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Name

 Tales of Maj'Eyal 

 

Developer

 DarkGod 

 

Publisher

 DarkGod 

 

Tags

 Indie 

 

RPG 

 

Singleplayer 

Release

 2013-12-12 

 

Steam

 3,49€ 2,49£ 3,49$ / 50 % 

 

News

 75 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 218 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/259680 

 

How long to Beat

Main Story

 48 Hours 

 

Main Story + Extras

 50 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 200,000 .. 500,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 477  

Average playtime (last 2 weeks)

 18 

Median playtime (forever)

 798 

Median playtime (last 2 weeks)

 18 

DLC

 Tales of Maj'Eyal - Ashes of Urh'Rok 


 Tales of Maj'Eyal - Embers of Rage 


 Tales of Maj'Eyal - Forbidden Cults 




LINUX STREAMERS (3)
frankfergtapocolcidermcdread




Tales of Maj'Eyal 1.7.6 "Woops" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.6 ! See http://te4.org/

This is the update of shame!
I managed to induce a nasty nasty bug that broke the item's vault in 1.7.5. This is the fix for it so I can now finally go back to publish Lost Land test. I am sorry for the delay (and the nasty bug).
And to express my shame about the bug, I've gifted 2 bonus vault slots to every single player account that exists at this moment, whether they were affected or not.



  • Fixed the Item's Vault bug that could upload broken items or not upload at all, or not download at all. It's wild.
  • Updated the server to make sure this can't happen again even if I do an other dumb change


Have fun in Eyal!


[ 2023-06-30 17:34:16 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.5 "Before the Storm" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.5 ! See http://te4.org/

This update fixes various things and most importantly provides new hooks and modding tools that are needed for Lost Land.

"But DarkGod please let us test Lost Land!" Actually this patch's main goal is just that! I'll wait a few days to see if nothing explodes with it and if all is good the testing will start!
Now, I already said it in the announcement of the beta but I want to make it crystal clear: Lost Land testing is *NOT* to be considered a way to get early access. It is likely to be full of bugs, unbalanced things, pain, sadness and tears. Things WILL explode and break, characters will be ruined (I mean, in a bad way) and so on. I urge you to not participate if this would feel bad for you. The only reasons I'm doing it are to see want exactly explode and to see if there is an interest for more public testing in the future.
And I will also re-iterate that the test will only be available from te4.org and not Steam (for the reasons listed above and because IIRC they don't do EA for DLCs anyway).
Now if you are still interested in testing, see ya in a few days! And if not, well I guess see ya in a few days anyway as you'll be able to get your fill of spoilers ;)

Don't forget to help ToME on Patreon too if you wish ! And join up the official Discord server !



  • Add support for "_nt" for string localizations that should be translated even thoguh the engine does not need to do it instantly
  • Added BlightedSummoning:apply and BlightedSummoning:desc hooks to allow addons to change Blighted Summoning easily
  • Adventurers and Wanderers start with the Shoot talent known.
  • Alchemist's Drolems now have a basic moddable doll like the normal golem
  • Allow tilemaps to load a raw ASCII string
  • Allow Waters of Life to cleanse effects which could possibly reduce your heal mod to 0
  • Character sheet now displays the actual race name instead of the internal id
  • Chat files now support dynamic dialog entries
  • Clarify Shattering Blow shield removal description.
  • Clarify that only one shield is removed and chosen at random for Shattering Blow, Sunder Armour and Impale.
  • Correct Vim tooltip. (Vim gain is 1 + 50% Wil times creature rank, not 1 + 30% Wil times half creature rank)
  • Fix cursed aura bloating your savefile
  • Fix Purging Trap to not bypass silence immunity.
  • Fix so that premade characters now have a bonus zone correctly assigned
  • Fixed a bug preventing audio settings from saving correctly
  • Fixed copying characters links
  • Fixed Destalas Scales doll tiles
  • Fixed Rimebark's Grand Arrival cold resistance
  • Fixed Stormshield rune's numbers
  • Fixed underground mushrooms graphical error
  • Fixes an error with Fearscape
  • Garkul's Revenge correctly gives +20% damage against giant.
  • High Peak levels 1 to 4 now use cavern generator (with varying size on each level) instead of just level 1
  • Living lightning correctly works with Range Amplification Device
  • Makes combat tables for items refer back to their source item, for addons.
  • New hook "Chat:init"
  • New hook "Wanderer:learntCategory"
  • New moddable tile attachements: tail & behinds
  • Prevent Fallen Sun Paladins from spending 2 category points on a single Fallen category
  • Prevent Heroism lost life bonus from chaining infinitely.
  • Split the artifact creation code from the lost merchant chat file and added a hook "LostMerchant:artifactList" for better moddability
  • Swapped the orientation of some items images to be more consistent
  • Update Aura of Undeath description to specify that the inherited damage increase is based on your highest damage increase.
  • Update Call of the Ooze to check your number of total summons vs the limit allowed by Mitosis (Call of the Ooze's own limit is still checked in the action), so it can be used if you already have one or more oozes but do not have max summons or the max oozes allowed by mitosis.
  • Update Vault to check for a shield only. The action only uses the shield, so we don't need to check for sling and ammo as well.
  • Update Weapon of Light description to include the shield duration refresh.
  • Various typos, as usual since I can't type correctly :)


Have fun in Eyal!


[ 2023-05-29 16:27:53 CET ] [ Original post ]

Lost Land Beta soon! Next dlc already in the works! What the hell DarkGod?!

Hello my minions!

So it's been a while, far too long even, but now I'm finally rea..

**out of nowhere, a wild minion appears and grabs DarkGod, shouting, "WHERE IS LOST LAND? GIVE IT TO ME NOW!!!"**

Ok ok my wild minion, just let me finish!


As I was saying, I'm finally ready to speak more about Lost Land. It's now in a rather usable state but it is a very big thing and as such, I've decided that I'd do an open beta / early access for it for once!

The current plan is that such a beta would come soon and be available on te4.org (worry not steam and gog people, you can use stuff from te4.org directly too). Now, what is soon? I'm not sure, but I can tell you a bit about what will be inside!


  • 6 new races, two of which have further minor variants:

    • Risen (Human / Halfling), a form of perfect undeath, unique to the Empire
    • Vampire, need I say more?
    • Atroren, elven undeads with .. peculiarities
    • Reptilian Saupur, lizard-like humanoids
    • Draconic Saurpur, lizard-dragon-like humanoids
    • Vessel (Gold / Bone / Steel / Crystal,) a kind of undead construct to house the soul of those whose bodies are beyond repair

  • 3 new evolutions:

    • Exarch, a powerful undead servant of the Empire, on the same power-level lore-wise as a Lich
    • Ancestral Host, a Saurpur that merged with a core-seed to become treant-like and protect the Imperium
    • Psi-ghosts, Solipsists that fully shed their physical bodies, solely existing as beings of pure psionic power

  • 3 new classes:

    • Dust-mage, a kind of mage specialized in using sand and stone
    • Graverobber, a rogue that learns some necromancy and ice magic to facilitate their .. activities
    • Praetor, an elite soldier of the Empire, with command over the imperial legions

  • 22 new zones, and the overworld map of Tar'Eyal itself, to explore and, most likely, die in! Some with rather unique gameplay or setting... Did you know you wanted a zone where you ride a giant dragonfly in its mad flight over the continent to tame it? Now you do!
  • A new campaign that replaces all the first half of the base game campaign and ties into the second half.
  • A way to become permanently mind controlled by a sentient fungus!
  • Many new creatures: ghosts, scorpions, antlions, some demons and many more and obviously for a game called Lost Land:
  • *DINOSAURS*
  • The usual new artifacts, lore, music and so on. But also new visuals for many existing items! An iron sword is an iron sword, but it will look different!


Now being a beta, it is not complete. Some unlocks will be missing; many texts will be too. Some/lots of placeholder gfx will exist; if you are lucky, you may even have a glimpse at my fantastic hand-drawn art (yes, you can start being very afraid now)! And obviously, balance will be atrocious, and the whole thing will be riddled with bugs (and I'm not talking about ritches here!).



Stay tuned for another post announcing the actual opening of the beta!


Now Lost Land is all well and dandy, but I do know I took far too long to make it; sure the world was hit some covid and all, but still I recognize my shortcomings, and it could and should have come sooner. Now, to avoid making the same mistake twice, I contacted the good Recaiden, a well-known and respected ToME modder, and asked to partner with him to start building the next expansion already! And he agreed! This way, the next expansion will already be well underway when LL is fully out, and since I'm not the only one on the project, on the coding side, I won't be able to slack off as much! :)

So it's with great pleasure that I announce that development has started on Beneath the Tides (title may or may not change), an expansion that will bring you over and under the vast oceans of Eyal and ... beyond!

Without spoiling too much, I can tell that you'll be able to play either nagas (of the Vargh Republic) or trolls (of the Kar'Hab Dominion) and pirate your way to treasures and glory! Well, at least until some unexpected event propels you into an epic adventure! Prepare to encounter weird new threats but also some that ring closer to home...


Ok ok minions, do not panic. This is not another expansion announcement! The SoE is something else entirely, it is a lorebook that the great Liberty is currently working on, the person you have to thank for the amazing and disturbing lore of cults :)

It will take the form of an in-universe book, written by somebody that most players already know (but I can't reveal who they are, it'd be a big spoiler, sorry!). It will discuss various aspects of the world of Eyal, its history, its inhabitants, the way the universe works, the nature of magic, souls, Nature, ... And lots of stuff from outside of Eyal too, from the local star system to things much further away...

Here is a little quote from it, where the writer discusses horrors:

[quote=The Science of Eyal]When designing the SherTul, Amakthel had numerous failed experiments. Rather than dispose of his misshapen creations, he ignored them and left them to their own devices. They multiplied and spread through Eyals underground. However, Amakthel wasnt wholly responsible for this plague. The SherTul also created many bio-weapons during their civil war. They engaged in the same sin as their father and reshaped life for their own ends. They degenerated their own brethren, mutating them beyond recognition. To their credit, they tried to clean up the remnants of their war, but some horrors escaped their notice. There are also horrors which came to Eyal from space. All three of these groups are collectively referred to as eldritch horrors. I have catalogued various types of eldritch horrors below.[/quote]

Obviously, I will not give any release date for that one, but I'm sure lots of you will be eager for it! I'm not yet sure the format of it either; probably some kind of ebook maybe also distributed on external ebook platforms, or who knows if there is demand, maybe as a physical book too. Please give us your opinions on that!


[ 2023-02-17 20:08:09 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.4 "Wandering Star" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.4 !

This release adds a new class and a new class evolution, amongst other updates, fixes and balances !

Don't forget to help ToME on Patreon too if you wish !



