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Messages - DarkGod

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My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.4 ! See
Your launcher should automatically update your game so no need to redownload it all.
Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( ) !
And do not forget to vote for ToME on Steam Greenlight!
Release highlights:
    Performance improvements
    Many bugfixes and improvements

Expanded changelist:
    Zones can now be defined inside an addons /data folder and called upon like that: "addonname+zonename"
    Preternatural Senses now provide stealth and invisibility vision
    Corrosive Seeds use mindpower
    Removed eidolon protection as it was not really working anyway
    Fixed underwater door tiles
    New option (on by default) to make the immediate melee targetting mode autoselect when there is only one foe
    In immediate melee targetting mode '5' will select self
    Huge Sandworm Tunneler will try very very hard to get to the exit. It truly is relentless !
    Timed died/lifes left are shown on textual chardump
    Psibalde mindpower & stats bonus work correctly when first activated
    Conduit damage from Mindlash respects range
    Fixed Acid Wave rune description
    Trap cost is not refunded if the trap was triggered
    Reload can be used while stealthed
    The Possessed correctly drops an artifact
    Entering the Iron Council from the worldmap places the player correctly
    Adventurers start with a bow, sling and ammo for both
    Reverted binaries to 1.0.1 ones to fix slugishness
    Bone Shield does not deactivates when empty, instead bones regenerate slowly
    Retribution goes on cooldown when it explodes
    Fixed zero hp creatures sometimes not dying
    Fixed Morrigor
    Norgos the Frozen should be a bit more dangerous
    Fixed Shadow Blindeside tooltip
    Worn items in the hotkeys toolbar will be outlined as yellow
    Fixed some randart powers not being applied
    Clarified that Corrupted Negation requires a spell save check
    Achievements are now classified in three kinds (important, first time, others) which can be filtered independantly
    Achievements filtering config reseted to account for the new classification
    Movement infusions and Lightning Speed can not be used while pinned down
    Learning Flash Bang Trap from the merchant correctly removes gold
    Fixed Gravitic Trap after a reload
    Burning Hex doesnt make you explode on the levelup screen
    Distortion effects now reduce physical resist
    Reduced Forge Bellows and Dream Forge damage
    Reduced Dream Forge radius
    Solipsism now reduces a percentage of psi damage taken
    Psinic channeling does not break on item or talent use anymore
    Time Shield changed to heal you instead of damage you
    Fixed Abyssal Horror tile
    Syntax errors in superloaded files will correctly report in the log
    Resting will wait for Bone Shield to replenish
    Morrigor is now a one handed weapon
    Whips have a 80% attack speed; also added whipping sounds for them

Have fun!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.3 ! See
Your launcher should automatically update your game so no need to redownload it all.
Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( ) !
And do not forget to vote for ToME on Steam Greenlight!
Release highlights:
    Rebalancing of many races and classes
    Addons will stay active if the game's patch version is over the required one. So addons for 1.0.1 will work on 1.0.2 (but would not on 1.1.0)
    Most tier1/2 zones can now have alternate layout/stories/... brings some fresh air
    Rak'Shor pride looks more .. necromancy, and is more interresting
    More direct melee-range talent UI
    Many bugfixes and improvements

