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Messages - DarkGod

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My minions, I am happy and pround to give you Tales of Maj'Eyal 1.2.0 ! See
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 and overwrite it.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( ) !
Release highlights:
  • Savefiles from 1.1.5 are not compatible, added a message to display this with a link to download 1.1.5
  • New smaller tactical overlay
  • Huge number of graphical improvements
  • Many new/rebalanced egos and artifacts
  • Numerous improvements to many classes: Mindslayer, Brawler, Sun Paladin, Berserker, Alchemist, Archmage, Oozemancer
  • New class: Skirmishers that blend slings and shield
  • Change to ammo, it now automatically replenishes on move
  • Improved Nightmare/Insane scaling & difficulty to be somewhat more fun
  • Many new quality of life improvements for melee starts
  • Ingame installation of new addons/modules
  • Many new quality of life improvements for addon makers
  • New death screen, this is important as people die a lot ;)
  • Friend list to stay in touch with your buddies
Expanded changelist:
  • Shadowstep must have an actual target
  • Removed Aim rooting effect
  • Fixed Dismissal on crit
  • Zigur is no longer hostile by default towards the Keepers of Reality (mostly because they never heard of them)
  • Disruption Shield now displays the current absorbed value
  • Bathe in the Light now works on undeads too
  • Improve shaders performance in some cases
  • Myssil learnt how to breath underwater
  • Replaced Frozen Spear rune with Biting Gale rune
  • New social feature: Friends! Simply right click on somebody's name to friend/unfriend her/him. You will then be notified of their coming & going and have them listed in the talk to list even if they are not in the same channels(or even game) as you. This is a very simple feature for now and will probably be enhanced later.
  • New super-awesome fireflash effect
  • If the rod of recall somehow drops in an unreachable spot it gets added to the player's inventory directly
  • Overhauled Mindslayers
  • Moved graphical mode selection to the game options
  • Added a new UI option to alter the tactical borders into little flagpoles
  • Added a Tiles.sharp_scaling parameter; if set to true the entities textures will not be interpoled by OpenGL
  • Command Staff does not change the melee damage element of the staff anymore
  • Added a free rank of armor training and iron mail to Cursed start
  • Fixed the UI sometimes being affected by invisibility shader or suchlike
  • Infinite Dungeon should load much faster
  • Infinite Dungeon can now spawn shivgoroth and undead rats (including everybody's favorite Rat Lich)
  • Object properties special_on_hit special_on_crit and special_on_kill can now be merged by egos
  • Spacetime Tuning now lets the user set a prefered paradox level and when resting it will rest towards it
  • Buffed Toxic Death
  • New birth custom tiles
  • Added base weapon talents to some melee classes to make starting less annoying
  • Nerfed the damage of low level rogues and crystals
  • Healing Infusion now heals for a bit less but is instant
  • New particles blending modes: SHINY(rename from the existing ADDITIVE), ADDITIVE and MIXED
  • New awesome gfx effect for starfall
  • Increased number of arrows in quivers
  • Buffed iron & steel weapons to make melee/archery start more fun
  • Big movement speed effects like lightning speed, movement infusion, .. now display a fractional effect to see how close to end they are
  • Made on_wear and on_takeoff be passed the slot the item is in
  • Set definitions set_list, on_set_complete, and on_set_broken can now be tables of several different actions to take for different set ids
  • Made set_list able to be a function
  • Sets can now check against a specific inventory slot
  • New awesome gfx effect for Bone Shield
  • Shock will reduce stun resistance if the target resists the daze
  • Changed the Water and Ice trees to apply/interract with the new Wet effect
  • If Freeze is used against a friendly target the cooldown is halved
  • Deep Mindslayer rework
  • Savefiles from 1.1.5 are not compatible, added a message to display this with a link to download 1.1.5
  • Leaves Tide correctly respect bleed immunity
  • Fixed addons loading to load hooks last, thus avoiding seemingly random addons imcompatibilities
  • Orbs of Command can not be re-used on pedestrals to summons bosses duplicates
  • Fixed talking to Tannen after defeating him
  • New UI option to select tactical overlay mode (same as shift+t)
  • On OSX the log is now sent to te4_log.txt just like on windows
  • Added new UI options to control the fullscreen stun & confusion notifications
  • Many new artifacts
  • Improved Unarmed Discipline
  • Random artifacts now have a 25% to pick a non-physical damtype of one of their themes
  • Improved actor tooltip
  • Improved/changed many egos
  • New player-doll special display for some artifacts
  • New earthen missiles and ice shards graphical effect
  • New graphical effect for curses
  • The Heart of the Sandworm Queen can now be corrupted to gain a new talent category: Vile Life
  • New graphical effects for some corruption spells
  • New visual effect for hexes
  • Unlearning Shivgoroth Form while transformed correctly works
  • Multiple graphic improvments to celestial spells
  • New ground effect to materialize what zone Aether Breach can happen in
  • New class: Skirmishers that combines slings and shields into a powerful symbiose!
  • New map effects for most old boring squarish ones
  • Map effects and particles effects on the map can now be attached to a specific z-layer
  • Fixed ListColumns to be includable in UIContainer
  • Added a method ActorTalents:updateTalentPassives(tid)
  • True Grit banned from NPCs
  • More brawlers and Sun Paladin updates
  • Reduced the critical damage power on egos
  • Buffed many charms
  • Colored temporary effects by type in Actor tooltips
  • Added Actor:checkClassification which checks if an actor is in an arbitrary set of classifications
  • Changed die_at to show actual negative HP
  • Minimalist UI now shows a timer left for summons
  • Gem pouch, shot bag and quivers now show up on the character doll
  • New UI option to display the tactical healthbars on the side or the bottom
  • New smaller tactical borders and healbars that feel less bulky (old display can be switched to with shift+t)