  • Add a new hook/callback, ActorAI:aiTalentTactics/callbackOnAITalentTactics
  • Add chat portraits to many things
  • Add zone max level to tooltip and adjust levels for difficulty (if applicable)
  • Allow Steady Shot triggered via Shoot to apply Marked
  • Dirges update mastery correctly
  • Feed and Fed Upon properly ignore absolute resistance
  • Fix a bug with Garrote
  • Fix AI targeting of friendly actors, preventing them once again from toasting their friends
  • Fix alt tier1 zones having a different level range than non-alt tier1 zones
  • Fix Assasinate
  • Fix bone shield having non-integer cooldowns
  • Fix Brawler Attack Speed
  • Fix Cleansing Flames's tactical table
  • Fix description for Animate Blade
  • Fix Disengage being able to move through walls
  • Fix Energy Absorption
  • Fix Hymn Nocturnalist description
  • Fix Minotaur's Grand Arrival
  • Fix Shadows not Fading once they are immune to their summoner's damage
  • Fix Shattering Charge double crits
  • Fix talent level of chants & hymns boosted by difficulty twice
  • Fix Trap Priming
  • Fix twist the knife extending debuffs by non-integer amounts
  • Fix value displayed in damage log for Guardian Unity
  • Fix Vile Transplant effect limit
  • Fix wintry ego on shield not criting
  • forceUseTalent will not break things like movement infusion and won't be disturbed by confusion
  • It is now possible to recall out of the Temporal Rift
  • It is now safe to digest a cursed shadow
  • Mirror images are removed on death
  • New chat dialog interface
  • New gfx for the Rune of Reflection
  • New skeleton's damage shield visuals
  • New Sun Paladin evolution: Avatar of a Distant Sun
  • New Wanderer class. It's akin to adventurer but more chaotic! Instead of choosing talent trees you get a random set as you levelup! The set is determined by a seed that you can share with others to have friendly random competitions, or just share cool combos ;)
  • New Webs of Fate visual effect
  • Prevent clicking multiple times on hotkeys while the targeting interface is running (prevents infinite resource bug)
  • Prevent exploit where you could increase and decrease talent mastery at the same time you learned Fallen prodigy
  • Prevent player from infinitely stacking Pestilence shield with enough action speed
  • Remove digging from a few more vaults
  • Slightly nerf pace yourself
  • Some UI updates (buttons, and such)
  • Split the effect of Brutalized and Stunned
  • Support inconstant resource drain, fixing the Fearscape and a few other talents
  • Take Down respects pin if the target is more than 1 tile away
  • Tentative fix for yeti's in EoR having fur sticking outside of their pants
  • Tune down a Boneyard and Corpse Explosion visuals
  • Update fixedart daggers to 50%str/50%dex dammod for knives
  • Update Seen by Arcane Eye to immediately reveal actors
  • Update targeting parameters for Kneecapper and Kill Shot
  • Update Yeek's Quickened to trigger if the damage would leave you at 30% life or less
  • Update many NPCs tiles
  • Update the face of most character dolls
  • Update translations
  • Upscale the size of many lore pictures




  • Fix Diseased Body crashing in some corner cases
  • Fix Eternal Suffering to not appear on NPCs
  • Update translations




  • Add portraits for various chats
  • Exoskeleton is now displayed behind weapons
  • Fix Emergency Steam Purge wrong range
  • Fix Innovation + Mastery update interaction
  • Fix rounding problem with some steamtech/sawmaiming talents
  • Make Furnace Vent open only if it is fully charged
  • Mecharachnid shows artifact tiles when worn instead of generic ones
  • Summons will now avoid targeting amakthel body parts
  • Update translations
  • Upscale lore pictures
  • Yetis are 100% less prude




  • Update Reality Fracture so rifts last for the full duration stated
  • Update translations


Have fun in Eyal!


[ 2021-06-28 19:12:35 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.3 "Creepy Crawlies" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.3 !

This release adds support for japanese & korean translations, and many fixes, balancing and support for addons stuff. Amongst them a solution (hopefully) to the slowness some people experienced in the previous version.

Don't forget that you can support ToME on Patreon too if you wish!



  • Abyssal Shield now has a log line
  • Actor:canBe now checks for an additive "all_bad_immune" flag, for those that need it
  • Add Japanese and Korean translations
  • Add "no_sustain_autocast" for talents that should not auto-sustain on NPCs (like River of Souls)
  • Add a tutorial popup when the hotkeys page is switched for the first time
  • Add tile transition from marble floor to water (mainly for Last Hope)
  • Adjusts invisibility-granting talents and effects to prevent a floating point error
  • Adjusts tooltips to not display zero-valued properties
  • AI now tries to break iceblock
  • An other Darkvision fix
  • Blight eldritch eye from headless horror gains Drain, as Virulent Disease is now passive
  • Caldera/Sludgenest/Conclave vaults (and Scoure Pits in Forbidden Cults) are now mutualy exclusive, only one will exist per game. But one will always exist. In addition the racial 100% chance will only exist until the relevant unlock is gained
  • Change Re-assemble to check talent level instead of raw talent level for extra life
  • Change Sand Breath to use Mindpower
  • Change the color of Bone Shield overlay text for clarity.
  • Change Worldly Knowledge to use actual escort rewards
  • Chats will now correctly call your race/class/.. name by their actual display name instead of internal ids
  • Clarified the descriptions of the Cursed/Punishments talentsGesture of Malice's debuff now displays its icon properly
  • Clarify Cornac cat point is only at birth (not also every 10 levels)
  • Devourer Frenzy now checks if the target knows Gnashing Bite, not if their name is "Devourer"
  • Fix bone shield resting forever on world map.
  • Fix callbackOnArcheryHit on Chant Radiant
  • Fix Celestial Surge so that it doesn't require an actor standing in the center to deal damage
  • Fix clones of self resurrecting NPCs to not self resurrect themselves
  • Fix Deeprock Form to always remove levels in Volcano and Throw Boulder
  • Fix description of gale force torque
  • Fix description of Harass Prey
  • Fix Dirge of Conquest having no effect
  • Fix Fearscape validating the requirement for "planetary orbit"
  • Fix Judgement self hurt
  • Fix many typos
  • Fix a slowdown that happened in the previous version for some GPUs
  • Fix Nightmare description
  • Fix oversized Splatter Sigils
  • Fix range display for Wave of Power
  • Fix Shadow Simulacrum AI
  • Fix the description of lich's shadows' spells
  • Fix Un'fezan's Cap
  • Fix Through the Crowd conflict with Lich last talent
  • Fix a bug where the WASD keys could get "stuck" if a dialog poped while pressing them in combo
  • Fix some missing sound effects
  • Fix Vimsense to correctly reduce mental save
  • Fix a bug between cloning, removing effects, and Corrosive Worm
  • Game's window title now changes to reflect the current campaign
  • Hook "DamageProjector:base" now receives the target
  • Increase positive/negative regen in rest
  • Increase range on Ungolmor's poison hit
  • Make random sentient staff able to actually spawn
  • Make wrathful ego on-block damage friendly-fire safe as the description implies
  • Monster pits now have their doors always on the sides, never on corners
  • New actor:combatBestpower() to get the best of spell/mind/physical power (useful for some items or very generic talents)
  • New callbackOnTalentPre (return true to cancel cast)
  • New chat format support along with an experimental visual editor (look for Remote Designer in the debug menu)
  • New hook "Actor:updateModdableTile:skin", before tatoos and after base skin
  • New hook "Player:winnerDescs"
  • Non-necromancers can gain the Lich quest if they spend 5 points in Blurred Mortality
  • Object:canAttachTinker now checks for a "forbid_tinkers" property to prevent items from receiving tinkers
  • Promote some remaining fake-rare elite enemies to rare, for they are basically a rare
  • Probability Travel mana cost reduced
  • Reduce the rate at which rares and randbosses learn new talent trees
  • Renamed Open Palm Block's block effect to "Open Palm Block" to differentiate it from Blocking
  • Self-reloading ammo doesn't break at values above 6
  • Telekinetic wielded weapons are now displayed as floating behind the character doll
  • Thorn Grab, Unseen Force now have a visual effect
  • Throwing knife can't garrote
  • Update demonfire damage check for fiery torment when determining if it should hurt or heal demons
  • Updated the worldmap seen from orbit to be more correct
  • Wintry ego on shield now uses mindcrit




  • Add Japanese and Korean translations
  • Fix Reckless Strike
  • Fix Dolleg mainhand seed description
  • Fix Doom Concordat not reviving seeds
  • Fix Hexed Shield to cast with the correct level
  • Updating a seed with a sustain talent will not sustain it if it was not sustained (And I hereby win the medal of saying "sustain" as much as possible in a single sentence!)




  • All artifacts should now have special doll tiles
  • Fix Assault Chassis Tail Weapon
  • Fix Craftsman's Eye not getting blind fight
  • Add Japanese and Korean translations
  • Fix mecharachnid unequipping armor
  • Fix the display of Mind Injector
  • Fix Dazzling Jump
  • Fix the scaling of many talents after the 1.7 update
  • Giant alligator is now taller
  • Lower Fumigate APR
  • More sanity check for innovation
  • Remove exp value of AAAs
  • Update psi-machine categories to match current escorts




  • Add combat training to Cultist of Entropy
  • Fix bonestaff chat appearing on other staves
  • Fix Cacophony effect description
  • Fix daze check for Lash Out
  • Add Japanese and Korean translations
  • Fix range in Accelerate description
  • Fix Revelation for Prophecy of Madness and Prophecy of Treason
  • Fix Split's wrong formula
  • Hypostasis achievement is correctly labelled as important
  • Update the Sourced Pits to work in the same framework as the caldera, conclave vault and sludgenest of vanilla


Have fun in Eyal!


[ 2021-05-21 17:19:39 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.2 "Evaporating Ghouls" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.2 !

This is a very simple bugfix release to squash a nasty bug that slipped in 1.7.1, very sorry :(

Don't forget that you can support ToME on Patreon too if you wish :)



  • Fix for Rocket Pod in Embers of Rage
  • Fix a bug where sometimes the world explodes when necrotic minions are healed. Boom.




  • Fix Ominous Shadow to correctly grant darkness damage conversion


Have fun in Eyal!


[ 2020-11-07 01:56:21 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.1 "Ghoulish Evaporation" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.1 !

This is a simple bugfix release to squash 'em evil bugs!

Don't forget that you can support ToME on patreon too if you wish :)



  • Add a way for the game to try and load (and fix) savefiles with errors (usually due to data that should not have been saved). It is likely to work in many instances, but not guaranted.
  • Clarify corpselight description
  • Correctly report talents cooldown in the log when stunned in some cases
  • Disable gamma settings from being applied if shaders are disabled, hopefully this should prevent desktop-wide gamma alteration
  • Display Crepuscule range
  • Disruption Shield visually changes when it is into the mana eating phase
  • Fix AMD display weirdness
  • Fix a bug with some rare NPCs with Blurred Mortality
  • Fix a very rare issue in Reknor that could prevent the stairs to level 2 from appearing
  • Fix an issue where a huge number of disabled addons could make the game crash on start
  • Fix Aura of Undeath, Surge of Undeath and Chill of the Tomb to work even if Through The Crowd is active
  • Fix blond and redhead bears naming for female dwarves
  • Fix Bombardment to not spam the log when out of ammo
  • Fix Bone Grab not always using a turn
  • Fix Frigid Plunge to correctly heal minions
  • Fix Rak'Shor's Cunning ghoul form to correctly benefit from the speed increase when waddling in your own retch
  • Fix Reaping to correctly remove effect upon unsustaining it
  • Fix talents that should not give warning to not give warning
  • Fix the Malevolent Dimensional Jelly to be correctly Malevolent
  • Fix Throwing Knifes stats mod display
  • Fix Track radius
  • Gives Heavy Armour Training 1 to bowman thought-forms to ensure they can wear equipment they generate with
  • Hiemal Shield now displays the usual shielded lifebar
  • Minimize use of raw talent level where effective should be used and has precedent for use
  • Multiple stacks of Retch on the ground have diminishing returns on the healing; to alleviate NPC necromancers summoning lots of ghouls and being basically on infinite regen mode :)
  • Ravage works on more sustains
  • Recall Minions will only put minions inside walls if they can move in them (Dreads)
  • Reduce the frequency at which rares take talents in the Combat Techniques tree, potentially alleviating a concern that rares have too high accuracy in 1.7
  • Reduce number of ghouls summoned by very high levels of Call of the Mausoleum
  • Shadow's Path now has diminishing returns
  • Somewhat lower level of enemies in bandit fortress vault
  • Surge of Undeath provides a small passive regen to all minions
  • Swap Pure Aether cooldown reduction to happen after items reductions
  • Temporal Hounds are petable, show the love!




