Author Topic: Tales of Maj'Eyal 1.0.6 aka "Full Steam Ahead" is released!  (Read 7371 times)

DarkGod

  • Rogueliker
  • ***
  • Posts: 137
  • Karma: +0/-0
    • View Profile
Tales of Maj'Eyal 1.0.6 aka "Full Steam Ahead" is released!
« on: December 12, 2013, 06:52:32 AM »
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.6 ! See http://te4.org/
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 ( http://te4.org/donate ) !
 
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 te4.org 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!

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Tales of Maj'Eyal 1.0.6 aka "Full Steam Ahead" is released!
« Reply #1 on: December 12, 2013, 10:40:04 AM »
Eeek! I just released a hotfix for Veins and does that mean all module makers in the contest have to upgrade to 1.0.6?

Darren Grey

  • Rogueliker
  • ***
  • Posts: 2027
  • Karma: +0/-0
  • It is pitch black. You are likely to eat someone.
    • View Profile
    • Games of Grey
Re: Tales of Maj'Eyal 1.0.6 aka "Full Steam Ahead" is released!
« Reply #2 on: December 13, 2013, 04:17:22 PM »
Oh, man, good point! Need to do a 1.0.6 update of Mosaic too...

And I wonder if modules will work on Steam? :-/

DarkGod

  • Rogueliker
  • ***
  • Posts: 137
  • Karma: +0/-0
    • View Profile
Re: Tales of Maj'Eyal 1.0.6 aka "Full Steam Ahead" is released!
« Reply #3 on: December 13, 2013, 04:19:49 PM »
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!

spelk

  • Newcomer
  • Posts: 40
  • Karma: +0/-0
    • View Profile
    • sugarfreegamer.com
Re: Tales of Maj'Eyal 1.0.6 aka "Full Steam Ahead" is released!
« Reply #4 on: December 13, 2013, 11:01:02 PM »
Congratulations on getting TOME on Steam, here's hoping you net some lolly from the whole process, and a lot more people start to take an interest in roguelikes.

guest509

  • Guest
Re: Tales of Maj'Eyal 1.0.6 aka "Full Steam Ahead" is released!
« Reply #5 on: December 14, 2013, 07:04:10 AM »
DarkGod I hope you bank on this. It really is a great effort.