  • Tactical display settings remembered between save & reload
  • DamageType can now define a tdesc which gets passed the dam value and returns a string
  • Power checks on melee/archery egos and some damage types redone: they usualy use the higest of your spell/mind/accuracy power
  • Damage conversion only converts if the source damage is different
  • Improve ego items generation when antimagic filters are on
  • Load Game menu should be somewhat faster
  • Reduced Stun to -60% damage and 3 talents on CD
  • Mana no longer restored on levelup if Disruption Shield is active
  • Change to ammo! Now moving or waiting a turn will reload ammo automatically (based on items bonuses & talent level)
  • Reload talent is now instant, reloads a bunch of ammo at once but disarms you for 2 turns
  • Combat Accuracy now uses a non linear scaling, like most other talents
  • Reduced Intuitive Shots power
  • Many ego items changes & updates
  • Changed Insane scaling to be closer to Nightmare talent scaling, the same rare scaling as Madness, and a 20% HP bonus.
  • Marked all the forced starting areas that aren't optional as having no rare spawn.
  • After having played tome at least 5 hours, the New Game menu will always display, to make the link to grab other modules visible
  • Huge visual update on trees & forest
  • New cosmetic option: bikinis and mankinis!
  • New achievement: win the game without ever taking off yoru bikini/mankini
  • The New Game menu shows a link to additional games
  • Reshape Weapon can not be used on mindstars anymore
  • Reduced staves accuracy effect bonus to 2.5%
  • Reduced the power of Leaves Tide a bit
  • Added a generic web rendered: a module or addon can render UI, or parts of UI in html5/css3/javascript now.
  • Improved the news section on the main menu, it now will show more info and is fully clickable.
  • Other player character sheets and profiles will display ingame directly.
  • The link to the addons page in the addons menu will now open ingame and allow direct installation of the addons.
  • Added ingame credits
  • Added some new .. things .. to spice up Ardhungol
  • New lore added to Ardhungol
  • Altered the cost and effects of the Superiority tree
  • Berserkers lost 2handed weapon offense and cripple trees, replacing them with two new (similar-ish) trees.
  • Altered Warcries costs and effects to make them more interresting
  • New Sun Paladin tree "Radiance"
  • Damage types internal representation changed so that addons can not mess up savefiles. This however *breaks all savefiles* to save the future ones!
  • Big rework of the Brawler's Grappling tree
  • New two handed weapons tree "Crusader" for Sun Paladins
  • Buffed Sun Paladin mastery of Sun tree to 1.3
  • Existing Celestial/Sun tree renamed to Celestial/Sunlight
  • New Celestial/Sun tree
  • Add color.unpack method
  • Minimalist UI can have level specific "addons"
  • Updated whip & punch sounds
  • Big brawlers update, removing some unfun talents in favor of better ones
  • Trees and some big plants will gently swing in the wind
  • Game will save when a ressurection option is used, to prevent loss in case of crash
  • Much improved Wintertide
  • Undeads now start with a Heat Beam rune instead of phase door
  • Pressing tab when typing a player name as the first word of a sentence will try to autocomplete it
  • New achievement to avoid death many times
  • All fullscreen effects can be enabled at once now (underwater, blur, wobbling, ...)
  • Added a tweening engine
  • Updated base orc doll
  • Zone:checkFilter can now use a "define_as" filter
  • New fullscreen effect for stuns/dazes
  • Revamped Brawler's Finishing Moves tree to make it more appealing
  • Many new artifacts
  • Tiles attachements can now be defined per-addons
  • Entities add_mos can have an "auto_tall" property to autoset display_y and display_h corresponding to the tile geometry
  • Fixed bamboo huts
  • Switch Place correctly consumes turn/cooldown/stamina even if used against a creature in a wall
  • Limmir will be added to the party during the quest
  • Fixed Turtle Grand Arrival with Through the Crowd
  • Body of Fire projectiles do not hurt the caster
  • Reduced damage mod on staves to 80%
  • Channel Staff provides a 20% damage mod bonus to the staff firing
  • Fixed technique talents speed when using gauntlets
  • Fixed quakes
  • New awesome effect on body of ice and stone skin
  • Added social links to the main menu, to the forums, facebook and twitter
  • Auto hit/auto crit attacks now use a better mechanism that is not affected by actualy hit/crit chance
  • Altered many Oozemancer talents to make them a little less overpowered and more fun: Slime Spit, Poisonous Spores,
  • Mitosis, Call of the Ooz, Reabsorb, Oozeroots, Mucus, Indiscernable Anatomy, Natural Acid, Unstoppable Nature,
  • Acidbeam, Corrosive Nature, Corrosive Seeds, Acidic Soil, Moss Talents
  • New talent tree for Oozemancers "Eyal's Fury"
  • Split the artifacts into "generic eyal ones", "maj'eyal ones" and "fareast ones"
  • Fixed vim on kill and equilibrium on vim when usnig a variable vim cost talent
  • Zones can now easily define subclass'ed generators
  • Change zone and Grant quest debug commands now handle correctly zones and quest provided by addons
  • Shoot can be added a cooldown with talent_cd_reduction
  • Death dialog now also has graphical cues of possible ressurection options
  • Dialog titles can use the outline shader now with setTitleShadowShader method
  • New Death dialog art, more .. death-like !
  • Linaniil flees less
  • Overhauled Alchemists, giving them many new trees and interresting options
  • Arcane Power costs less and also adds arcane resistance
  • Sunder Armour now also reduces saves and shatters damage shields
  • New Map:enableFBORenderer to allow map effects to turn into nice overlays instead of plain quads.
  • Retch uses a much cooler map effect gfx
  • Fixed psionic distortion effects
  • Adds a log message when damage is avoided with lightning infusion
  • Tweaked some artifacts
  • Nerfed Ak'Gishil a little
  • More powerful chat text templating available
  • Added a "Birther:donatorTiles" hook
  • Aether Beam now has a chance to not be disarmed
  • Integrate a web brower, allows to install addons much more easily
  • Fixed callbackOnFoo on multi-level passive talents
  • New callbacks "callbackOnWear", "callbackOnTakeoff", "callbackOnHeal", "callbackOnTakeDamage", "callbackOnStatChange" , "callbackOnDealDamage", "callbackOnDeath", "callbackOnKill" and "callbackOnTalentPost"
Have fun!