  • Fix a bad interaction between the staff of bones and some player names (yes weird uh!)
  • Fix a bug where the Ring of the Hunter could hunt your savefile to death
  • Fix a bug with Prophecy of Madness
  • Fix Controlled Chaos at level 1
  • Hypostasis of Entropy is harder




  • Annihilators tagged as range for the purpose of rares
  • Fix Boltgun to correctly not use normal ammo
  • Fix Grenade Launcher to work with heavy weapons
  • Fix Master of Disasters
  • Fix Superconduction and Condensate radius
  • Make sure that Furnace Vent cant trigger more than once per turn from Melting Point
  • Many, many, artifacts have gotten a unique doll image! Ready to shimmer? 3 .. 2 .. 1 ... SHIMMER!
  • Sawtree. Need I say more?




  • Added Onilug statue lore
  • Demon seed sustains will not unsustain when auto upgraded
  • Fix Dark Reign description
  • Fix Fetid Breath
  • Fixed Cursed Arm seed
  • Fixed dual link of pain


Have fun in Eyal!


[ 2020-11-06 21:10:28 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.0 "Necrotic Translations" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.0 !
Now I promised a Necromancer rewrite some time ago, and it is now finally here! Rejoice for they are now more complete, fun and deadly than ever! (disclaimer: yes this means you'll also get murdered by necromancer NPCs ;) )
But that is not all obviously, this new update brings many new things, including 3 new class evolutions! Ok one of them is Lich being turned into one, but it's still much reworked!

An other huge thing is the translation framework. To be honest I never thought it'd ever exist, but in the end I found a way and with the help of Otowakotori and his team it is now up and running!
Simplified and traditional chinese translations are now in the game, with others currently in the work. Addons can also provide translations for new languages easily. Well .. easily as in easy to code, you still need to translate the tons of text ;)

Add to those the usual slew of changes, new stuff and fixes, obviously!
Also included are updates to the three expansions: Forbidden Cults, Embers of Rage and Ashes of Urh'rok.
Ashes ones being of note as it quite improves the Demonologist class with quality of life stuff, new seeds, reworked talents... Go check it out in the changelog below!

Don't forget that you can support ToME on patreon too if you wish :)

As with any major updates savefiles are not compatible. If you want to finish a character, do not upgrade until you have done so, and make sure you disable addons auto-updating. To stay on 1.6 until you finish your character I have made a new steam branch that you can enable it by right clicking on the game, selecting "Properties" then the "Beta" tab and then the 1.6 version.
And if you use addons, make sure they have a version for 1.7 or disable them; you don't want problems do you? :)


New stuff, cool & shiny:


  • Full and total rewrite of the Necromancer class, no point in a list of "changes" as 95% of it is new or deeply altered :)
  • Lich is now a race evolution for Necromancers, with its own (obviously awesome) racial talent tree
  • New class evolution for Archmages: High Thaumaturgist, that focuses on using and enhancing beam spells
  • New class evolution for Sun Paladin: Fallen! Thanks to Recaiden!
  • Add language localization support, with simplified and traditional chinese as the first supported languages
  • Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
  • Add revamped bandit fortress vault
  • Add uniques to rak'shor pride, similar to the ones already showing in all other prides. Uniques are randomly chosen between necromancers or corruptors with either a necromatic mass or sanguine horror pet.
  • Add worms vault to dry lake of nur
  • Added 2 more rows of hotkeys for the mad people :)
  • Added Energy Alteration in the newly freed Meta tree that allows to change damage spells types dynamically, hopefully enabling some fun multi-elements builds
  • After resting for a few turns, if a party member has a lower life regen than the main character, it will use the main character's regen instead to avoid super long pointless waiting
  • Burb now has his own tile! All hail Burb the snow giant champion!
  • Change how rares and randbosses are generated to be tree based instead of individual talent based thus making them focus on trees more and increasing chance to see tier 3 and 4 talents while also making rares easier to evaluate at a glance
  • Changed Adept to instead grant a flat +1.5 to all talent levels
  • Cleansing Flames is now an active that sets yourself on fire to activate the cleansing flames efefcts for yourself and all burning wake/inferno damage as before. This makes it work with Spellcraft
  • Eldritch Infusion now also provides a spellpower and mindpower bonus based on shields tiers
  • Enabled "WASD" movement (with an option to turn it off, and keybinds anyway). The big difference to normal movement is that it responds to key *release* and can combine directions. So you can do diagonal movement with just 4 keys by pressing two at the same time. Keeping them pressed also works
  • Focused Wrath now also resets the cooldown of Mind Storm at talent level 5
  • Give all melee classes that don't currently start with a point in weapon mastery at birth a point in weapon mastery at birth; this also serves to make sure randbosses have the weapon mastery they need
  • Malevolent Dimensional Jelly finally got its own tile! Now MORE malevolence!
  • Melinda has a new haircut (also available to players after unlocking redhair)
  • Merged Quicken Spells and Spellcraft
  • Moved the default binding for 'w'ield to 'e'quip and the old 'e' binding to 'E' (not that this matters as this was just and alias for 'i'nventory anyway). Those are the DEFAULT binds, if you want the old ones, you can rebind to whatever you prefer :)
  • New minor demon, the onilug
  • Pressing x on the levelup dialog can toggle between the current display and a new one were every value of talents over 5 levels is shown at once (just try it's harder to explain than it really is ;) )
  • Prodigies screen splits out evolutions from prodigies to better see them
  • Rework of the Phantasm tree, Illuminate is more useful, Phantasmal Shield remade, Invisibility is not a sustain anymore and has no damage penalty and a new Mirror Image spell
  • Reworked Swift Hands to provide 4 "ready" slots
  • Rewrote Aether Permeation to be a dispel protection and a spellpower boost
  • Stone Fortress now applies half the effect when it is not activated by the racial ability
  • Stone Vines now correctly check for mindpower instead of just willpower to apply debuff
  • Stone Warden's Shard is not affected by counterstrike
  • When there is possible negative life the player's healthbar will now account for it and add a visual marker at the "0" health point too


Misc stuff that other categories did not want:

  • A few UI visual tweaks (buttons & frames)
  • Actors are cleaned of temporary effects upon death even if they do not resurrect, to prevent some effects from lingering after their deaths
  • Actors with inventory access disabled can not access stores either. Sorry!
  • Add cost to crude iron battle axe of kroll, rungof's fang, mummified egg sac and razorblade
  • Adjust formula for Dominate resistance penetration and change cap to 70%
  • Aether Avatar correctly removes physical and magical effects
  • Aether Avatar penalty only triggers for spells
  • Allow cancelling Temporal Form's anomaly talents
  • Altered Essence of Speed formula to be less punishing on high level NPCs and reduced its mana cost
  • Altered the Sceptre of the Archlich and the Ring of the Archlich to be more in line with new necromancers
  • Archmage's Wildfire, Storm, Ice and Stone trees are now available without an unlock (they still require a category point)
  • At level 6 Metaflow now increases the talent level of all spells by 1 for a few turns when casting them
  • Blacfire Aegis damage now checks the highest of mind or spell power
  • Blast can no longer randomly multihit
  • Blast damage now actually reduced by distance (up to 50% at max range)
  • Block has no effect against self inflicted effects to prevent some problems for Demonologists
  • Bone grab will correctly fail if not hitting target.
  • Buff Dawn's Blade
  • Buff maulotaurs
  • Buff Psychometry
  • Buff the celestial/radiance tree
  • Buffed Stone Vines damage
  • Cap Scoundrel's Strategies to 100% crit penalty
  • Change Mindrot damage to happen on base turn but be increased global speed to compensate
  • Crippling Blight shows the fail% in the icon
  • Detonating Charge is greyed out if pinned
  • Equipping a belt of undeath or similar immediately stops suffocation
  • Fearscape from tannen questline and from the coruption spell both count has "orbit" for the sake of Aether Permeation check
  • Fire Storm cant crit and deals a bit more damage
  • Fungal Growth should work with effects that can merge (like Bloodbath)
  • Give grushnak pride orcs -30% damage when randbosses
  • Give Spell Shield, Blinding Speed, Corrupted Negation, Unstoppable, Disperse Magic and Shadow Simulacrum a lower change to appear on ranbosses
  • Gorbat bamboo walls support displaying single tile walls
  • Grapple will check if target can be silence/slowed
  • Greater checkerboard vaults should again have correct vault door entrances and revamped it to be smaller and have a boss in the middle
  • Healing infusion can be used even at 0 healing factor (for the cure side of it)
  • Health warning effect now accounts for negative life
  • If a creatures that clone on hit that was worth 0 exp is cloned, it'll correctly still be worth 0 exp
  • Improve Pace Yourself
  • Increase minimum level for merchant tunnels event to 18, saving new players left and right!
  • Intimidated no longer prevents entering the worldmap
  • Levelup screen now accounts for bonus talent levels in the talent descriptions
  • Limit antimagic on early game rares
  • Limit fearscape on rares
  • Lost life warning input disabler now counts both max life and max negative life
  • Lumberjacks have grown in size
  • Make forest ruined building 2 vault more interesting
  • Make using item that can use talents respect the talent's usage conditions
  • Make Vor Pride's special vault have a slightly friendlier layout
  • Make worms vault a bit more reasonable
  • Marked for Death, Chromatic Fury, Haymaker and Bombardment can't be used by NPCs
  • Modify collapsed tower vault to make it more interesting
  • Move Blood Spray damage to after applying disease to avoids Virulent Disease being triggered and then immediately overriden by a weaker disease
  • Nerf Grand Arrival resistance reduction andd buff poison AOE damage
  • Nerf nature slow proc on egos
  • Nerf Rampage speeds
  • Ogres in elvala are now big
  • Prevent Bone Grab to be cast on oneself
  • Prevent getting prodigies you do not qualify for
  • Prevent learning traps from the library in Yiilkgur
  • Prevent Weapon of Wrath from showing on randbosses
  • Pride stair guardians are now rank rare instead of elite, which they already were in all but name
  • Random knockback VFX direction now matches effect
  • Reduce cooldown and mana cost of Inferno
  • Reduce damage taken requirements for prodigies that require those
  • Reduce freeze iceblock life
  • Reduce spawn rate of living weapons vault in halfling ruins
  • Reduce the size of eruan floors (but maintain total number of NPCs). Reduce eruan from 4 floors to 3.
  • Reduce the size of Reknor
  • Remove blighted summoning from gorbat, replace with grand arrival and rage
  • Remove digging from all vaults that currently require digging
  • Remove Heighten Fear antisynergy with Darkness and Predator
  • Remove negative resists from of madness ego
  • Remove negative resists from werebeast's ego
  • Remove negative stats from battlemaster's ego
  • Remove selffire from Corrupted Negation
  • Remove the burglar's ego
  • Shadow Grab now uses spell speed
  • Shadowstep is greyed out when pinned
  • Shield wand and Healing totem now work with Through The Crowd
  • Slightly buff glyphs by making them no longer prioritize yourself before enemies for placement
  • Slightly increase damage mod for knives
  • Slightly nerf caustic terror
  • Sludgenest walls-to-slime do not drop items
  • Somewhat reduce number of vaults in prides and add new unique vaults for them
  • Stalked will not prevent entering worldmap
  • Summoned creatures are always worth 0 exp
  • Switch chat channel is now unbound by default, as it's not used much and people ended up on different channels by mistake
  • The novice mage will not appear for any character whose birth faction is Zigur (so, for Krogs of Forbidden Cults)
  • Throw Bones does not hit allies
  • Toxic Death always spread Vulnerability Poison first and won't spread Stoning Poison to an enemy already stoned
  • Tumble targeting can now be freely moved around
  • Tune down Grand Arrival a little
  • Turn diggable walls into doors in some vaults
  • Tweak difficulty settings for nightmare (rare spawn rate increased from 6.77%->12.5%, zone level multiplier decreased from 50%->25%)
  • Update Dream Hammer mastery to the new scaling enjoyed by other weapon masteries
  • Update shattering shout to modern scaling formula and cap radius
  • Update the Arena death dialog to use the same code as the normal one (should fix a few bugs and inconsistencies)
  • Voidstalker cloaks correctly work only on foes
  • Yeek npcs are now small