Expanded changelist:
    Made sure the transmo chest always spawn
    Creepding Darkness will try harder to disappear
    Psychic Lobotomy no longer ignores confusion immunity
    Fixed Conduit when used by a NPC
    Moss now use mindcrit for duration instead of spellcrit
    Fix for OpenGL rendering bug on release builds
    Using a Moss talent will correctly put other Moss talents on cooldown even if they were at 1 or 2 CD already
    Antimagic indicator debuff doesnt prevent worldmap access anymore
    Thalore exp penalty back to 35% (from 30%)
    All Moss talents can not crit their durations anymore (still can crit their damage)
    Nourishing Moss healing factor reduced a little
    Reduced Slippery Moss fail chance a little
    Reduced Slime Roots range
    Number of bloated oozes limited to the Mitosis talent level
    Reabsorb damage reduction reduced to 40%
    Mitosis chance increases with talent level
    Call of the Ooze max life is dependent on Mitosis level
    Upgraded to LuaJIT 2.0.1
    Lowered Shalore exp penalty to 25%
    Increased Call of the Ooze cooldown
    Golem's starting equipment comes identified
    Alchemist potion reward are identified
    Vor Armoury main room is a no teleport zone
    Fixed Shadow's Blindside description
    Buffed Shaloren: Grace of the Eternals scales with dex or mag, Magic of the Eternals also increase crit power, Secrets of the Eternals triggers more easily, Timeless also reduces cooldowns
    Willful Combat correctly states it affects physical power
    New Game:idling(focus) method to detect gaining/losing OS focus
    Ego inscriptions are suffixes, so they all sort by inscription kind
    Fixed alchemist golem resurect
    Rogue poisons can be applied with slings too
    Level 5 Trap Launcher also lets traps be placed without breaking stealth
    Increased Bear Trap and Nigthshade Trap damage
    Reduced Lure cooldown
    Dexterity now also gives a chance to shrug off all kinds of critical damage (just like the oozemancer maleable body talent)
    Sticky Smoke does not affect the rogue anymore
    Fixed online charsheet ESP
    Temporal Form paradox boost reduced to 400
    Fixed blindness on NPCs
    Siding with the Assassin Lord also teaches you the Flash Bang Trap, if you know trapping
    If siding with the merchant you can still get the Flash Bang Trap, only the merchant will sell it .. for a price
    Fixed psiblades
    Oozemancer rares are .. rarer
    Solipsists rare are back !
    Running and resting are stopped when a dialog pops up
    Off-balance reduces damage by 15% instead of global speed
    Fixed Blunt Thrust description
    Big bad popup after the ambush to direct the player to Last Hope
    Limmir will not cry too early
    Lightning daze, acid blind, ice damage now use either spellpower or mindpower for power application
    Fixed Coral Spray gfx effect when blocking a ranged attack
    Low level npcs should be a little more interresting
    Fixed a weird death bug
    Born into Magic arcane damage bonus replaced with a proc on spell damage to buff the damage type
    Overseer of Nations increases blindness resist
    Higher's Bloom duration increased
    You Shall Be My Weapon! starts cooling down even if it missed or kill the target
    Ruined dungeon guardians can not be preset uniques
    Some factions now have symbols, which you can see in store & chats in towns
    Many new artifacts
    Fix errors when running/resting with special events that make you switch characters
    Last Stand won't heal when auto-reactivated by leveling up
    New option to change the speed of flying texts
    Randboss/randelites kills are not recorded in the uniques kill list
    Autouse talents will not trigger sounds
    Echoes from the Past description correctly displays temporal damage bonus
    Naga and Fearscape portals will always popup when walked/rushed/teleported/... on
    Dreamscape can not happen on random bosses
    Addons will stay active if the game's patch version is over the required one. So addons for 1.0.1 will work on 1.0.2 (but would not on 1.1.0)
    Maelstrom will not destroy the stairs from killing the assassin lord
    Breeding pits reduced to entrance + 2 levels
    Psi-wielding a twohanded weapon does not prevent dual-wielding
    Damage Affinity is displayed on charsheet
    The rhaloren camp is sometimes partly overground
    Walls will not look weird when near trees
    Doors will not look weird when near trees
    Sometimes the last level of Nur will be flooded by a failing barrier
    Sometimes the Old Forest is overrun by crystals
    The Grand Corruptor leaves the mark of the spellblaze when you go to Zigur
    Sometimes the Maze will have been destroyed by a quake, leaving holes in the floor leading to deeper maze levels
    Sometimes the scintillating caves hold too much magic which distort them into weird angles
    Sometimes Murgol Lair is being attacked by nagas from the Vargh Republic
    Rungof got his own artifact!
    Sometimes the trollmire is flooded by the rain, leaving it filled with muddy water and some aquatic life
    Norgos lair is sometimes invaded by shivgoroth
    Levitation correctly makes you immune to pinning instead of making you more vulnerable to it
    Sometimes the ruins of Kor'Pul have been invaded by a group of thieves and bandits
    Sometimes an old volcano erupts at the center of the Daikara
    All resource cost for talents can now be functions
    Sometimes the Heart of the Gloom has been purified from the corruption, only to fall pray to a powerful solipsist
    Changed Rak'Shor pride tileset to be more .. flavorful
    Sometimes the sandworm lair has a different layout and a different "guide" .. don't fall of the trail !
    Melee range talents that require a target will now react to direction keys directly instead of using the classic targetting cursor
    Slime Roots can not reset passives or ubers
    Acid Splash radius reduced by 1
    Indiscernible Anatomy lost confusion resistance
    Speeds are always limited to 10% (can never go to 0)
    Game options are now organized by tabs
    Rak'Shor Pride now has some new layout and new "fun" monsters inside !
    Dark Portal correctly triggers on teleport effects
    Electric Eels do not fire lightnings at low level but are buffed