Challenges / Quest Addons contest 2014 for Tales of Maj'Eyal
« on: January 29, 2014, 11:17:35 AM »
Last year module contest ended with the creation of 6 new full blown roguelikes. In the same spirit, and to vary pleasures a little, I present you the addons contest of 2014!

Always wanted to try your hand at coding stuff but didn't feel ready for a whole game? Had this great quest idea ?
Now is your chance!

Come and make new quest addons for Tales of Maj'Eyal!

Full infos at

Other Announcements / Re: Felicia Day endorses Tome 4
« on: January 29, 2014, 10:58:34 AM »
OMG, didn't check the temple for some days and I discover this thread.
This is true, this is an embarrassment to roguelike community. When somebody say a nice thing about you or your community you smile or say thanks you do not *bite the hand that feeds you*

Are you people out of your minds? That you like tome or not doesn't even matter, it's publicity for roguelikes; what's not to like?
As for miss Felicia Day, whether you like her or not, she is known and not for how she looks; she has made some awesome stuff online. You do not have to like what she does, but you have to respect it.

Or would you prefer we go back to the age of "roguelikes are dated and doomed, nobody plays them anymore" ? If not, you must realize that marketing, publicity and word-of-mouth is vital.

Oh and Krice, it is very rare when I get really angry at somebody but let me put it in simple words for you: your opinions about women is simply terrible, offencive and wrong; and I am not even a woman, I can hardly imagine how the ladies reading your posts must feel. Please go crawl back to your corner to develop the game you want nobody to play. Or maybe simply try to not insult half the world's population with every post.


Yeah this made me laugh, thanks rexo! :)

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.1.5 ! See
Your launcher should automatically update your game so no need to redownload it all (on Windows).
Enjoy and have fun in Eyal!

This update already hit the servers some hours ago but I had to get out and then sleep so I couldn't post until now :/

Don't forget to help ToME by with donations ( ) !
Release highlights:
    Some fixes

Expanded changelist:
    Fixed unarmed display of combat speed on gloves/gauntlets
    Fix Temporal Form prodigy
    When the game refuses to load a savefile due to the stone warden addons being offline, it will let you force it to load -- at your own risk
    Made the portal in the Slazish Fens more visible in ASCII mode
    Fixed Bill's Tree Trunk
    Changed the way the Steam builds are done, this may help reduce the download size on new patches (not thsi one thougth)
    I've had enough trying to justify the breeding pits. Or seeing un-intended, by me - the maker of the game, references to real world terrible events. It's gone now.

Have fun!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.1.4 ! See
Your launcher should automatically update your game so no need to redownload it all (on Windows).
Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( ) !
Release highlights:
    Many important fixes
    Tons of new artifacts
Expanded changelist:
    Altered the orc breeding pits encounter to make it a little less unconfortable and more obvious into what you're getting into
    If the stone wardens addon can not be enabled due to failed login, savefile loading will abord instead of damaging it.
    Buffed the rune of reflection to match the description
    Fixed Bloodspring log message
    Fixed Lichform doesnt preventing removing points from necrosis talents
    Fixed weird graphical bugs on windows
    Fixed insidious poison infusion description
    Fix push kick
    Name highlighting in chat works even for people with weird names
    Store dialog should fit better on small screens
    Melinda wont re-die randomly on the beach
    Improved Flameshock description
    Added BSD support
    Vor always gets his manasurge rune
    Fixed usable artifact gems
    When the server receives a donation, notify & thank the player that did it
    Tons of new artifacts to find & enjoy!
    Madness mode now features an HP multiplier on NPCs, scaling with level and rank.
    Insane and Madness difficulties now give random classes to fixed bosses
    In Madness difficulty the Hunted! debuff lasts much longer
    Added image for the No Way! achievement
    Unified speed displays in the character sheet
    Game will not warn you if you try to load an already tainted savefile in developer mode
    Speedup server connection on boot by ignoring empty commands
    Speedup hash validation

Have fun!