Evil bugs being squashed:

  • Correctly sort savefiles in the load menu
  • Curse of Shrouds movement bonus now triggers when swapping places with an ally
  • Derth arena quest is now resilient to clones! BEGONE CLONES! YOU SHALL NOT PASS!
  • Disruption Shield correctly respects the radius increase from Aether Avatar
  • Effects that should be removed on level change will be removed even if they can't be removed. This requires no further explanation :)
  • Eyal's Wrath have correct duration
  • Fix (more) Possessors memory leaks
  • Fix a bug with Beyond the Flesh
  • Fix a bug with force using a talent at a specified level
  • Fix a couple of memory leaks.
  • Fix a possible recursion in damage type changing code
  • Fix a savefile bloating bug
  • Fix a small memory leak when visual hotkey feedback is enabled
  • Fix absolute resistance display in tooltips
  • Fix accuracy bonuses matching their effects
  • Fix Advanced Shadowmancy crits
  • Fix Advanced Shadowmancy tooltip damage
  • Fix an infinite loop between Flexible Combat and weapons with multi-attacks
  • Fix anomalies from not having cooldowns/not using a turn
  • Fix Arcane Dynamo proposing to attach to bad items
  • Fix Arcane Vortex and others from not doing their effects upon death
  • Fix Attune Mindstar exploding when used with a shield
  • Fix Blood Vengeance
  • Fix callBackOnHit damage going through Unstoppable
  • Fix Conveyance spells targeting
  • Fix Curse of Nightmare harrowing
  • Fix Cursed item curses from disappearing on level change
  • Fix Demon Seed spell of Ashes of'Urhrok from taking two turns when it auto-attaches a seed to your inventory
  • Fix Disruption Shield bug
  • Fix Dreamscape/Fearscape fizzling on summoners instead of summons
  • Fix Endless Woes disease and slow
  • Fix Endless Woes tooltip
  • Fix floor effects (among other things) staying beyond their welcome
  • Fix Form and Function
  • Fix Frantic Summoning not actually giving the full speed reduction
  • Fix Hold the Ground description
  • Fix Hold The Ground tooltip
  • Fix Kinetic Surge to let you self-target even with only one foe around
  • Fix Marauder, Archer, and Skirmisher not being taught poisons when siding with assassin lord for the first time to unlock the category on an account
  • Fix mastery and perfection egos overwriting each other
  • Fix Misdirection and Curse of Nightmares
  • Fix Mortal Terror description (crit chance)
  • Fix negative fortress energy
  • Fix npcs mistakenly thinking alternate Daikara lava is damaging
  • Fix over-generous calculation in Self-Judgement
  • Fix party display to not show the levelup icon for uncontrollable members
  • Fix Poltergeist duplicate uniques in the living weapon vault
  • Fix possessing various NPCs
  • Fix radius and target attributes for Vargh Redemption
  • Fix Range Amplification Device from Embers of Rage to work correctly on hymns and some other
  • Fix Rune: Blink description and line of sight bug
  • Fix save/reload bug in Hammer Toss
  • Fix Scattershot-type talents multi-hitting the player/breaking targeting
  • Fix Sentinel not putting initial talent on cooldown
  • Fix Shadow Feed mana regen at very high talent level
  • Fix Shatter Affliction rune description
  • Fix Shattering Shout bug
  • Fix shield's power being wrong in their name but right in their description
  • Fix skip learning a trap break player.restCheck
  • Fix Slow effect merging with itself but not actually updating the speed
  • Fix some timetravel abuses
  • Fix swashbuckler ego
  • Fix Telmur Ruins being too full of light
  • Fix temporary terrain destroying the portal to return to Maj'Eyal in the Fearscape
  • Fix Unseen Force to actually use getTalentRange so it works with RAD, fixed tooltip inconsistency
  • Fix using Multiply while assuming the form of a multiplying NPC (now it works!)
  • Fix Vargh Redemption AI
  • Fix weaver queen's portal being destroyed by temporary terrain
  • Fix Wild Summon duration
  • Fix wooden baricades to correctly show even when they are one tile long (fix for Embers of Rage)
  • Fix Wordly Knowledge description
  • Fix Worm Rot
  • Golem will correctly levelup when resurrected
  • Harkor'Zun is correctly classified as a demon
  • Lightning+daze damage type does not undaze if target is already dazed and it didn't re-proc
  • Make hasLOS properly respect Dark Vision
  • Make the death code resilient to entities without name
  • Perilous Cliffs should not be overridden by meteors
  • Phase Summon correctly moves the camera
  • Prevent randbosses with a fixed class from rolling that class a second time
  • Prevent removing talent levels learnt from items
  • Solipsism threshold fixes
  • Update harmony/one-with-nature to do what it says it does


Code, stuff for addons makers:

  • IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!.
  • Added a framework to know how a talent got activated (by action, forceuse, callback, ...) along with passing this into to the damage projectors
  • Chat files can now use <<>> to make said text into italic green and **some text** to make it bold. Because I'm lazy.
  • New "callbackOnResurrect", "callbackOnDispelled", "callbackOnDispel", "callbackOnSummonHit"
  • New Actor:udpateSustains() to force sustains to turn off and on again
  • New dispel framework, from now on do dispel effects as target:dispel(eff_or_t_id, source)
  • New hooks "Game:changeLevel" and "PartyIngredients:collectIngredient", "Zone:InfiniteDungeon :loadNPCs", "Combat:attackTargetWith :beforeArmor", "PartyOrder:define", "PartyOrder:execute"
  • New Map:removeEffect() method
  • New resolvers.register_callbacks to place callback directly onto actors
  • The damDesc talents function can now take a list of damage types and aggregate damage types can themselves define this list too
  • Updated the way escorts are coded to make them easier to mod. To avoid stuff exploding too much in addons, the old hooks are disabled and now two new ones took their place "EscortRewards:givers" and "EscortRewards:rewards"




  • Applying Zero Point Energy on Temporal Vortexes will udpate their visual effect range
  • Atrophy will fade if source is dead
  • Digest effect from Slow Death does not losoe duration outside of combat, but does not provide insanity regen either
  • Fatebreaker can no longer self-target
  • Fix a case where the Godfeaster exit won't spawn/will be deleted and players will be trapped
  • Fix Font of Sacrifice tooltip and cost
  • Fix Shoes of Moving Slowly buff fade when you Bump Attack
  • Fix tentacled wings being able to hit more than once
  • Fix unsolvable illusory castle map generation
  • Fixed a rare-case infinite recursion with Fatebreaker
  • Font of Sacrifice will have a minimum height, to avoid not being able to show the equipment list
  • Mark of Treason will get more clear damage log
  • Prevent problematic interractions between spells like Temporal Reprieve and Forbidden Tomes
  • Prevent the books of binding to spawn on the entrance/exit in the forbidden tome
  • Raised Writhing One survival mastery to 1.3
  • Rifts and such empowered by Zero Point Energy will change their names accordingly
  • Safety check to make sure egress codes on the ground always go by 4
  • Updated icons for the Controled Horrors tree
  • Worm Nest now has a bonus when used by a Writhing One




  • Add a limit of 65% projectile deflection to automated cloak tessellation
  • Add appropriate power sources to tinker classes, notably technique_ranged so that psyshot and gunslinger will be restricted from appearing as rares on base types archer and skirm are
  • Adjust radius scaling for Sawfield
  • Adjust scaling for Blacksmith to modern scaling conventions
  • Arcane Amplification Drone disappears upon level change and deals slightly less damage
  • Autoloader gives Shoot talent
  • Changing Chassis will unwear tail weapon if there is no available candidate
  • Correctly show non-tiered ingredient amount in Create Tinker UI
  • Create Tinker correctly takes a turn, if a tinker was made
  • Damage Shield will use the new `getShieldDuration` and `getShieldAmount` interface.
  • Fix Death From Above wrong movement speed
  • Fix Exoskeleton bug
  • Fix Innovation bug
  • Fixed Automated Defenses for Boltgun to deal the correct damage
  • Fixed boltgun from consuming two charges
  • Fixed Lock On and Upgrade to have a range
  • Fixed Rocket Pod shots to not use steam as the cost is already in the sustain
  • Fixed salves from being affected by Device Mastery
  • Fixed Sawwheels when leveling up
  • Fixed steamgun talents will get correct check usage conditions
  • Fixed yeti mural paintings to correctly act like walls
  • Flame Jet can't be used while disarmed
  • Flamethrower will correctly use a flamethrower sound
  • Galen's Flowing Robe correctly only resets spells
  • Gardanion, the Light of God extra prodigy is not used up by the boss wearing it anymore
  • Give Net Projector a sane scaling function
  • Heartrend won't eat your damage increases
  • Leveling up Innovation correctly update all existing worn equipment
  • Lock On get correct skill req
  • Magnetism tree will now use correct shield's combat data
  • Make technomancy work with Mirror Image (somewhat)
  • Mecharachnid does not reset custom talent usage upon death
  • Nerf saw horrors when randboss'd
  • New Blood of Undeath artifact
  • New Master of Disasters replaces Rak'Shor's Cunning as the cunning prodigy
  • New unique: the Gunsnake; in loving memory of all those gun snake rares that are no more in 1.7!
  • New visuals for lightning web
  • Prevent psyshot rares from picking a useless talent for them
  • Rak'Shor's Cunning is buffed and becomes a race evolution
  • Ramming Bot will correctly set iceblock HP
  • Remove spine of the world from High Priest
  • Rocket Boots correctly deactivates at 0 steam
  • Shockstaff correctly uses Autoloader damage bonus
  • Steamsaws are now visible on mecharachnids
  • Subcutaneous Metallisation will show correct cooldown in talent info.
  • Undead Drake spells are classified as necromantic powers




