Tales of Maj'Eyal 1.4.0 aka "We are Doomed"

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  • DarkGod
    T.o.M.E. maintainer
    • Apr 2007
    • 130

    Tales of Maj'Eyal 1.4.0 aka "We are Doomed"

    My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.0 ! See http://te4.org/

    Your launcher should automatically update your game so no need to redownload it all.
    If your launcher didn't self-update correctly, just redownload it from the homepage.

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

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

    Release highlights
    • Big improvements to Doomed class
    • Big improvements to Reaver class
    • New cool default UI skin
    • Many misc UI improvements, with special attention to streamer's needs
    • Less need to scum for a good insane/madness start
    • Many code updates to let addon & modules developers get wild
    • Tons of various improvements and fixes


    Expanded Changelog
    Big Changes
    • Adds bleeding damage to Bone spells.
    • Sometimes, rarely, a special room will appear in the Infinite Dungeon to let you access the Item's Vault (if you have it active and are a donator)
    • New Doomed tree "Advanced Shadowmancy"
    • Allow selecting spell for Arcane Combat
    • Command Staff talent available to NPCs, which will now spawn with the most appropriate aspect selected.
    • Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves.
    • NPCs will try to equip their drops if possible.
    • NPCs can now use item's power they have! Beware!
    • Vault loot can be 1 material tier higher
    • Adjusted material tier for many znoes.
    • Fearscape sustain cost drastically reduced but vim drain per turn increases each turn
    • Updated the Rush talent to allow targeting unoccupied spots
    • New Reaver tree "Rot
    • Buffed Corrosive Worm/Poison Storm
    • Deus Ex Machina achievement altered and now possible to get
    • Roguelike mode characters can now enter the Eidolon plane by a special exploratory farportal event, thus making Utterly Destroyed achievement possible even in Roguelike mode
    • Feed does not take a turn
    • Doomed Fears tree is at mastery level 1.3
    • Gesture of Pain doubles the damage bonus from mindstars and if dual wielding mindstars will proc their on hit effects
    • Made Gesture of Deflection not pitiful
    • Hateful Whispers returns more hate with levels
    • Rounded up Hateful Whispers range
    • Reproach does a bit more damage and at high talent level looses less damage per foes
    • Shadows summon cost reduced slightly
    • Focus Shadows now forces max shadows to appear before focusing
    • Shadows take reduced damage from their master, up to 100% at level 5
    • Unseen Force scales way better
    • Deflection now regens on rest, displays its current value on the icon, absorbs more damage and regens faster
    • Rares/randboss can not be Skirmishers, until they can be rebalanced next big version
    • Starting gold bonus on difficulty levels: 100 for Nightmare, 250 for Insane, 500 for Madness
    • Starting level bonus on difficulty levels: level 2 on Insane, level 3 on Madness


    UI
    • New default UI skin "Dark"
    • New big quest popup (disable-able)
    • Added an option (on by default) to auto swap tinkers when swaping items
    • Made the zone load tips look nicer
    • Big Character Sheet update
    • Show message if player fails to move due to encumberance.
    • New UI option to make a small flyer with talent icon and name upon talent use, for both player and NPCs; disabled by default
    • New UI option to get a visual feedback when using a hotkey
    • Right clicking on an object in the hotkeys bar will give a removal prompt instead of removing it directly
    • Main menu will now take on the UI theme configured instead
    • New option to zoom the whole screen, for use on veyr high DPI screens where the game may look too tiny
    • New tinker tab on the inventory for characters able to use them (like demonologists in Ashes of Urh'Rok)
    • Warn the player when stores restock
    • Difficulty and Campaign are set to the last values when you make a new character
    • Trying to force a recall from an exploratory farportal will not assume "Escape" key to mean "OK!"
    • Protect chat from urls with # inside


    Misc
    • Resurrecting removes sufficating effect more promptly
    • Make Displacement Shield have priority over other shielding so that it can actually be usefully used in conjunction with them.
    • Corrected Harassed tooltip display (was 100x too high)
    • Lowered difficulty of Murgol Lair, specifically the alt version
    • Clarified Tricks of the Trade to make it more obvious that it does not teach Stealth
    • Devouring flames (and similar effects) will not try to heal the source if it's dead
    • Ritch Hive Mother is correctly set as female
    • Quest items/plot items can not be sent to other party members
    • Undeads cant use infusions instead of only being able to use runes (doesnt change anything for vanilla)
    • If the rod of recall fails to activate it wont go on cooldown
    • Buffed curse of nighmare to start triggering at level 4 (as the description was implying)
    • Yeeks summoned Wayists do not drop items
    • Party members are cleaned of debuff when going to the Eidolon plane
    • Primal Infusion scales with constitution
    • Mitotic mindstars do not copy if tinkered
    • Windblade has 0 range, so NPCs won't misuse it
    • Warn player that the exploratory farportal is broken even if there is less than 45 energy
    • Sludgenest drops Maj'Eyal items
    • Added new horrors
    • Updated Cyst Burst description to reflect that it can spread any disease.
    • Adds more zone-wide effects in. About half of them explain special level mechanics, the rest are just for flavour or some minor gameplay spice.
    • Shield damage correctly reflects no off-hand penalty.
    • Dug sandwalls have a tooltip.
    • Arcane Combat now interacts correctly with the Hidden Resources prodigy.
    • Adds a center view on player key command (Ctrl-Home by default).
    • Reworked interface Archery to properly handle multiple missile launchers.
    • Dwarves can no longer stone walk throught foes
    • Allow damage shields to merge
    • Clarify Arcane Shield talent description
    • Adds some failed necromantic experiment creatures to the Blighted Ruins.
    • Horrors are their own faction
    • Added achievement image for Best Album Ever
    • Altered/added a variety of Undead enemies
    • Draebor is even more annoying.
    • Reduced the cap on how much Sandman effects Insomnia to 12%
    • Reduced Paradox cost on Time Shield, Webs of Fate, and Temporal Fugue
    • Twist Fate gives audio feedback when an anomaly is held
    • Twist Fate gives better messages when an anomaly is targeted
    • Paradox Modifier can not reduce duration below one turn
    • Added text to antimagic quest to explain why Ogres can do it
    • Reckless Charge can once again go through crowds
    • Makes doors and known traps detected at range remembered (and on the minimap)
    • Makes non-player actors get the effects of their on-birth stats.
    • Make ALL_DREAMS unlock be granted even after killing the Mindworm.
    • Cancelling secondary target for Nature's Equilibrium now targets self