Development Process & non-technical / Re: Plans for 2014
« on: January 08, 2014, 11:37:26 AM »
Well good news for you then, technically the days ARE getting longer: :)

Development Process & non-technical / Re: Plans for 2014
« on: January 07, 2014, 03:43:35 PM »
Moar ToME dev.
Orc Campaign.
Run a new modules contest.
An other game set in ToME's universe, details are super secret! shhhh!
A new lua-coroutine-event based library (Pulsar - - not finished)
Upgrade to my service.
And so many other things .. people say I code fast, but I say never fast enough, ideas overloaaaddd ! :)

Challenges / Module Contest: Last day of voting!
« on: December 31, 2013, 11:54:54 AM »
The last day of voting on the modules contest is at hand!

Those of you that didn't participate yet, take a look; those games are fun, well made and for most very roguelikish !

The top 3 will get monetary rewards, and you want them to, it encourages the developers to go on!

Take a look:


So my minions, have you been naughty?

If you have, then here is your Santascape gift: Tales of Maj'Eyal 1.1.3 ! See
Your launcher should automatically update your game so no need to redownload it all (on Windows).

Since I wanted to give you all a little present in addition to boring bugfixes I've rushed a little on something I wanted to do for a long time:
A new Doomed tree that gives them some nice & fun utility!

The Roguelike of the Year 2013 poll is still running, if you like ToME, go help it there (and check out all those other nice games too!):
Also the modules contest is still running too:

Don't forget to help ToME by with donations ( ) !
Release highlights:
    New Doomed tree
    Many important fixes

Expanded changelist:
    New Doomed tree: One with Shadows
    Fixed dying as you win the Derth arena
    Fixed correctly dying while killing the chronolith twins
    Added the missing unlock text for Madness
    Sanctum portal has a message about requiring the orb of many ways
    Fixed achievements borders ingame for various difficulties
    Corrupted Shell also provides 20% armour hardiness
    Wait longer for login
    Fixed the video options dialog
    The game will detect if it was not started sucessfully (up to the main menu) last time it was run and automatically enable safe mode in this case
    A few sanity paranoid code checks
    Moderators are shown as such
    Achievement tiles for most online events

Merry Santascape to you all!
Ho, Ho, Ho ... *SPANK*

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.1.2 ! See
Your launcher should automatically update your game so no need to redownload it all (on Windows).
Enjoy and have fun in Eyal!

The Roguelike of the Year 2013 poll is still running, if you like ToME, go help it there (and check out all those other nice games too!):
Also the modules contest is still running too:

Don't forget to help ToME by with donations ( ) !

Release highlights:
    New random worldmap event, get yourself a kitty!
    Many important fixes

Expanded changelist:
    New Game option will show the module list if there are incompatible modules found
    Added requested window positioning option to the VideoOptions dialog. Useful for borderless windows and multi-monitor setups.
    Achievement images for the santascape event
    Enabled window position saving & restoring
    Entity:addTemporaryValue will not lose value for higest/lowest/last number setting
    Fixed Lichform in ID or Arena
    Learning Solipsism gives psi pool
    Fillarel will only talk once
    Flash Bang Trap now also deals physical damage
    Reduced Gravitic Trap damage
    Fixed the bug where sometimes the tooltip did not appear on targeting
    Celia now has mana
    Alchemists can correctly make lapis lazuli and fire opal gems
    Using Venomous Strike with a ranged weapon now correctly deals nature damage
    New rare cute worldmap encounter
    Artifact gems are wearable for the alchemist golem
    Shade of Telos will always track the player
    Fixed Legacy of the Naloren
    Fixed the "stores wont talk to me" bug
    Fixed multiple artifacts
    Fixed undying npcs
    Shadows summoned by summons will not attack the original summoner
    Fixed a strange bug when the player managed to die in the transmo dialog between a level switch
    New gameplay option to disable mouse targeting
    New color for ingame chat moderators & general helping guys: gold!
    Animus Purge can be used while a husk exists, it will dispell it (even if no new husk is made!)
    Glimmerstone has a description
    Wormhole does not respect automelee targetting
    Ardhungol quest is available without having gone west after level 20
    Yeeks now have a way, under certain circumstances, to not do waht they do at the last battle
    New achievement for having Aeryn survive the last battle
    Fixed Curse of the Meek
    New video mode: borderless window

Have fun!