  • Added Onilug statue
  • Adjusted Demonologists and Doombringers masteries to be more in line with the base game
  • Bind Demon can now summon from seed in either the equipment or inventory
  • Bind Demon list is now sorted by demon tier and level
  • Blackice no longer requires being in melee and reduces both fire and physical resistance
  • Blighted Path damage now works at range and offers a third option to create a reflective shield
  • Buffed Acidic Bath a little
  • Buffed Champion of Urh'Rok body effect
  • Buffed Doom Tendrils damage
  • Changed Forge Giant mainhand seed from Inferno to Doomfire, an AOE like before but that uses vim, deals more damage and is demonfire so demons inside are healed by it
  • Corrupt Light now counts all unlit grids, even if they were unlit before the spell
  • Corrupted Daelach now has a special demon seed
  • Dark Reign now has a chance to trigger from any darkness damage (caused by talents)
  • Dead demon seeds can still be worn for their passive effects
  • Demon Seed now always applies the seed debuff to the target (the chance to actually get a seed is determined at death)
  • Demon Seed spell now upgrades the level of existing seeds instead of creating duplicates. When it does it also heals and resurrect the contained demon
  • Demon Seeds are now sorted by inventory slot and then demon name
  • Demonic Madness auto block can not fail
  • Disabled friendly fire on demon minions
  • Dolleg main body seed is now Pain Affinity, upon taking blight damage you gain a short burst of all damage affinity
  • Dolleg mainhand proc chance increased
  • Doomed Nature now also works on psionics
  • Draebor now has a special demon seed
  • Dread End now triggers on any damage, including darkness
  • Fiery Grasp will check if target can be silenced
  • Fiery Portal now only works for the caster, and if a creature is on the other side it'll be swapped
  • Fire Imp, Wretchling, Quasit and Water Imp ring seed buffed a little
  • Flame Leash pulls creatures in order
  • Grim Future now eats stacks of Bleak Outcome to increase your spellpower and deal darkness damage
  • Harkor'Zun now has a special demon seed
  • Improved Forge-Giant and Champion of Urh'Rok ring seeds with more regen and bloodcasting
  • Increased damage of Doom Tendrils and gave it proper icon
  • Khulmanar, General of Urh'Rok now has a special demon seed
  • Kryl-Feijan now has a special demon seed
  • Lithfengel now has a special demon seed
  • Nerfed Fiery Cleansing a little
  • New set of seeds for Onilug demon
  • Ominous Shadow now eats stacks of Bleak Outcome to turn you invisible and change your damage/penetraion to darkness
  • Plague-Fire Scepter is now one handed (with a little lower magic scaling)
  • Planar Controller now has a special demon seed
  • Reduced the life penalty of downscaled demon levels
  • Replaced Quasit's body seed with Juggernaut
  • Reworked shield seeds for fire imp and wretchling to be defensive aggregates of multiple types
  • Reworked shield seeds for water imp and quasit to be offensive aggregates of multiple types
  • Rogroth now has a special demon seed
  • Shadowmeld now also provides a chance to ignore physical and magical debuffs
  • Shasshhiy'Kaish now has a special demon seed
  • Shattered Mind and Tale of Destruction now work like other vim sustains and do not disable at 0 vim
  • Slightly reduced Uruivellas body bonus
  • Sligthly increased cooldown and cost of Farstrike
  • Stripped Life swapped to Weakened Soul which reduces damage from any target affected by Bleak Outcome
  • Suffuse Life becomes Doom Concordat, granting a random demon summon upon entering combat, healing demon seeds on kill and healing yourself when a demon is summoned or killed
  • Thaurhereg weapon seed now offers a castable silence effect
  • Walrog now has a special demon seed
  • Added hook "DemonicPact:updateSeedsList"




As a passing remark, it is this time of the year again where Eyal is invaded by evil plumpkins!
So just log in and if you smell plumpkins .. well, be ready for anything!

And to celebrate that, rexo made four new UI skins (spectre and plumpkin themes, each with two variants)! They are now available in the cosmetic list of the MTX inferface, with a huge discount to boot!
Also .. it kind of makes sense to release them alongside with the Necromancer update, doesn't it ? ;)


A huge thanks to all those that contributed to help make this release!
And a special mention to Otowakotori for his (and his fellow teammates) amazing work on the translation framework.
Have fun in Eyal!


[ 2020-10-29 16:04:41 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.0 BETA7 is upon you!

My minions,

The 7th beta of 1.7.0 is now available!
If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:


  • Reduced Runeskin crit bonus
  • Impending Doom gives a soul every 3 turns
  • Fixed Slipstream cost
  • Throw Bones does not hit allies
  • Disruption Shield correctly respects the radius increase from Aether Avatar
  • Fixed talents given by items from being greyed out in the hotkeys
  • Fixed Cleansing Flames
  • Fixed the use menu. Whoopsie!
  • Fixed Adept bonus levels display in the levelup dialog
  • Fixed a few rare errors


Now go test and have fun!


[ 2020-10-04 15:09:52 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.0 BETA6 is upon you!

My minions,

The 6th beta of 1.7.0 is now available!
If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:


  • Reworked Swift Hands to provide 4 "ready" slots
  • Update harmony/one-with-nature to do what it says it does
  • Blacfire Aegis damage now checks the highest of mind or spell power
  • Reduced Adept slightly to 1.5
  • Reduced Metaflow duration
  • Increased Torture Souls cost
  • Increased Rigor Mortis cost
  • Slightly reduced Invoke Darkness damage
  • Eternal Night healing only happens under 1 life
  • After resting for a few turns, if a party member has a lower life regen than the main character, it will use the main character's regen instead to avoid super long pointless waiting
  • Fixed Assemble to try and not use archers/mages if it can avoid it
  • Ogres in elvala are now big
  • Yeek npcs are now correctly classified as small
  • New visuals for Fallen
  • Fixed a bug with force using a talent at a specified level
  • If a creatures that clone on hit that was worth 0 exp is cloned, it'll correctly still be worth 0 exp
  • Summoned creatures are always worth 0 exp
  • Sludgenest walls-to-slime do not drop items
  • Add uniques to rak'shor pride, similar to the ones already showing in all other prides. Uniques are randomly chosen between necromancers or corruptors with either a necromatic mass or sanguine horror pet.
  • Reduce the size of eruan floors (but maintain total number of NPCs). Reduce eruan from 4 floors to 3.
  • Buff various talents nerfed incidentally in prior 1.7 changes. This is not buffing them in comparison to their power in 1.6, but rather returning them to 1.6 levels of strength.
  • Fixed Chant Adept and Chant Radiant values at level 1
  • Fixed a possible recursion in damage type changing code
  • Fixed Lichform quest description
  • Multicaster can correctly only proc once (twice with orb) per turn
  • Aether Avatar correctly removes physical and magical effects
  • Spikes of Decrepitude only works on foes you can see
  • Playing in the Ring of Blood is a heinous act
  • Splatter Sigils respects blind immunity
  • No save for pure-damage bleed effects
  • Darkside abilities a specify their damage type
  • Cursed abilities are correctly marked as mind powers
  • Self-Destruction appears in the damage log
  • Category points spent to improve mastery are transferred or refunded.
  • New resolvers.register_callbacks to place callback directly onto actors
  • Fixed the arena quest. Woops!


Now go test and have fun!


[ 2020-09-21 04:32:20 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.0 BETA5 is upon you!

My minions,

The 5th beta of 1.7.0 is now available!
If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere

Ok I promise this is the last time I slip a new evolution in a beta!
But this one was ready, cool and already made so ... welcome Fallens! Class evolution of Sun Paladins, thanks a lot to Recaiden!

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:


  • Tweak difficulty settings for nightmare (rare spawn rate increased from 6.77%->12.5%, zone level multiplier decreased from 50%->25%)
  • Buff the celestial/radiance tree
  • Give all melee classes that don't currently start with a point in weapon mastery at birth a point in weapon mastery at birth; this also serves to make sure randbosses have the weapon mastery they need
  • Improve Pace Yourself
  • Slightly increase dammod for knives (45% str/45% dex -> 50% str/50% dex)
  • Slightly buff glyphs by making them no longer prioritize yourself before enemies for placement
  • Buff Dawn's Blade
  • Make Vor Pride's special vault have a slightly friendlier layout
  • Remove digging from all vaults that currently require digging
  • Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
  • Lightning+daze damage type does not undaze if target is already dazed and it didn't re-proc
  • Fixed display issue with some languages in dialog boxes
  • Fixed Form and Function
  • Prevent learning traps from the library in Yiilkgur
  • Prodigies screen splits out evolutions from prodigies to better see them
  • Fixed npcs mistakenly thinking alternate Daikara lava is damaging
  • New class evolution for Sun Paladin: Fallen! Thanks to Recaiden!
  • Prevent getting prodigies you do not qualify for
  • Fixed some timetravel abuses
  • Changed Mindrot damage to happen on base turn but be increased global speed to compensate
  • Golem will correctly levelup when resurrected
  • Altered the Sceptre of the Archlich and the Ring of the Archlich to be more in line with new necromancers
  • Stone Fortress now applies half the effect when it is not activated by the racial ability
  • Eldritch Infusion now also provides a spellpower and mindpower bonus based on shields tiers
  • Stone Vines now correctly check for mindpower instead of just willpower to apply debuff
  • Stone Warden's Shard is not affected by counterstrike
  • Buffed Stone Vines damage
  • When in combat, Call of the Mausoleum tooltip will show when the next free ghoul will come
  • Surge of Undeath now speeds up the next free ghoul of Call of the Mausoleum and increases the duration of Corpse Explosion and Putrescent Liquefaction
  • Putrescent Liquefaction only ever sacrifices at most 3 ghouls and gives one free turn in addition to the 3 per ghoul
  • Fixed swashbuckler ego keyword
  • Call of the Crypt ensures you never overcap skeletons, if you would due to the free mage/archer, a warrior is deleted and its soul refunded
  • Skeletons, Bone Giants, Ghouls and Dreads will unsummon if removing points in their talents so taht they are not supported anymore
  • Swapped Putrescent Liquefaction and Corpse Explosion
  • Fixed party display to not show the levelup icon for uncontrollable members
  • Fixed over-generous calculation in Self-Judgement
  • Chat files can now use <<>> to make said text into italic green. Because I'm lazy.
  • Fixed Range Amplification Device from Embers of Rage to work correctly on hymns and some other
  • Aether Avatar penalty only triggers for spells
  • Equipping a belt of undeath or similar immediately stops suffocation
  • Dearth arena quest is now resilient to clones! BEGONE CLONES! YOU SHALL NOT PASS!
  • Crippling Blight shows the fail% in the icon
  • Frigid Plunge damage fully ignores damage shield (because the wraith is inside)
  • Fungal Growth should work with effects that can merge (like Bloodbath)
  • Dread now learns its talents based on the spell level
  • Gorbat bamboo walls support displaying single tile walls
  • Fixed Cursed item curses from disappearing on level change
  • Toxic Death always spread Vulnerability Poison first and won't spread Stoning Poison to an enemy already stoned
  • Clarify Torture Souls description
  • Eternal Night now also costs 2 souls to sustain
  • Swapped max souls increase from Reaping to Soul Leech and made Soul Leech nonrefundable
  • Chill of the Tomb radius scales more like other spells
  • Night Sphere description shows radius, and radius slightly increases at high level
  • Discarded Refuse now scales the number of effects affected by turns but no longer unsustains itself
  • Fixed Curse of Nightmare harrowing
  • Fixed Conveyance spells targeting
  • Disabled Korean and Japanese languages in the selector, they are not at all ready for support and were never meant to be selectable. Woops!


Now go test and have fun!


[ 2020-09-01 02:35:03 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.0 BETA4 is upon you!

My minions,

The fourth beta of 1.7.0 is now available!
If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:


  • Replaced Bone Wall with Shattered Remains in the Master of Bones tree
  • Fixed Wordly Knowledge description
  • Rewrote Aether Permeation to be a dispel protection and a spellpower boost
  • Fearscape from tanen questline and from the coruption spell both count has "orbit" for the sake of Aether Permeation check
  • Fixed wooden baricades to correctly show even when they are one tile long (fix for Embers of Rage)
  • Changed Neverending Unlife to have a visual effect when it is preventing your death
  • Fixed necrotic minions killing things to correctly give souls to the summoner
  • Correctly sort savefiles in the load menu
  • Added 2 more rows of hotkeys for the mad people :)
  • The novice mage will not appear for any character whose birth faction is Zigur (so, for Krogs of Forbidden Cults)
  • Fixed an issue between Energy Alteration and Metoric Crash (and others)
  • Fixed Worm Rot
  • Fixed Wild Summon duration
  • Fixed Extract Gem display in the advanced view mode
  • Fixed Lord of Skulls life description
  • Lord of Skulls cost changed to a fix 2 souls
  • Spectral Sight correctly reveals creatures around your minions
  • Mirror Image despawns a few turns after leaving combat
  • Fixed a bug with Beyond the Flesh
  • Fixed a savefile bloating bug
  • Fixed Cleansing Flames to correctly have a cooldown/mana cost
  • Fix Arcane Vortex and others from not doing their effects upon death
  • Fixed To The Grave
  • Fix Putrescent Liquefaction
  • Effects that should be removed on level change will be removed even if they can't be removed. This requires no further explanation :)
  • Fixed forceUseTalent


Now go test and have fun!