    Dev Stuff
    • Added "callbackOnChangeLevel"
    • If a module or addon errors out on the loading screen it will jump into a "safe mode" to display the error message and then go back to the main menu
    • Changes disease spreading code to be more general to works nicely with any future or addon diseases.
    • Added Map:setScroll
    • Opening a door triggers a "on_door_opened" event on all entities at the same spot on the map
    • New ActorProject:getTargetLimited method
    • Added a util.show_function_calls() function to help find infinite loops and such
    • Combat:combatSpeed can take an additional speed
    • Added Map:findObject method
    • Added a generic way to get total shield block value, actor:combatShieldBlock()
    • Simplified support of double shields by enhancing actor:hasShield()
    • Forest map generator can require rooms
    • GameState:findEventGridRadius also returns the center of the grids
    • Generic triggers mechanisms added to let static maps do funky stuff
    • Moved greater vaults into data/maps/vaults/auto/greater; any files that addons add there will automatically be added to the list (for zones that do not enforce a specific list)
    • Entities lists loaded with Entity:loadList now remember which files were used
    • Modify module() a bit to prevent leaking the global namespace into each and every module and object.
    • Added an options menu to the birther dialog, for addons registering to it with "ToME:extraBirthOptions" hook. Only appears if addons fill it.
    • Added Game:isAddonActive method to let an addon check the presence of an other addon
    • Added "superload" function
    • Added hook ToME:birthDone
    • Resources now can have a wait_on_rest flag to make resting wait for them (if possible)
    • Move useResources to engine/interface/ActorResource.lua
    • Object's special_desc can return nil
    • Weapons can now have the "double_weapon" property to enable two handed weapons to count as dual wielding
    • "callbackOnTemporaryEffect" can now return true to cancel
    • New callback callbackOnDeathbox
    • Added hook "Faction:setReaction"
    • Allow static maps to define callback to be ran when the level is finished generating
    • Moved Resource definitions to data/resources.lua
    • Added support for depleted resources canceling sustained talents (resources_def.depleted_unsustain and talents_def.remove_on_zero flags).
    • Temporary effects on_gain/on_loose definitions can simply have "true" as the second return to make a flyer of the form +/- "effect name"
    • Added a combat_generic_power
    • New level generator algorithm "Hexacle" (yes the name is stupid, so what?!)
    • Cavern map generator can now accomodate rooms
    • Updated damage_types to use initState & useImplicitCrit; update your addons if needed
    • New extensible command-staff system. Possibly callbacks may be added to it, too.
    • In developer mode an error popup forces all other dialogs to disappear; making sure even level generation errors do popup correctly
    • Added core.game.requestNextTick()
    • Improve lore templating capabilities


    Fixes
    • Try to fix the gamma issue on some computers
    • Fixes bugs with sleeping characters being able to change equipment (put on a lucid dreamer robe, for example), drop and pickup objects.
    • Fixes bug allowing stealth to be used with heavy armor (by changing gear while it is active).
    • Enhanced stealth info.
    • Occasional turn loss fix.
    • Fix Rune: Biting Gale not being used by tactical AI
    • Solipsist unlock didn't work on dream altar, should now
    • Fixes a crash when the caustic ego corrodes armor.
    • Savefiles from previous minor patch versions will not require to check the "old savefiles" checkbox anymore
    • Savefiles from previous minor patch versions will not display the "download old data" popup anymore
    • Fix Temporal Fugue on traps
    • Fixed teleportation/phase door ending in walls in the Charred Scar
    • Fixed the racial talent description of Thalore
    • Fixed errors on death for players with a % in their names
    • Fixed Greater Crypt vault
    • Fixed windows scaling bugs on high DPI screens
    • Fixed the game not starting on some latest ubuntu installs
    • Fixed Skirmisher's Swift Shot abuse
    • Make Contingency and Matrix respect fixed cooldowns
    • Fixed flying text to not stutter while disappearing
    • Fixed targetting bugs in Retch and Stone Wall.
    • Fixed Twist Fate
    • New string.prefix and string.suffix functions
    • Fixed archery to properly do on_hit, on_crit, and on_kill effects for ranged weapons and ammo. It now properly handles single and
    • Fixed digging into icewalls
    • Fixed Tirakai Maul; lets see what bug it does next!
    • Fixed Frost Lord Chains
    • Fixed Time Stop + Contingency (hopefully)
    • Fixed The Mouth sometimes erroring out
    • Tentacles spawned by the tentacled totems are correctly named
    • Fix Overseer of Nations double bonus


    Have fun in Eyal!
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