Currently workshop only accepts addons beacuse I have not yet found a good way to make it handle both:)
But yes that's the plan!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.6 ! See
Your launcher should automatically update your game so no need to redownload it all.
The patch is huge this time because I've re-organized the way the game is packaged so the later updates be smaller and easier even if the game grows.
Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( ) !
Release highlights:
    New necromancer tree: Animus
    All achievements now feature beautiful 128x128 images
    Improved Alchemist interaction with its golem
    Tons of fixes and balance adjustements
    Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to directly from the game.
Expanded changelist:
    Shadowstep now will work if the target is seen and either: is not in vault or is in LOS
    Fixed Indiscernible Anatomy
    Achievements are not gained in debug mode
    Murgol lair has the underwater effect
    Fixed Unstoppable
    New "callbackOnArcheryAttack"
    Put in a failsave in the lost wife dream
    When slasul make his portal, he will move if he stands on it
    New colors.hex1 function, use like: colors.hex1"ff45d5"
    The various callbackOn* of talents now also work on temp effects
    New callbackOnMeleeAttack when the actor attacks
    Ambush should be safer
    melinda always erupts
    Much improved Melinda quest line, she looks less a dummy too
    Spacetime Tunning is now given upon learning a paradox using talent
    Fixed tooltip offset in charsheet
    Fixed Revisionist History on autocast
    Cauterize now protects you until the next time you can act
    Switched over the Yeek Wayist dialog so that the hostile action is not the default one
    Removed the "secret" room of Reknor 4
    Changed mindlash gfx
    Fixed Probability Travel debuff name
    Changed Wrath of the Wood icon to remove confusion with Heorism
    Improved the look of out of time zones
    Actors can implement canWearObjectCustom for additional wear checks
    Alchemist's Refit Golem split into two talents: Refit and Interact
    Alchemist's Interact talent lets the player change talents, name, tactics and inventory without switching to the golem. Inventory in this mode is special, the equipment side is the golem's and the inventory side is the player's
    Stores display gold remainig in their title
    Disabled the advanced tutorial until it can be updated
    Eclipse will only increase the positive/negative regen when below the threshold
    Fixed Alchemist Golem Blighted Summoning
    Solipsist's Projections can not create Thought-forms
    Fixed Lay Web
    Character sheet records the number of creatures/elites/rares/bosses killed
    *Perhaps* fixed the rare double-death bug
    Fixed Living Mucus limit
    Fixed Umbraphage cooldown
    Adventurer items start in the transmo chest
    Default Inventory tab is "all"
    Fixed inventory tab traversal after re-opening
    Protector Myssil has learnt Tricky Defenses and Unbreakable Will prodigies
    Big particle error should no longer bring down the game
    Online events forbidden in tutorials
    Tutorial character is correctly having infinite lives
    New achievement frames, looks much nicer
    starting to add rexo achievements picture
    Reduced the cooldowns on the talents of the mice in the dream of vulnerability
    Stone Alchemy cant destroy tagged items
    Fixed Defiling Touch 6+
    Tree of Life will not spam the log
    Split tome team file into 3 files for easier packaging & update
    Mystical Cunning only gives traps/poisons depending how what you know
    Made the alternate ruined dungeon orbs more obvious
    Ruined dungeon guardians will not be wall-walkers
    Fix Psiblades with "clone" effects
    Reduced the power of ego diggers
    Fixed self targetting with spells
    Bone Grab range now scales with talent level
    Buffed Gorbat a little bit
    Made Summoners more awesome looking
    Fixed speeds on the character sheet
    Fixed merchant artifact offering for antimagic characters when browsing the misc category
    Make alchemists look somewhat more awesome
    Fixed setting armour hardiness on training dummies
    Shadow of the player is now trigger when bone shield is either drained or removed
    Fixed cancelling Fearscape
    Can not Reload when at full ammo
    Tweaked some artifacts
    Better ingame registration handling
    Never Stop Running does not cost a turn to enable
    Never Stop Running cost fixed
    Ambuscade shadow now will dissipate if out of sight for too long
    Fixed Shadowstep to make it respect LOS
    Fixed "all achievements tab"
    New fbo:png() method
    New Necromancer's tree: Animus
    Sher'tul Fortress Control Orb now displays the current energy count
    Cheat mode (called Developer Mode) can be enabled/disabled from the options in the main menu
    Shader uniforms are now available directly as autogenerated methods of the shader, i.e: fooshader.shad:uniMyuniformname(5)
    Shaders uniforms are set much more efficiently
    Short staves are now dual wieldable by characters that have talents to do so (like Reavers)

Have fun!

Challenges / TE4 Modules Contest voting has started!
« on: December 01, 2013, 12:33:50 PM »
For 1 year some people have been working hard to create new roguelikes using TE4 and today is the moment of truth!

Their work of love is now available at:
Please go there, download and play them (and then vote) for feedback is essential to developers and the winner will win 500€!

The games range from modern retakes of old Rogue concepts to re-creation of D&D and space-derelict-looting :)

Oh and lastly to those that do not like ToME, please do not confuse ToME and its engine; those games have nothing in common with ToME, they each are their very own games :)

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.5 ! See
Your launcher should automatically update your game so no need to redownload it all.
This release is *huge* and I hope you'll have as much fun exploring it as I did creating it!
Enjoy and have fun in Eyal!