[ 2020-08-24 18:02:13 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.0 BETA3 is upon you!

My minions,

The third beta of 1.7.0 is now available!
If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:


  • Lichform does not wait your next death in the Arena, as resurrection is forbidden there
  • Updated the Arena death dialog to use the same code as the normal one
  • New Actor:udpateSustains() to force sustains to turn off and on again
  • Changed Adept and other such talent changes to bit a bit more clear in how they operate (add raw levels affected by mastery to effective level, they do NOT trigger on_learn and such and do NOT alter raw level)
  • Mirror Images inherit widebeams, Spellcraft and iceblock penetration
  • Actors are cleaned of temporary effects upon death even if they do not resurrect, to prevent some effects from lingering after their deaths
  • Prevent Born Into Magic to work with Elemental Array Burst as it would be rather useless
  • Slightly decrease the total amount of talent trees on rare+ enemies and restrict the level at which some problematic talents (notably antimagic) begin to show.
  • Phantasmal Shield does not retaliate to self inflicted damage
  • Expand randomization range for amount of talent trees
  • Slightly nerf caustic terror
  • Slightly reduce talents taken by rares
  • Limit antimagic on early game rares
  • Limit fearscape on rares
  • Levelup screen now accounts for bonus talent levels in the talent descriptions
  • Actors with inventory access disabled can not access stores either. Sorry!
  • Multicaster will respect Aether Avatar
  • Unless in developer mode, during betas the game will refuse to load most addons; as they only mess up with the testing
  • Fix anomalies from not having cooldowns/not using a turn
  • Fixed some talents description in the levelup screen when using advanced view mode
  • Fixed Call of the Mausoleum duration in the tooltip
  • Fixed a bug that prevented necrotic minions from leveling up their stats
  • Fixed Assemble to not error out when there are 2 skeletons and one lord of skulls
  • Silk Current also works on ice themed Necromancer trees
  • Fix floor effects (among other things) staying beyond their welcome
  • Prevent Putrescent Liquefaction from hitting your own minions
  • Fixed error when non actors deal damage


Now go test and have fun!


[ 2020-08-07 19:25:29 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.0 BETA2 is upon you!

My minions,

The second beta of 1.7.0 is now available!
If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.

This release brings a lot of little changes, fixes, balancing for the Necromancer, but some other goodies too! Of particular note is a new class evolution for Archmages (sorry I can't stop myself!), the High Thaumaturgist!

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:


  • Fixed some more Possessors memory leaks
  • Fixed possessing various NPCs
  • Fixed using Multiply while assuming the form of a multiplying NPC (now it works!)
  • Fix Kinetic Surge to let you self-target even with only one foe around
  • Fixed Endless Woes disease and slow
  • Harkor'Zun is correctly classified as a demon
  • Metaflow now only boosts spell levels for some turns after activation
  • Fixed Slow effect merging with itself but not actually updating the speed
  • Swapped Necromancer talents that used callbackOnActBase for life threshold checks to callbackOnAct so that they account for faster players
  • Discarded Refuse can only be used in combat, unsustains when out of combat and sustain cost is changed to a casting cost. It is not meant to be left on but to be used as a cooldown
  • Swapped Black Ice and Chill of the Tomb
  • Increased Night Sphere damage and reduced Erupting Darkness damage
  • Lichform quest correctly consumes the fortress energy
  • Increased the life rating of bone giant summons
  • Golden Age of Necromancy is now 1 turn invulnerability (it was intended this way but I was dumb and didnt find a way to do it until now)
  • Fixed a small memory leak when visual hotkey feedback is enabled
  • Buff maulotaurs
  • Add revamped bandit fortress vault
  • Changed Adept to instead grant a flat +2 to all talent levels
  • Fixed Telmur Ruins being too full of light
  • Fix absolute resistance display in tooltips
  • Detonating Charge is greyed out if pinned
  • Shadowstep is greyed out when pinned
  • Prevent removing talent levels learnt from items
  • Fixed Attune Mindstar exploding when used with a shield
  • Prevent Bone Grab to be cast on oneself
  • Voidstalker cloaks correctly work only on foes
  • Fix shield's power being wrong in their name but right in their description
  • Greater checkerboard vaults should again have correct vault door entrances and revamped it to be smaller and have a boss in the middle
  • Fixed Misdirection and Curse of Nightmares
  • Corpse Explosion only works on Ghouls
  • Fix Gelid Host from damaging yourself
  • New class evolution for Archmages: High Thaumaturgist, that focuses on using and enhancing beam spells
  • Healing infusion can be used even at 0 healing factor (for the cure side of it)
  • Capped Scoundrel's Strategies to 100% crit penalty
  • Curse of Shrouds movement bonus now triggers when swapping places with an ally
  • Perilous Cliffs should not be overridden by meteors
  • Shadow Grab now uses spell speed
  • Tumble targeting can now be freely moved around
  • Fixed a couple of memory leaks.
  • Reduced damage on River of Souls somewhat
  • Master of Bones' Armoured Skeleton Warriors now always have a blink rune instead of a random one
  • Discarded Refuse is now instant-cast
  • Slightly reduced damage and increased radius on Across the Veil
  • Casting Dire Plague on foes already affected will not reduce the duration
  • Corselight disappears when the caster dies
  • Fixed a few skills that work on living things from working on Lich
  • When there is possible negative life the player's healthbar will now account for it and add a visual marker at the "0" health point too
  • Fixed To The Grave
  • Health warning effect now accounts for negative life
  • Rime Wraith cooldown can not be altered
  • Corpselight can not be placed into walls
  • Fixed Frantic Summoning not actually giving the full speed reduction
  • Phase Summon correctly moves the camera
  • Fixed Call of the Mausoleum range description
  • Fixed Lich self-resurrect to work with minions too
  • Soul Leech can not apply to the summoner or self
  • Runed Bone Giants have gotten a little makeup
  • Lord of Skulls now has images for all possible bone giants
  • Assemble now makes eternal before heavy (so in order of size)
  • Gave a bonus for Dreads affected by Blighted Summoning
  • Hiemal Shield only affects 66.6% of the incoming damage when above 1 life, 100% when under
  • Fixed Neverending Unlife
  • Corpselight correctly checks for caster's position
  • Fixed Lich description saying they gain resistance cap
  • Lost life warning input disabler now counts both max life and max negative life
  • Putrescent Liquefaction does not damage allies anymore
  • Fixed Spectre talents to actually work (fun mistake, half their code was in the Lost Land code ;) )
  • Fix necrotic minions being able to receive items but not using them
  • Assemble correctly respects Lord of Skulls' right of uniqueness and will not merge it with the rest of the rabble!
  • Fix Cold Flames traps
  • Dreadmaster correctly learn disperse magic
  • Necromancers can now use the party orders to dismiss any minion
  • Added new hooks "PartyOrder:define" and "PartyOrder:execute"
  • Pressing x on the levelup dialog can toggle between the current display and a new one were every value of talents over 5 levels is shown at once (just try it's harder to explain than it really is ;) )
  • Call of the Mausoleum summons a free ghoul a little more often
  • Surge of Undeath now also heals minions
  • Necrotic minions can only be healed by themselves, other necrotic minions or talents that are not powered by nature
  • Soul Leech does not affect your own minions
  • When Putrescent Liquefaction absorbs a dying ghoul/ghast, every two of them you'll get one soul back
  • Necromancer's Eternal Bone Giants now know Throw Bone
  • Lord of Skulls now grants effects more gradually and at the high end can now even affect a bone giant
  • Fixed Shatter Affliction rune description
  • Fixed Lich evolution not showing up anymore in the prodigies screen once learnt
  • Moved the default binding for 'w'ield to 'e'quip and the old 'e' binding to 'E' (not that this matters as this was just and alias for 'i'nventory anyway). Those are the DEFAULT binds, if you want the old ones, you can rebind to whatever you prefer :)
  • WASD keys no longer affect negatively arrow keys
  • WASD keys now have a repeat function if if keep them pressed, just like normal keys do (the timing may bit a bit different from other keys as it can't be handled by the OS itself)
  • Fixed Zigur patrols crash
  • Fixed arena mode
  • Made the death code resilient to entities without name
  • Fixed a crash on reload when Draebor (and likely some others) is present on the level
  • New dispel framework, from now on do dispel effects as target:dispel(eff_or_t_id, source)
  • IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!
  • New "callbackOnResurrect", "callbackOnDispelled", "callbackOnDispel"


Now go test and have fun!


[ 2020-08-06 02:28:21 CET ] [ Original post ]

Tales of Maj'Eyal 1.7.0 BETA1 is upon you!

My minions,

The day of the Necromancer is drawing near! While 1.7 is not yet released .. its first beta is!
If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.

Of particular interrest is, obviously, the full rewrite of the Necromancer (you can find some more details on them there: https://te4.org/blogs/darkgod/2020/05/necromancer/patch-17-big-feature-preview-new-necromancers) but also the localization support.
The current beta ships with a partial Simplified Chinese translation that should be complete once 1.7 is fully released.
Also thanks to this framework it is now possible for addons to provide new translations for new languages easily without having to override 95% of the game's code!

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.

Changelog in no particular order:


