Author Topic: Tales of Maj'Eyal 1.0.3 aka "A New Dawn"  (Read 4351 times)


  • Rogueliker
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Tales of Maj'Eyal 1.0.3 aka "A New Dawn"
« on: May 09, 2013, 01:07:49 AM »
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!


  • Rogueliker
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Re: Tales of Maj'Eyal 1.0.3 aka "A New Dawn"
« Reply #1 on: May 09, 2013, 01:46:55 AM »
Oh hey, I didn't know this was on Greenlight.  Are you planning to sell a commercial version, or is this just for the sake of expanding your audience?

Well in either case, I voted for it.


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  • Rogueliker
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Re: Tales of Maj'Eyal 1.0.3 aka "A New Dawn"
« Reply #2 on: May 09, 2013, 11:36:17 AM »
The commercial version is pretty well just the same perks-added version that donators get with custom player tiles and whatnot.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
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