Don't forget to help ToME by with donations ( ) !
Release highlights:
    Huge improvements to many visual effects, spells and tiles
    Combat log reworked to be far more readable, log heals, shiedsl, absorbs
    New special effects for each point accuracy over defence
    New difficulty mode: Madness, for those that mastered Insane ;)
    Training room in the Sher'tul Fortress
    Faster saves
    New Archers tree: Excellence (new tree), Poisons and Traps
    Many new hooks and tools for addons/modules makers
    Infinite scaling: talents should scale much better past 5/5
    Tons of rebalancing and improvements to many talents, objects, artifacts and zones
    IMPORTANT: saves are not compatible from 1.0.4

Expanded changelist:
    Added a graphical effect for healing and regen effects to most of those effects
    Using Aegis on shields will visualy change them
    Damage shields, absorbs, ... are now noted in the log
    Heals are now noted in the log
    Venom drakes can now appear in the noxious caldera and in gorbat pride
    Flat damage cap% is now applied after shields
    Disruption Shield now partially absorbs the hit that makes it explode
    New "punches" sounds for barehand combat
    NPCs can use Shoot Down
    Adventurers start with both gloves and gauntlets
    Unarmed 0.6 attack speed is bound to Empty Hands, not to being a Brawler
    New Actor:checkPool method to facilitate learning pools/... on talents learnt
    Adventurers now learn Empty Hands when learning barehand talents
    Swords, axes, maces, staves, daggers, whips, tridents, bows and slings now have special "unique" effects when hitting a foe for each attack you have over their defence
    Player can now tag objects with a name; tagged objects can not be dropped, destroyed or transmogrified until the tag is removed
    Fixed actor execution loop to crrectly resume at the next actor after the pause: aka this should fix Through the Crowd
    Automatic talents will be used in order: instant ones first, then higher CD ones first. Only one non-instant talent will be used each turn
    Orcs will search your buddies for the staff too
    Stone Walking and Gem Portal do not fail due to melee autotarget
    Corpses (from the curse) coming out in the middle of an attack will not be destroyed by said attack
    Improved combat logs
    New achievements for Normal (Roguelike), Nightmare/Insane/Madness (Adventure)
    Achievements list onyl shows the ones for the current difficulty to reduce clutter
    Add range to the map tooltip
    Temporal Augmentation Robes talent level reduced
    Nerf Colaryem a little
    Most summoned actors do not drop loot anymore
    Buffed starting gold to 15
    Marauder's Thuggery tree is now Generic
    Marauder's gained Bloodthirst tree (1.1, locked)
    Staff Mastery & Mindstar Mastery trainings now respect previous knowledge and do not screw you over
    When leaving a level with a dominated npc it will be freed from the control instead of waiting for your return
    Torment ammo doesnt have wielder bonuses and instead gets combat bonuses
    archery_projectile is now available to addons
    Alchemists can now unlock a golem replacement: the Drolem !
    Drolem is buffed a little
    Tannen's Tower level 4 has a different LOS system, making the Drolem obscure more of the field again
    Nourishing Moss tactical infos fixed
    Female Dwarves can unlock some cosmetic facial pilosity (because the lore says so!)
    Keybinds are displays more succinctly, so [A]+[ S ]+Keypad 6 will now appear as ASk6
    Actor's on_takehit and hook "Actor:takeHit" now get a parameter that telsl them the damage type, if available
    New Fortress feature to unlock for 50 energy: training room!
    Fixed mind talent procs happening more than once per turn
    Runic Golem can not be unlearnt
    New GameOptions:tabs hook
    New melee "whirlwind" effect
    New effect for Tempest
    When leaving a level all player originated projectiles are removed
    Ward talent lists available wards
    Wraithform now teleports if you end up in a wall
    Applied infinite scalingto prodigies
    Gem Golem can not be unlearnt
    Temporal Clone can not be used out of range
    Aether Beam and Gravitic Trap can not be placed in walls
    Nature's Pride goes on cooldown even if there was room for only one treant
    NPC are less confused by being LOS'ed
    Rares should be more interresting/powerfull
    Allow Gestures to respect Gloom status effects
    If the Weird Pedestals event can not generate an artifact it will make a randart
    Lost merchant will not generate antiamgic items for arcane characters
    Clarification to Heightened Senses/Infravision tooltips
    Scaling Bug fix in Darkness talent radius
    Scaling fix to hate generation
    Fixed typos in NPC definitions to prevent unintended agro
    Fixed bug in BattleTrance
    Fixed Grim Resolve not curing poison/disease
    Fixed Vimsense power when used with items
    Fixed tactical ai info for Mindlash talent
    Fixed character sheet to correctly show archery damage based on ammo
    Added addons url to the addons menu
    UIs can now have special mouse cursors
    Added two new hooks to the boot module "Boot:load" and "Boot:run"
    Fix maestrom
    Fix necrotic aura
    Infinite scaling applied to npc talents
    New gfx effect for Frostdusk
    New hook "GameOptions:UIs" to add new uis to the ui selector
    UIs definitions are now loaded from files in /data/gfx/ui/definitions/ so that addons can add new ones
    Attachement spots for particles can be read from a file per tileset
    Fixed Projectile class subclassing
    Tooltip for projectiles now shows who cast them and their self/friendly fire status
    Wards are now correctly colored by damage type
    Projectiles can be fired over chasms in the alt-maze
    Meteoric Crash can now crit (using the highest of spell or mind crit chance)
    New Uttercold visuals