  • Block has no effect against self inflicted effects to prevent some problems for Demonologists
  • Focused Wrath now also resets the cooldown of Mind Storm at talent level 5
  • Fixed Demon Seed spell of Ashes of'Urhrok from taking two turns when it auto-attaches a seed to your inventory
  • New minor demon, the onilug
  • Switch chat channel is now unbound by default, as it's not used much and people ended up on different channels by mistake
  • Reduce the size of Reknor
  • Fix Marauder, Archer, and Skirmisher not being taught poisons when siding with assassin lord for the first time to unlock the category on an account
  • Fix weaver queen's portal being destroyed by temporary terrain
  • Fix temporary terrain destroying the portal to return to Maj'Eyal in the Fearscape
  • Fix mastery and perfection egos overwriting each other
  • Fix save/reload bug in Hammer Toss
  • Burb now has his own tile! All hail Burb the snow giant champion!
  • Change how rares and randbosses are generated to be tree based instead of individual talent based thus making them focus on trees more and increasing chance to see tier 3 and 4 talents while also making rares easier to evaluate at a glance
  • Fix Shadow Feed mana regen at very high talent level
  • Tune down Grand Arrival a little
  • Altered Essence of Speed formula to be less punishing on high level NPCs and reduced its mana cost
  • Give Spell Shield, Blinding Speed, Corrupted Negation, Unstoppable, Disperse Magic and Shadow Simulacrum a lower change to appear on ranbosses
  • Marked for Death, Chromatic Fury, Haymaker and Bombardment can't be used by NPCs
  • Prevent Weapon of Wrath from showing on randbosses
  • Melinda has a new haircut (also available to players after unlocking redhair)
  • Malevolent Dimensional Jelly finally got its own tile! It is now MORE malevolent!
  • Full and total rewrite of the Necromancer class, I can't really give a list of change as 95% of it is new or altered a lot :)
  • Lich is now a race evolution for Necromancers, with it's own racial talent tree
  • Archmage's Wildfire, Storm, Ice and Stone trees are now available without an unlock (they still require a category point)
  • Cleansing Flames is now an active that sets yourself on fire to activate the cleansing flames efefcts for yourself and all burning wake/inferno damage as before. This makes it work with Spellcraft
  • Reduced cooldown and mana cost of Inferno
  • Merged Quicken Spells and Spellcraft
  • Added Energy Alteration in the newly freed Meta tree that allows to change damage spells types dynamically, hopefully enabling some fun multi-elements builds
  • At level 6 Metaflow now increases the talent level of all spells by 1 when casting them
  • Rework of the Phantasm tree, Illuminate is more useful, Phantasmal Shield remade, Invisibility is not a sustain anymore and has no damage penalty and a new Mirror Image spell
  • Enabled "WASD" movement (with an option to turn it off, and keybinds anyway). The big difference to normal movement is that it responds to key *release* and can combine directions. So you can do diagonal movement with just 4 keys by pressing two at the same time
  • Bone grab will correctly fail if not hitting target.
  • Fix Shattering Shout bug
  • Fix Sentinel not putting initial talent on cooldown
  • Fix Poltergeist duplicate uniques in the living weapon vault
  • Fixed an infinite loop between Flexible Combat and weapons with multi-attacks
  • Grapple will check if target can be silence/slowed
  • Stalked will not prevent entering worldmap
  • Eyal's Wrath have correct duration
  • Make using item that can use talents respect the talent's usage conditions
  • Fixed negative fortress energy
  • Fix Rune: Blink description and line of sight bug
  • Solipsism threshold fixes
  • Fix Disruption Shield bug
  • Shield wand and Healing totem now work with Through The Crowd
  • Fix skip learning a trap break player.restCheck
  • The damDesc talents function can now take a list of damage types and aggregate damage types can themselves define this list too
  • Nerf Grand Arrival resistance reduction andd buff poison AOE damage
  • Fix Hold the Ground description
  • Intimidated no longer prevents entering the worldmap
  • Remove negative resists from of madness ego
  • Remove negative resists from werebeast's ego
  • Remove negative stats from battlemaster's ego
  • Reduce freeze iceblock life
  • Nerf nature slow proc on egos
  • Fix accuracy bonuses matching their effects
  • Remove selffire from Corrupted Negation
  • Fix callBackOnHit damage going through Unstoppable
  • Blast can no longer randomly multihit
  • Blast damage now actually reduced by distance (up to 50% at max range)
  • Random knockback VFX direction now matches effect
  • Fix Unseen Force to actually use getTalentRange so it works with RAD, fixed tooltip inconsistency
  • Allow cancelling Temporal Form's anomaly talents
  • Fix Advanced Shadowmancy crits
  • Fix Vargh Redemption AI
  • Update shattering shout to modern scaling formula and cap radius
  • Move Blood Spray damage to after applying disease to avoids Virulent Disease being triggered and then immediately overriden by a weaker disease
  • Fix Advanced Shadowmancy tooltip damage
  • Remove Heighten Fear antisynergy with Darkness and Predator
  • Make hasLOS properly respect Dark Vision
  • Increase minimum level for merchant tunnels event to 18, saving new players left and right!
  • Fox Hold The Ground tooltip
  • Pride stair guardians are now rank rare instead of elite, which they already were in all but name
  • Fix Dreamscape/Fearscape fizzling on summoners instead of summons
  • Update Dream Hammer mastery to 1.6 scaling
  • Turned diggable walls into doors in some vaults
  • Fix Scattershot-type talents multi-hitting the player/breaking targeting
  • Fix Blood Vengeance
  • Fix Endless Woes tooltip
  • Fixed radius and target attributes for Vargh Redemption
  • Reduce damage taken requirements for prodigies that require those
  • Remove blighted summoning from gorbat, replace with grand arrival and rage
  • Add cost to crude iron battle axe of kroll, rungof's fang, mummified egg sac and razorblade
  • Adjust formula for Dominate resistance penetration and change cap to 70%
  • Nerf Rampage speeds
  • Reduce spawn rate of living weapons vault in halfling ruins
  • Prevent randbosses with a fixed class from rolling that class a second time
  • Remove the burglar's ego
  • Modify collapsed tower vault to make it more interesting
  • Give grushnak pride orcs -30% damage when randbosses
  • Add worms vault to dry lake of nur
  • Somewhat reduce number of vaults in prides and add new unique vaults for them
  • Make forest ruined building 2 vault more interesting
  • Make worms vault a bit more reasonable
  • Add language localization support.
  • New hooks "Game:changeLevel" and "PartyIngredients:collectIngredient", "Zone:InfiniteDungeon:loadNPCs", "Combat:attackTargetWith:beforeArmor"
  • Updated the way escorts are coded to make them easier to mod. To avoid stuff exploding too much in addons, the old hooks are disabled and now two new ones took their place "EscortRewards:givers" and "EscortRewards:rewards"
  • Added a framework to know how a talent got activated (by action, forceuse, callback, ...) along with passing this into to the damage projectors
  • New callback "callbackOnSummonHit"
  • New Map:removeEffect() method


A huge thanks to all those that contributed to help make this release!
And a special mention to Otowakotori for his (and his fellow teammates) amazing work on the translation framework.

Now go test and have fun!


[ 2020-07-07 15:55:21 CET ] [ Original post ]

Upcoming patch 1.7 big feature preview: New Necromancers!

Hello my minions!

So, I have announced in the past that Necromancers will be getting an update, and they "soon" will! But it is not a simple update, however, it is more like a near-total rewrite. So, I wanted to go over them a bit to give you a feel for what's coming.

Necromancers in patch 1.7 will have 12 class talent trees and 2 new generic talent trees. The class trees are split by theme into 4 groups of 3 trees each: Minions, Death, Darkness and Cold.
The way souls are generated and spent has changed. There are more ways to get new souls, even in a solo fight, but also more ways to spend them. The intention is that you should have to think about when to spend souls but, they shouldn't feel like consumables either.

So, with that in mind, let's go over the themes!

Minions
What necromancer would go out without an army of undead minions to slaughter their foes? Well some I hope, as I want minion-less builds to be viable, but that's a different matter ;)
One important thing to note is that minions no longer decay outside your necrotic aura! As before, however, all necrotic minions are incapable of passively regenerating life. Another important change is that your minions can't hurt you by default, and you can't hurt them either.

[h2]Master of Bones[/h2]


This tree focuses on the summoning of skeletons with various powers. All of them share some basic properties:


  • No summoning timer: once summoned, a skeleton will stay by your side until it is destroyed
  • Sturdy: as you levelup most of them will have the skeleton racial shield available to them
  • Limited: you can never summon a lot of them at once, so try to care for them!


As a necromancer gains power they learn to summon stonger types of skeletons, including mages.
Necromancers can also combine and enhance their basic skeletons into more powerful forms:

  • Bonewall: should the need arise, a skeleton can be "expanded" to create an unmoving bonewall that damages and pins down all foes
  • Bone Giant: by combining 3 normal skeletons the necromancer can make a powerful and sturdy bone giant to become the backbone of their minion army
  • Lord of Skulls: by funneling even more souls into a single skeleton, a powerful necromancer can create a Lord of Skulls, enhancing the power of the minion even further. At high level they can even grant them new extremely powerful talents.


[h2]Master of Flesh[/h2]


This tree focuses on summoning ghouls of varying power. All of them share some basic properties:

  • Summoning timer: once summoned, a ghoul will only exist for some turns, and then they decay
  • Numerous: Ghouls are expendable minions, you can summon them in greater quantities than skeletons and you have multiple ways to "expend" them, from a simple corpse explosion to liquifying them into a cloud of gore that follows you around


Raising ghouls is part of any worthy necromancer's arsenal and such a basic task that they can do it instinctively. At the start of each combat and every few turns afterwards a ghoul automatically rises to aid the necromancer. They can also be summoned en masse, however, should the need arise.
Ghouls are expendable minions and no necromancer would shed a tear when one (or 10) die, as long as their death was useful.

  • Make them go boom: Once a ghoul has served its time, or when it is destroyed, why not make it go out with a bang (literally), literally exploding in a mass of gore!
  • Liquefy them: Once a ghoul is dead, or exploded, why not use their remains to make a cloud of gore that follows you around, damaging all foes.
  • Sacrifice them: Who likes debuffs? Nobody! So make a ghoul absorb the effect for you and then go boom!


[h2]Master Necromancer[/h2]


This tree focuses on enhancing and using your existing summons without adding new ones.
With it you can: increase their power, protect them while they are nearby, buff them up, recall them back to you for protection, or even use them to prevent damage directed at you.


Death
Any necromancer worth their salt has some dominion over death. These trees concentrate on utilizing the souls and deaths of your foes to your advantage. Yummy souls!

[h2]Animus[/h2]


The staple talent of every necromancer lives here: Soul Leech. Anytime you or your minions deal damage to a creature, you apply soul leech to it and, should it die, steal its soul for your own purposes.
That is not all, however. This tree also offers you the ability to consume souls to heal yourself and regenerate mana, torture victims of soul leech for even more souls, and gain buffs based on the current number of souls!

[h2]Death[/h2]


Focusing specifically on absorbing souls and gaining bonuses upon deaths, this tree starts with the return of the fan favorite Rigor Mortis and adds ways to teleport to the place of death of your foes, regenerate when you kill, and damage any creature afflicted by soul leech (so hopefully everyone).

[h2]Eradication[/h2]


A melting pot of high end death effects, this tree can unleash your vampiric side, create graveyards to resurrect your minions, hurt your foes, and sees the return of another fan favorite: Impending Doom!


Darkness
A necromancer works in dark and remote places, hidden from the living and shunned from society.
Some learn to use that darkness to their advantage.

[h2]Nightfall[/h2]


The old staple of Invoke Darkness is back, but improved at high-end as a 3-wide beam!
In addition, banes are still present and now improved by Erupting Shadows which doubles down on baned creatures. Poor things.
But what if you want to play minion-less and thus have less "soul dump"? Well River of Souls is there for you! Automatically firing a weaponized soul each turn for AOE damage!

[h2]Dread[/h2]


In all the taverns of Eyal, you can always find an adventurer mumbling in the dark about the terrors they've faced, a glimpse of madness in their eyes. Those who have seen a Dread, or, worse, a Dreadmaster.
Necromancers, however, do not fear the Dreads, they control them! Dreads are expensive support minions. Their purpose is to harass and debuff your foes, making them ripe for the picking by your army or your own spells.

[h2]Age of Dusk[/h2]


Ahhh the Age of Dusk. The Golden Age of Necromancy. A time of plagues and hopelessness.
This tree represents all of that, with Dire Plague, a disease that bypasses disease immunity and can trigger lots of effects in the tree, including ripping out the souls of its victims.
The Golden Age of Necromancy talent offers a slew of saves and resistances, most notably the extremely rare teleport resistance. And when your life drops below 1, you can even gain 2 turns of full immunity to everything!


Cold
The cold embrace of death. A feeling known to every necromancer.
The cunning necromancer goes even further, using cold to damage and defend, or even summon a wraith!

[h2]Grave[/h2]


Chill of the Tomb returns, but with a twist: any minion caught in the blast is covered in a thin layer of ice, reducing all damage they take! So blast away!
In addition, the Black Ice spell gives a way to focus on priority targets, dealing heavy damage and increasing damage taken from minions.
Last, but not least, the Corpselight! It is a static pseudo-minion that deals constant AOE damage and grows in power each time you cast spells, and can even be made to implode in a burst of cold destruction.

[h2]Glacial Waste[/h2]


Damaging your foes is nice, but useless if you are dead!
All of this tree focuses on one spell: Hiemal Shield, a powerful shield that can block damage, retaliate with bolts of ice, create wastelands around you and even regenerate itself.

