drinker and The Untouchable
  • Fixed oasis worldmap tile
  • Jumpgate sustain shows the current distance to the gate
  • Fixed the shortname of iron mail armour
  • Improved saving time by a nice factor, most noticable on big maps like the worldmap
  • Fixed various small bugs
  • Fix savefiles going weird on some language settings on linux
  • Fixed Quiver of Domination
  • Fixed some memory leaks
  • Fix crash on level 3 of Kor'Pul on some computers

Have fun!

Pages: [1] 2 3 ... 8