    New Wings of Flames graphics! Find them!
    Argoniel learnt how to use Irresistible Sun
    Applied infinite scaling to afflicted
    New Flames of Urh'Rok gfx effect
    Juggernaut effect is now correctly classified as physical. For Zonk, with love
    Brawler's combo points last two more turns
    Fixed Pulverizing Auger in some zones
    Shields now "wooble" when hit
    Fixed crystal set proc
    Fixed slight particles display position error
    Added a slight outline to currently moused over item on the map
    New starfield shader is hungry, so a new video option to enable volumetric shaders is added. It is *off by default*, turn it on if you trust your GPU :)
    Fixed strange graphical artifacts around some texts
    Text outlines are much better now with shaders enabled
    Improved shields shader
    When disarmed the weapon will disappear from the character doll
    Buffs with charges (like Combo points) now display their charges
    Buff/debuff remaining time is correctly centered
    Added the Excellence tree to Archers, granting them more utility and survivability
    Venomous Strike works with ranged weapons too
    Implode has a distortion effect
    Archers now get access to both Poisons and Traps trees
    Poisons now work on both arrows and shots
    Distortion tree got .. distortion shader effects
    Irresistible Sun got distotion effects
    Added distortion effect to meteor crashes
    Added options to disabled "advanced" and distorting shader effects
    Improved water display (with a shader)
    Applied infinite scaling to chronomancy
    Particle systems can have a subparticle attached
    New fireflash and flame effects
    New Gravity Well effect
    Fast Curse Dispel is considered an important achievement
    Applied infinite scaling to corruptions
    Particle systems can now define a global use_shader={type="foo"} to attach a shader
    Particle systems can check availability of shaders
    Particle systems can now also the background that is under them, allowing things like distortion effects
    New distortion effect for the Repulsion Blast and Gravity Spike
    The final artifact from the final fight now requires less to wear so you can bask in its glory
    Applied infinite scaling to celestial
    Weapons can have multiple masteries talents, the best is used
    Added "Chat:load" and "Chat:add" hooks
    Through the Crowd now also makes you like being in the crowd, +10 all saves for each friendlies in sight
    Infinite scaling applied to psionics; solipsism mechanics have been adjusted
    Temporal Form only converts 50%
    Reduced Guardian of the Wood all resistance bonus
    Buffed artifact ammos
    Highscore core is less ToME-centric
    New difficulty mode: Madness (locked). More high level foes, stronger, with much more rares, more randbosses and a unique "Hunted!" debuff!
    Block is only used in melee by tactical AI
    Fixed bloated ooze damage absorb when using only one ooze
    Added an option to disallow online event pushes (but why would anyone do that is beyond me!)
    Online events can now happen in the Infinite Dungeon too!
    Thieves NPCs are now correctly competent with a dagger
    Dominant Will works on elites
    Burnt to the ground achievement is now achievable
    Prothotipe's Prismatic Eye correctly imbues its spell proc whem imbued on an item
    Grappling correctly checks no_breath
    Mitosis & Call of the Ooze correctly respect maxes
    Bear NPCs stats changed to str/con
    Bloodspring triggers at 15%
    Steamroller makes Rush cost only 2 stamina
    Revisionist History lasts 20 turns
    Corrupted Shell increases life by 250
    Fungal Blood also removes up to 10 magical effects
    Never Stop Running cost reduced to 12
    Vital Shot cooldown reduced to 10
    Windblade radius increased to 4
    Superpower grants 50% of strength as mindpower
    You Shall Be My Weapon and Massive Blow cooldown reduced to 10
    Windtouched Speed increased to 20%
    Mental Tyranny now only converts 33% of the damage
    Temporal Form prodigy temporal damage is now always *current* highest +30%
    Swift Hands prodigy allows wear/takoff for free only once per turn
    I Can Carry The World! prodigy also granst 20 strength
    Talents can now have properties: callbackOnAct, callbackOnActBase, callbackOnMove, callbackOnRest, callbackOnMeleeHit, callbackOnMeleeMiss, callbackOnArcheryHit, callbackOnArcheryMiss
    Altered/tweaked/improved many artifacts, keep your eyes open for new fun stuff!
    Special effects on artifacts can now be described with wielder.special_desc
    Achievement for killing all 4 slime tunnel bosses
    In cheat mode one can shift+left/right click on buffs/debuffs to adjust duration
    Ruined Dungeon can have a different set of clues
    Added infinite scaling to techniques
    Ruined Dungeon will not generate without the 6 guardians
    Orc babies do not drop loot
    Traps disarm & detection power scale with level
    Ruined Dungeon orb summons do not drop items
    Sludgenest wall poping slimes power now gradualy increases. Staying inside is not advisable.
    Added 5 achievements for staying in the sludgenest for many turns (one every 100 wall slime pops)
    Improved look of the huge sandworm burrower
    Yaechs and Nagas in Murgol lair have dropped damage by 35%
    The Ritch Hive Mother dropped damage by 30%
    Chant of Light now also increases fire damage
    Golem Power now also adds mastery with staves, daggers and exotic weapons (but not mindstars)
    Fixed Star Shot
    Prodigies dialog allows to unselect
    Huge tweaks to many ego items to make them more interresting
    Changed Evasion talents to not let characters become melee immune
    Applied infinite scaling to the cunning tree
    Saving happens in a separate OS thread, making saves much less painful
    Zones can have a temporary memory cache. ToME uses it to keep the last 3 visited zones (and associated levels) in memory, making switching between them much faster