Have fun!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.1 ! See
This is the first release since V1 and it brings you much new goodness and improvements!
Enjoy and have fun in Eyal!

Note for windows users:  the download link is now a download of the launcher/installer which will take care of keeping your game up to date for the next versions. If you place it in your V1 folder (the music version) it will update it to V1.0.1 with a much smaller download. Enjoy!

Don't forget to help ToME by with donations ( ) !
And do not forget to vote for ToME on Steam Greenlight!
Release highlights:
    Improved UI, notably the chat, allowing you to join custom channels, read multiple channels at once, ...
    New spell effects
    The Oozemancer: a new class, inherently antimagic, dedicated to protect Nature against the assaults of arcane forces
    New zone: the sludgenest
    A huge list of improvements to many classes and features!
Expanded changelist:
    Lowered damage taken requirements of Corrupted Shell and Cauterize to 15k
    Marauders start with Combat Veteran tree unlocked
    Meteoric Crash doesnt stun the caster
    Sun Paladins in Arena mode have a tile
    Temporal Form in addition to increasing paradox also increases the willpower for determining failures & paradox effects by +600
    Reflection Shield rune got it's own icon
    Glowing Chests will not interrupt AE after being openned
    Gesture of Pain correctly checks stun resistance
    Slaves in the Ring of Blood will have all status effects removed when freed
    Disarming Trap now does acid damage too
    When a trap expires without being triggered it refunds 80% of its stamina cost
    Aligned field in registration form
    Fixed Gestures description
    Added a lore popup when wielding an antimagic item as an arcane user
    Added a lore note when killing Ukruk in the ambush, explaining what and why he does what he does
    New lore inthe caverns leading to the valley of the moon
    Added a paper on why sea travel is impossible to the library of Last Hope
    The Demonic Orb of Many Ways can not be used on the High Peak farportals
    All cleansing egos are antimagic
    Stoning Poison does not turn to stone is removed early
    Impending Doom is affected by spell save
    Can swap position with patrols
    Buffed some lesser used artifacts
    Prevent adding more points into Lichform once transformed, as it is useless
    Petrified Wood can be used by the golem with bonuses
    Elemental Surge correctly tiggers from 200 damage, not 300
    Alchemists can not loose Create Alchemist Gems by unlearning Extract Gem
    Talents can be set to require confirmation before use
    Improved talents display to show if a talent has been set with automatic use or confirmation
    Hide In Plain Sight correctly state it takes no turn
    Trapped! quest fails if you somehow escape without killing the assassin or siding with him
    Learning a talent from tree still locked from an escort will not reset mastery
    Note that Fearscape drains vim and ends when reaching 0
    Fixed Flexible Combat to work with weapons
    Great Mummy Lord learnt the Tricks of the Trade prodigy
    Made it clear Nightmare achievements are only when playing Roguelike
    Lowered Irresistible Sun damage a bit
    Easy, Normal and Nightmare mode players are immune to instadeath attacks (but not Insane ones, they are insane after all)
    You Shall Be My Weapon! now only requires being 'big' but ad additional benefits for sizes over it
    No need to use the orb of scrying to id artifacts anymore
    Fixed You Shall Be My Weapon! not triggering its cooldown
    Fixed ambient music in Gorbat Pride
    Increased zigur parties rarity a bit
    Better blood of life description
    Fixed permanent accuracy loss from "Disable" status effect
    Circle of Death and Rigor Mortis can crit
    Impending Doom now "only" reduces healing factor by 100% instead of outright preventing healing
    Doomed talents can now proc mind procs
    Crystaline Focus correctly removes spell save bonus
    Added a failsafe to the staff of absorption quest
    Glyph of Paralysis checks for stun resistance
    Added an ignore option to the chat
    Orc Corruptor in the antimagic test can not crit anymore with spells
    Dream Crusher now (correctly) gives bonus damage and physical power to the dream hammer
    Thought Form Defender resist all bonus from thought form unity reduced
    Dream Forge tree is now generic
    Forge Shield block value reduced, sustain cost increased
    Forge Armor armor and defense values decreased, psi on hit increased
    Reduced Solipsism conversion ratios
    Reduced Balance conversion ratios
    Reduced the save check power on Dismissal
    When the Master resurrects he gloats a bit
    When reaching 0 air you now start suffocating instead of outright dying. Suffocating makes you loose life very quickly and can not be prevented by shields/absorbs/...
    Alchemist gems are now transmogrifiable
    Fixed lore not registering in the library
    Defiled wands now increase max vim instead of procing vim restoration
    Brawlers now get the Mobility tree at 1.2
    Added a confirmation prompt when entering the High Peak
    Added chat channel number aliases (1, 2, 3, ..) and usable quickly by /1 /2 /3 ...
    /r in the talkbox will switch to talking to the last person whispering you
    in the talkbox when whispering will cycle between all last whisperers
    Changed the color and format of whispers when displayed
    Fixed wrong order of loading chained superloads of addons
    Fixed loss of resists/... in some rare conditions when being fed upon
    Sustained talents can now have a "callbackOnAct" method that gets automatically called each turn when sustained
    Drain does not restore vim from your own summons
    Added /join and /part commands to the chat; you can join(and create) any channel you wish (name must be letters & - _ only)
    Added a list of current channels to the options
    Channels are now remembered and will reconnect when the game starts
    Checkboxes now have the box before the text (this is reversable by adding a check_last=true parameter when creating them)
    Fix wild summon:spider healing reduction
    Mind Speed will correctly apply to wild gifts too
    Smoke Bomb cost reduces with level
    Maybe fix the invulnerable after death bug
    Blighted summoning adds Magic to necrotic summons
    Can not drop plot items
    Can not give items to Norgan anymore
    No NPC use talents can not be automatically used either
    Phase Door Rune now also grants a buff that increases defense, resist all and reduces status effects duration
    Invisibility Rune does not prevent healing anymore
    Taint of Telepathy now only reduces mindsave by 10 but also increases mindpower by 35
    Acid Wave Rune now also corrodes the targets
    Lichform does not change donator tile if used
    Can not give items to escorts
    Screen will turn greenish when healing is impossible
    New option to save & exit
    Escorts will never run away further than 10 tiles
    Fixed unlearning talents
    Heat Beam rune now also removes a random physical effect
    Frozen Spear rune now also removes a random mental effect
    Vision runes now also grant ESP for a certain type of creature
    Insidious Poison infusion now also removes one detrimental magical effect
    Greatly increased damage of Wild Growth infusion, it also provides a big boost to armour & hardiness
    Halved the cooldowns of Wild Growth infusion and Taint of Telepathy
    Lightning rune has a higher max potention damage than other runes
    Boss NPCs that can move through walls will have easier time tracking the player; so they wont get lost in walls so much
    Lethality crit chance bonus works for all kinds of weapons
    Fixed Cease To Exist effect tooltip
    Wearing the cloak of deception will make NPC call you human instead of undead
    Slime Tunnels generator will not validate the level unless the 4 pedestals are present
    The Slime Tunnel pedestals now have a nice friendly popup when steped upon to activate them: I'm so nice!
    The Slime Tunnel pedestals now invoke a powerful nasty guardian when activated: I'm so evil!
    Lacerating Strikes is now a costless sustain
    Shivgoroth Form on autocast will not error out in the ring of blood
    Dig spell has turned into Pulverizing Auger; a beam of physical damage that also digs. It switched places with Mudslide in the tree to become tier2
    Stone Wall now also deals damage, cooldown and mana cost slightly lowered
    Body of Stone now also affects Pulverizing Auger and is instant cast
    Can not teleport to the farportal rooms on the side of the last battle
    Irresistible Sun has a particle effect
    Sending an item to a party member correctly marks it as removed from the chest
    Last Stand now also heals you of the amount it increases life and augments the point at which you die (going below 0 like a heroism infusion)
    2handed weapons now show up with a different tile on the player doll
    Glowing chests are displayed open once opened
    New achievement for saving all the lumberjacks