    Bathe in the Light now provides a damage shield to all affected creatures and fire damage to all damage creatures
    Precognition dissipates when switching level
    NPC will not use automatic talents with hostile targets
    Eldritch eyes do not affect a yeek when they are destroyed when dominated
    Really, do not annoy Linaniil ... but if you do you get an achievement
    Yeeks can not dominate themselves
    Diggers now provide a dig talent and can be used while carrier instead of wielded
    Bone Shield looses a charge only if the damage is > 0
    Meteoric Crash stun chance uses spell or mind power, as the damage does
    Fixed anmalice proc
    Protective Aura correctly grants physical saves
    Combat Training talents split into two lines
    Object tooltip now shows which talent mastery affects them
    Last level of Reknor can not have obelisks and such
    Added "alter_level_data(zone, lev)" possible callback for level creation
    Alternate Daikara has pyroclasts falling whe nthe players getin range 6 instead of 3 and the last level has more trees
    Alternate Sandworm lair has more giant tunnelers
    Alternate Norgos lost Frozen Feet and the shivgoroths got a little damage penalty
    Alternate Maze "normal" horrors have been replaced by temporal ones
    Nerfed Shardskin damage and changed his talents a bit
    Air bubbles have a more explicit description
    Killing an aquatic horror will fill the surroundings with air bubbles
    Reduced Maleable Body effect
    Converted all wild gifts to infinite scaling
    Diggers should be instantly usale even at high speed
    Upgraded LuaJIT to 2.0.2
    getCharmPower now takes a first parameter "who"
    Objects from worldmap ambushes and farportal zones grant less money
    Birther can apply data to the party
    Easy mode now also halves all detrimental status effects
    Fixed traps in immediate melee mode
    Cavern generator can place doors
    Doors can have a "door_sound" field to tell which file to play when opened
    New hook "UISet:Classic:Resources"
    Fixed Prox halfling Feet when used on a halfling
    Allow quests to be in addons data folder, referncing them like zones with an "addonname+" prefix
    Chagned the particle effect for aerther vortex (thanks umbrall)
    In zones with walls on grass you can see small leaves of grass extending over the walls
    New dirt road gfx in the trollmire
    Roomer generator can now understand the = symbol to define tunnels, if not present it defaults as it did before to the floor
    Upgraded the grass to look like nice foresty grass
    Fixed stealth/invisibility: npcs could go straight to the target (it still hindered them though)
    Updated grass to look more like grass and less like golf terrain :)
    Ctrl+P (by default) now allows disabling/enabling all automatic talents
    Tentacles can not be summoned out of range
    Ambuscade shadow can not teleport
    When a summon dies/disappears, any NPCs targetting it will start looking for the summoner
    Added "infinite scaling" methods
    Applied infinite scaling methods to all spells
    Eggsack & crystal shard summons do not grant exp when killed
    Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
    Ghoulish Leap cooldown reduces with level
    Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
    Animate Blade / Crystal Shard summons do not drop items
    Leveling up/down Mimic removes the effect
    Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
    Buffed the Eternal Night set
    Timed effect duration reduction from Time Shield and other such effectsonly affects detrimental ones
    Fixed Doomed unlock
    Removed Rain of Death vault
    Pulverizing Auger max range limited to 10
    Thalore Blight resistance reduced
    Fixed Receptive Mind debuff
    Rockwalk does not break Body of Stone
    Eldritch Stone now grants mana regen on rest
    Fix Deeprock Form preventing unlearning last talents
    Eldritch Stone now is affected by Aegis
    Eldritch Stone graphics updated
    Stone Wardens automatically unlocks Wilders
    Elemental Split only takes a turn if at least one half got summoned
    Mountainhewn Deeprock correctly grants immunities
    Eldritch Stone durations scale with talent
    Eldritch Stone effects have 100% chance to trigger
    Eldritch Stone effects apply power is based on the highest of spell or physical power
    Stone Wardens Stone Half now correctly knows Stoneshield
    Angolwen shops are finally free from their gfx glitch
    Mindlash psi cost now increases the more it is spammed
    Boosted Stealth initial value
    Lost Merchant artifact creation list is split into subcategories
    Birth screen will not spin the CPU madly
    Target tactical info now looks better!
    Addons in chardump will be stoerd differently to make the Vault able to search them correctly
    Wraithform has a graphical effect
    Increased font size on main menu
    Heat Beam Rune, Frozen Spear Rune and Insidious Poison Infusion will not affect crosstier effects anymore
    Resting will not spam the log with messages about party members healing
    Long chat dialogs will scroll
    Archery launchers can now have a damage multiplier and an on fire callback
    When in underwater levels the screen will very slightly .. hum .. wooble
    Buffed Mind Parasite
    Reduced Mucus equilibrium regen
    Natural Acid and Corrosive Nature now have a cooldown
    Mindslayer spiked shields have a new gfx effect
    Added a hook "GameOptions:generateList"
    Add new hook "ToME:runDone"
    New awesome graphical lore for Nur, made by "Impy"
    New achievement for winning the game without ever going west.
    When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
    Shatter won't stop at the first non-frozen foe it finds

Have fun!

The main menu is just an other module which you can also replace.

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