    Increased cooldown of Spell Feedback
    New UISet:Minimalist:Toolbar hook
    Dominating a headless horror eye will not make the player blind
    Randarts dropped by randbosses should be better
    Reset UI positions requires a confirmation now
    Combat:attackTargetWith now gets a crit parameter
    Improved Body of Fire tooltip
    Dream characters do not get saved to the vault
    Fix Shadow Veil
    Fixed Energy Absorption description
    Glowing chest guardians are hostile in the dark crypt even if you previously sided with the Grand Corruptor
    Restart as same character will preserve addons used
    Having many addons may be faster now
    Harkor Zun fragments have independant health bars
    Deflection tooltip updates correctly
    Upstairs from the temple of creation (2) correctly connects
    Can not recall from Tannen Tower
    BigNews displays higher up on the screen
    Pacification hex checks for stun immunity
    Sacrificing oneself at the endgame is now duly noted in the death message
    Wards are not spells anymore
    Can not loose the savefile by saving on a golem while the master is dead
    New invis shader on the actor
    Player can always see her/himself when invis
    The Grand Corruptor wont trigger his chat while the timeline is fractured
    Unlocking the UI will prevent mouse actions on the map
    The transmogrification chest can be found in Bill's lair too
    Cauterize and Corrupted Shell only require 7500 damage taken
    Becoming a Lich while wielding the Scepter of the Archlich will not give you lower mastery than normal on Star Fury
    Thaloren talents are marked as nature gifts
    Yeek talents are considered psionic
    Devourers' Gnashing Teeth can not make the target bleed if it failed to hit
    Hydra's Grand Arrival will not damage other summons
    New command line parameter to change where TE4 stores data: --home /foor/bar
    Wearing antimagic items as an arcane character will give you a visible debuff to notice of the spell failure
    Psiblades now increases mindpower/willpower/cunning on the mindstars by a % too
    Lure is immune to poison
    Zones can have a "on_loaded" code
    Passive talents can be placed in the hotkey bar, they cant be used obviously but they'll show their cooldowns if any
    Swift Hands prodigy also makes wearing/taking off items not take a turn
    Fixed transfering stacks of items between party members
    Fungal Blood is now instant use, scales more with Constitution and allows on heal effects (such as fungal growth)
    Staff Mastery is trainable in Angolwen
    Mindstar Mastery is trainable in Zigur
    Pearls when used as alchemist bomb do a much more powerful liting effect, able to remove magical darkness
    Correctly flagged some non-metallic artifacts as non-metallic
    New icon in the "main bar" to access talents
    Fixed meteors making staris disappear in the temporal rift
    Fix golem getting multiple stacking high peak buffs
    New particle effects for Warshout, Battle Cry, Shattering Shout, Aura of Silence, Bellowing Roar and Mind Sear
    Smarter autoexplore
    Diagonal targetting in a single dug out line should work
    Storming the City quest will note when urkis is dead
    Sped up parts of the movement algorithm
    Fixed Elemental Surge lightning description
    Revisionist History switches to a special talent to cancel the effect so that you can set revisionist history on auto-use
    New temporal tier 5 artifact staff
    Buffed thorny skin totem, wands of firewall and conjuration, torques of the clear mind, mindblast, thermal shield, charged shield and kinetic shield
    Funfacts do not show for modules unless requested
    Through the Crowd talent can now also prevent all friendlyfire
    Dragonskull now has acid resistance
    Buffed a few artifacts
    Two new nature oriented artifacts
    New class: Oozemancers, who are Nature's answer to archmagi, able to use slime and ooze against their foes, they are also inherently antimagic
    New zone: the sludgenest, it can randomly appear on the worldmap after level 30, Thaloren always get it. Beware you'll be slimed to death!
    Elemental Split can not be used while already split
    Dwarven Unity Crystal Half attack will not hit the caster
    Eldritch Vines now add arcane damage
    Volcanic Rock now makes Deeprock Form also increase arcane dam/pen
    Boulder Throw now makes Deeprock Form also increase nature dam/pen
    Stone Spikes can crit (all 4 separate components)
    Rockwalk and Rockswallow cooldown is reduced by talent level

Have fun!

Programming / Re: When to use scripting languages?
« on: January 08, 2013, 03:56:18 PM »
Java, just like any language worth something, is not interpreted at all.
They all compile to bytecode and run on a VM.
Which may (or may not) be veyr very well made and very very fast.
HotSpot (the JVM) and luajit are examples of extremely fast VMs, in some cases beating pure C

Other Announcements / Re: ROTY advertisement fairness
« on: January 02, 2013, 07:32:23 PM »
  ToME made me addicted to the click and move system. I can't hardly play any other way now. THANKS A LOT DARKGOD!!! :-)

AHAH !!!! My evil plan of world conquest unfolds!

Other Announcements / Re: ROTY advertisement fairness
« on: January 02, 2013, 09:54:09 AM »
And I really do not understand why you did not, before the poll started, say "ToME has won enough so I have not included it in the list".
Do not tell me you had no idea it would have a chance to win again you knew it would be a contender. So why did you not?
So, again, I suggest that you forbid previous winners from entering the contest in the next years, clearly state this in advance and I'm pretty sure nobody will find it unfair; I sure wont. But rules have to be set *before it starts*.

If you do not (I fully respect that it's your poll you do as you please), why would I not want to win?
To put it bluntly, your poll is not fair. Why? because it happens on your blog, which is only visited by a small subset of RL players, which is made of for a good part of "hardcore" ones. So if none of the participating games would ask their players to come over it would not be a poll on RLs but a poll on RLs as seen by a small minority. How is that fair to games that try to bring in new players ?

That you want it or not your poll has become the indicator of which roguelike is big, it is probably not what you want and I understand, thus my proposal by email (and that I also posted in a comment there
TLDR: Proposal is: make it the "new roguelike of the year poll"; only RLs whose first release is this year can participate. And if you truly want to help upcoming RLs, also forbid commercial ones as they have marketing power small indie ones do not. This would be fair and nice to help promote small new ones.

As for the ingame thing, as thomas biskup so eloquently put it: this is 2012 (well 2013 now!), you have to live with your time.
How is mailing in any way better ? So mailing a person that didnt play for 6 months to come vote is better than asking people that are *playing right now* ? (and I have obviously nothing against mailing either).
I have mailed about 9k people, I could have mailed thrice as much and by the way this are going currently next year I could probably mail six times that.... How the hell would this have been more fair than an ingame thing???

So you'll say, as you already said, that it would "force" other RLs to make the same kind of features. But having a huge list of emails to send to be ok is not forcing other RLs to have one too ? Where is the logic ?
And no it is not unthinkable to imagine devs actually implementing it. "Oh but they are all alone on their game they can not do it all!"
Can't they ? In 3 years I made ToME from scratch, along with a complete engine not tied to it, along with the server, along with the website and quite a few other side-things. And for 95% of it I was all alone on it. So either my nickname is true and I am a god, or, more realistically, you think lower than they are really worth of other devs. Hell quite a few RLs have devteams, DCSS, ADOM to name a few. Do not come telling me they can not implement such things.

Let's take another example, auto-explore. DCSS got it. Players loved it. ToME players started asking for it more and more (and more). What did I do?
Did I go to a forum to complain DCSS was unfair and I was feeling a pressure to implement it?
No. I pondered if it would be good for ToME, decided that it would, and made it happen. This is how progress is made; friendly rivalry that promotes progress on all sides.

To finish, if you do not exclude previous winners next years but keep on a specific rule that is very obviously targeted at one game in particular, I would kindly ask you to not include ToME in the list. As for myself I would make a post making it clear why I requested as such.
Because, once again, my deepest belief is in transparency.

Oh and please (this is not for you andrew), keep the "I dont like/hate ToME" "I dont get ToME" and such like out of the discussion. You can like or not a game, we all do; but you can not hate a game. You can only hate people making games. And if you hate me, please kindly explain why, as it is my deep belief that I always tried to be a good guy in my long RL history.

Thanks for reading this overly long post :)

Other Announcements / T-Engine4 module contest is open!
« on: January 01, 2013, 04:24:47 PM »
(copied for
People of Maj'Eyal, my minions!

With the release of Tales of Maj'Eyal 1.0.0 I can now start to create new content again, branch into new campaigns, ... and this shall be great fun.

But there is one side of the game that is not as developed as it could and I wish to change that. It is however not something I can do myself: Modules!
So, in the spirit of promoting the creation of new, quality, games based on TE4 I would like to create a new contest!

During this year 2013 up until the 1st december your task will be to create new, amazing and fun games using TE4. Anyone can, and is welcome to, participate (except me obviously) !
When the contest closes there will be a big vote when ToME players can elect the "best" game.
Players will be asked to rate each game on fun, polish and innovation, the winner being determined by the best average of those factors.

In addition of fame and pleasure of having created a fun game the 1st place will also grant a 500€ reward, the second a 150€ reward and the third a 50€ reward (by paypal).

The rules to participate are as follow:

    Game must be announced on by the 1st of august (but you are encouraged to announce, and start dev much earlier)
    Game must not use a modified TE4 engine (so taking the .team file should work on any ToME installation)
    Game must not be a "variant" of ToME itself, it must be its own thing. Code from ToME can be used, but only in small parts (i.e: taking inspiration of the party code is fine, ripping half the class files is not)
    Game must be comply with TE4 license (but it inherently does anyway)
    Game graphics (if you choose to have) can not use the shockbolt tileset (which is licensed only to ToME)
    Game graphics, musics, ... that are not code can be under a different license (and with the authorization of the authors obviously)
    Game must be released by the 1st december (you can, and are encouraged to continue dev on it afterwards obviously)
    Games are encouraged (but not required) to release often during the year. Remember for players to like your game they must be able to play it!
    Games can be adaption of other games/roguelikes, as long as you respect copyrights, licenses and the wish of the authors
    Game must be published at least on as a game module

You are very welcome to join #tome on where nice people can sometimes help you and post about your game/progress/questions in the modules section of the forums!

Now open your code editors and start coding!T-Engine4 module contest is open!

More polish is always good :)
But I'll keep on adding new content, my dream is to make a world so big i'ts impossible to see it all in many playthroughs play.
Ill work on new campaigns, like the orcs, the fearscape, ...
1.0 is just the very beginning of a new story!

A few bugfixes yes :)

The board is set, the pieces are moving.

Nearly three years ago I uttered those same words when releasing the first beta of ToME4.
Before that there were 20 closed alphas and since then 43 betas and 4 RC releases, all played and loved by an increasing number of players, now over ten thousand.
During all this time my goal has never changed: to build a game that is both deep and complex but also fun and as accessible as possible. I have never believed in grinding, and have in many cases gone against the "traditional roguelike way" and I have always done it with those goals in mind.
Today is payoff time! For three years I have worked extremely hard on this game because I fell in love with it and I am blessed because others did too: great, fun, nice people; some of which also helped in the making of the game; each in their own way. To them, and to all my players, I send a huge "Thanks, I love you girls and guys!"

Without further annoying chit-chat, and with immense pleasure, I give you: Tales of Maj'Eyal 1.0.0
Go download it from

If you wish to help me a little more you can do two things:
- Send a donation, they really help:
- Go vote for ToME on Steam:

Now go have fun my minions, live and die in Eyal!

Also, trailer there:

Other Announcements / Re: The Year's Most Popular - By Category
« on: December 30, 2012, 01:36:00 PM »
Err Jo:
Look for ADOM to sweep next year, as development slows down on ToME and ADOM really picks up.

I have about no wish to slow down :)


You can force load RC3 saves, they should work

Traditional Roguelikes (Turn Based) / Tales of Maj'Eyal 1.0.0RC4 "The End"
« on: December 28, 2012, 12:30:44 AM »
T-Engine4 and ToME4 1.0.0RC4 is upon thee ! See
Soooonnnn V1 !!
Don't forget to help ToME by with donations ( ) !

And do not forget to vote on ... reams.html

Release highlights:

Expanded changelist:
Fixed Dark Portal
Fix FOV error at the Mouth and others
Casting Cease to Exist on oneself is a bad idea
While on Ambuscade one can not equip items
Magical Combat, Ambush and Shadow Magic are correctly labelled as spells
Yeeks start to skip tier1 levels after the 4th
If the auto hotkey for items option is disbled, it wont do ti for the rod of recall either
Damage Smearing description doesnt say it takes no turn, since the metadata shows it
Vor Armoury npcs are 'vaulted' they will not act before being seen, improving performances there by a *lot*
Campaign name field is longer
Reduced the size of the lost wife dream and the number of creatures to 10 (down from 25)
The altar of dreams will cycle between all dreams in order
Creatures that can pass walls/tunnel will also look for you!
Sandworms & sandworm bosses are not immune to tunnels falling on them
Fixed Shard of Crystallized Time description
Wyrms mindstar have acid now
Drying with Precognition doesnt kill you
Scatter Shot has a tile
Pits creatures are "vaulted"
Reduced the size of Briagh Lair and the number of NPCs
Acid, Frost, Lightning Infusions do not reduce the total damage done
Alchemists Bombs do not use Dex anymore
Fire Body drains 4 times less mana, does more damage and projectiles go throught friends safely
Fire Storm damage increased and cooldown reduced
Smoke Bomb radius increased
Smoke Bomb now will spread burning effects instead of changing LOS if a target is burning

Have fun!

As promised here comes T-Engine4 and ToME4 1.0.0RC3 ! See
Soooonnnn V1 !!
Don't forget to help ToME by with donations ( ) !

And do not forget to vote on
Release highlights:
    Many many bugfixes & polishing
    Prodigies now available at level 30 and 42
    6 new prodigies
Expanded changelist:
    Greatly improved Angrimley and novice mage staying power
    Fixed lore in the ID and graveyard
    Removed particle error debug lines
    Illuminate now has a visual effect
    NPCs can only pass target if the target and the npc given them are within at most sight range
    When an NPC can has been fooled by teleporting away, it stays fooled instead of magicaly finding the way
    Wildfire now prevents fire damage against self
    Uttercold now allows to pierce iceblocks (without destroying them)
    Tempest now grants daze chances to lightning, chain lightning and thunderstorm
    Crystaline Focus now grants physical and spell saves
    Buffed Phantasmal Shield
    Phantasmal Shield now deals light damage
    Game will switch to low FPS when in the background to save CPU
    Stone Wardens correctly gain physical power from shields
    Ai when fooled by teleports will not go straight to the player, they'll search at semi random aruond them in an increasing radius
    Fixed timetravel freezes
    Dimensional Step doesnt lock on npcs
    Load Game can now load older games: WARNING: this WILL destroy the universe
    Frostdusk provides darkness affinity
    Meteor Rain doesnt do selffire
    Meteoric Crash works with either spell or mind power
    AI wanders around when it looses you
    AI can be lost by going out of sight for a while
    6 new prodigies: Superpower(str), Vital Shot(dex), Corrupted Shell(con), Cauterize(mag), Mental Tyrany(wil) and Tricks of the Trade(cun)
    Reduced the rarity of zone specific artifacts
    Sticky Smoke has a graphic
    Added a --safe-mode flag, if the game is ran this way it will start in 800x600 windowed with as much graphical things disabled as possible
    Witnessing Meteoric Crash prodigy will also unlock it
    Prodigies points are gained at levels 30 and 42
    Categories points are learnt at levels 10, 20 and 36
    Level 50 now grants a bonus 10 stat points, 3 class & 3 generic points
    Artifact gems will popup lore as other artifacts
    Pure Aether at level 5 allows Aegis spells to be used while Aether Avatar is active
    Dark Empathy prevents minions from damaging the master
    Bligthed Summoning grants Bone Shield to Bone Giants
    Fix Cornac description

Have fun!

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