[h2]Rime Wraith[/h2]


Hailing from the glacial wastes of the north, the Rime Wraith is a powerful, fully immaterial spirit of ice and death. Nothing can stop the cold embrace of this parasitic spirit as it jumps into foes and friends alike each turn, in a fast paced dance of death. A Rime Wraiths purpose is to protect your other minions and debilitate your foes.


Generic
Necromancers no longer share any trees with Archmages, either class or generic, resulting in some new stuff and some shuffling.

[h2]Necrosis[/h2]


Necrosis is back, but now as a generic which focuses even more on negative life and "anti-nature".
Actually, I did not mention it much yet, but many of the necromancer spells have specific additional effects if you are under 1 HP!
So, Blurred Mortality is back, bringing in the negative life goodness, and the additional effect of increasing resistances if you are under 1 HP.
But that's not all, with Across the Veil triggering whenever the 1 HP threshold is crossed, in either direction and uses the energy of the crossing to blast foes with damage and reduce your cooldowns!
Last, but not least, come the rune-interacting talents, which strongly encourages you to not use wild infusions and only use runes.
"But DarkGod where is Lichdom?!" Well, it's not here anymore! Lich is now a prodigy, like a race evolution. The requirements for it do not change however you still need to do the quest and all.

[h2]Spectre[/h2]


Shared with the future Gravelord class from Lost Land, the spectre talents focus on movement and vision by turning yourself into a spectre! A kind of replacement for Divination and Conveyance trees.


Lich


Ahhh, the Lich! The fantasy of many necromancers, the ultimate form of undead (or so they think).
A lich has a racial tree, along with the usual immunities and stat boosts you've come to expect from them. Their talents focus on self-resurrection (at a cost!), inspiring fear in your foes, commanding an army of shadows and bolstering all allied undead in sight. A true commander of the dead!


There we go, the new Necromancer class in all its undeath glory, coming to you in patch 1.7!


[ 2020-05-27 20:19:53 CET ] [ Original post ]

Tales of Maj'Eyal 1.6.7 "This Is Not A Dinosaur" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.7 ! See https://te4.org/

I am very sorry about the summoner's bug (which is fixed in this release), I was so sure it was already fixed that I took some time off before doing 1.6.7 :'( Sorry for the annoyances!

Don't forget that you can support ToME on patreon too if you wish :)



  • Fix Antimagic Zone targeting
  • Fix Reaver NPCs trying to attack before they're fully on the map via Command Staff
  • Improve Blade of Distorted Time
  • Fix Out of Phase merging
  • Slightly reduce Insane talent and class level scaling
  • Cap Rush range at 14
  • Add slow subtype to Cripple
  • Move Corrupted Negation damage to after the dispel
  • Fix Shield Slam block occuring before the attacks
  • Fix Guidance antimagic bonus
  • Fix Marauder and Skirmisher power_source tags
  • Allow Elemental weapon ego to proc on kills
  • Disable bandit fortress vault, until it can be reworked as it causes more problems than it's worth
  • Added a visual effect for Inner Demon debuff
  • Add a decimal to ancestral life turn gain description
  • Reduce spawn rate of living weapons vault in halfling ruins
  • Prevent randbosses with a fixed class from rolling that class a second time
  • Modify collapsed tower vault to make it more interesting
  • Add Vile Life locked for Reaver at 1.0
  • Increase Reaver Plague mastery to 1.3
  • Ban Vile Life from NPCs
  • Increase Vile Transplant cooldown from 10 to 15
  • Replace damage and healing on Vile Transplant with a vim cost per effect
  • Improve Healing Inversion radius and cooldown
  • Restructure Unflinching Resolve cleanse tiers (buff)
  • Give grushnak pride orcs -30% damage when randbosses
  • Remove Probability Travel from some NPCs as the spell has been set to no NPC use
  • Add minimum damage to some proc egos
  • Nerf Prismatic Slash weapon damage
  • Improve Endless Woes tooltip
  • Add some new vaults to the Prides
  • Fix Dominant Will and Dom Hex preventing healing on level change
  • Reduce number of vaults in prides
  • Make worms vault more reasonable
  • Add AI pathfinding protection to Wraithform
  • Increase armor randart power max
  • Unified all anti-crit mechanisms from a chance of ignoring crit into an always on reduction of crit damage. Overall this is the same damage reduction but without spikes.
  • Fixed a bug when a level is scraped during level generation that forced escorting NPCs of the discarded level to appear on the new one
  • Fixed Pheromones talent




  • New tile & doll tile for the Helm of Knowledge
  • Add a very clear message indicating a Searing Horror reflect is up
  • Fix Forbidden Tome: "A View From The Gallery" NPCs spawning with item egos
  • Fix Writing One pet not always returning on combat exit
  • Add power source display to Font of Sacrifice ego tooltip
  • Change Font of Sacrifice cost to increase by 1000 gold for greater/500 gold for lesser each time the same item is modified (cheaper)
  • Change Font of Sacrifice ego count to 5 from 3
  • Fixed the epilogue lore of the book The Day It Came
  • Mutated Hand weapon mastery works now with the same numbers as all other masteries




  • Reduce level requirement of Medic turret
  • Add display of current ingredient amount to Tinkers
  • Remove APR on Steamsaws
  • Actually fix Mecharachnid running away
  • Add inherent accuracy scaling to Mecharachnid
  • Add block to Lightning Web tooltip
  • Reduce Lightning Web damage
  • Change Lightning Web duration to always be 4
  • Nerf Capacitator Discharge damage
  • Fix shockstaff tooltip
  • Reduce Shockstaff damage
  • Reduce Flame Turret damage
  • Reduce Flame and Steamgun Turret life rating
  • Reduce Grenade Launcher damage
  • Mecharachnid can now be renamed by the orders menu
  • Actually ban Heavy Weapons and Artillery from NPCs




  • Internal update to use some new code of the main game


Have fun in Eyal!


[ 2020-02-25 23:16:04 CET ] [ Original post ]

Tales of Maj'Eyal 1.6.6 "Vaulted!" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.6 ! See https://te4.org/

This release is rather big, with quite some focus on reducing the felt "godmode" of the AI and some corner-cases of scalings.



  • Madness mode starts with more gold and HP. But don't worry you'll die anyway
  • Fixed (perhaps) some perma-ressource loss due to sustained talents
  • Worldmap ambushes npcs and graveyard coffin npcs are now of rank rare instead of elite, which they already were in all but name
  • Right click on the inventory icon on the toolbar will bring up the ingredients list
  • Reduce Blink Rune cooldown
  • Unflinching Resolve now cleanses in a set priority order and works on disarms instead of wounds
  • Ranged Arcane Vortex proc scales with material level
  • Increase base damage on Shadow Combat but reduced high end damage
  • Reduce scaling on Total Thuggery
  • Feed no longer prevents entering the world map
  • Fix Tentacle Totem always adding to player party
  • Reduce duration of Primal Infusion by 1
  • Clarify Gloom tooltip
  • Fix weapon damage display on Actor tooltips
  • Fixed a few bugs with Cursed Sentry
  • Any error now dumps a copy of the log into TENGINEHOME/4.0/tome/error-logs/'date'.txt
  • Reduce AI chase accuracy during Burrow and Movement Infusion
  • Daikara meteors do not remove special features (like weird pedestals) anymore
  • Reduce Howl rank on Gorbat
  • Fixed Mitosis not worked with negative life
  • Prevent Shriek and Howl from scaling with difficulty
  • Coup de Grace correctly restricted in range
  • Crystaline Half of Stone Wardens will only cast Rain of Spikes when a target is available
  • Spacial Tether correctly works with duration increase/reduction of the effect
  • Simplified main menu's new game option, with dev mode on it always shows a list of modules, without it only shows if more than one is installed
  • NPCs don't pass target if they haven't seen it for 7 turns (down from 10)
  • NPCs only pass aggro if they have had their target in their actual FOV at least once
  • Improve drops from pride uniques
  • Buff Summoner's Pheromones to increase damage received from their summons
  • Mindstars now randomly roll either as nature or mind damage (except for fixed artifacts) and give an Attune Mindstar talent to swap them to the other damage type
  • Tinker switching is now correctly affected by Switf Hands prodigy
  • Added vauls contest submissions! Several new and redesigned funky vaults for you to find and die in! Thanks to Helminthauge, Nsrr, Orange, Razakai, Recaiden and Starsapphire!
  • Add failsafe for if one of the Pride's orbs of command somehow didn't spawn
  • New artifact: The Far-Hand with teleport immunity and ability to teleport yourself away, or a foe
  • Brawler rares now use the same base unarmed damage as a player, instead of the one from the base NPC type; to prevent problems arising on some npcs taht have very strong base melee
  • Banned Predator talents from random NPCs
  • Disruption Shield correctly explodes once your mana dips below 50%, for whatever reason
  • Teleport and Phase Door now become less accurate with distance to target when used by the AI
  • Slightly increase numbers for Combat Accuracy
  • Target passing between NPCs is now based on rank, the lower the rank the less likely to alert
  • Savefiles now contain a "last_log.txt" which contains the last 2000 lines of well .. log. This is the actual game log, not the ingame message log.
  • Resistance penetration is capped at 70%
  • Halved the experience penalty on all races
  • Nerfed Freeze a little to prevent high level oneshoots
  • Trying to put a tinker in an object that refuses it will not add a few stats anyway (fixing Galvanic Retributor for example)
  • Spells cast by items (like on spell effects) will not trigger Aether Avatar penalty
  • Increase save rewards from escorts
  • Updates to visuals and sounds of some talents
  • Remove linear scaling from Spell Shield
  • Combat:attackTarget() returns total damage done
  • New hook "Actor:tooltip"
  • Add an ActorTalent.deactivate_on property for things that disable at various events
  • Add Actor:getCombatStats to get weapon properties for a given object
  • New method game.state:dynamicZoneEntry() to easily make new dynamic zones in events, vaults, ...
  • Dynamic zones can now be set to reload lists instead of saving them, using zone.embed_lists
  • In developer mode all generated maps' entities are now checked for upvalues. Beware evil code! Beware!
  • Developer mode: ctrl+shift+alt+right click on an NPC to move it around




  • Add Steampower to Actor tooltips
  • Change Automated Defenses Boltgun/Flamethrower to be PBAOEs instead of asking for targets
  • Fix Shockstaff object cloning
  • Heavy Weapons deactivate when leaving combat, running, or resting
  • Link turret weapon mastery to the summon talent level
  • Increase steam cost of all turrets
  • Remove armor penetration from Incendiary Rounds
  • Cap and reduce fear chance on Incendiary Powder
  • Increase Rocket Pod steam drain
  • Reduce armor penetration on steamguns
  • Limit Rocket Pod to 2 missiles
  • Ban Heavy Weapons and Artillery from NPCs
  • Fixed an error in a lore note of the pocket of time
  • Remove Weapon Automaton tinker (pending its upgrade to be actually working, likely in next update)
  • Change turrets to hardcode their physical power, accuracy, and steampower to the casters at time of summon
  • Turrets die when their summoner dies
  • Reduce the base life and life rating of turrets
  • Add icon overlay display for Stormstrike
  • Increase Grenade Launcher cooldown from 6 to 9
  • Add Magical to Boltgun Safety Overload effects
  • Fix Safety Override doing friendly fire
  • Change Weapon Expertise Boltgun to fire 4 attacks and disarm
  • Fix some no_energy tags
  • Fix Automated Defenses Shockstaff occuring at the start of next turn
  • Fix Shockstaff automated defense counting more than the weapon damage dealt
  • Allow Shockstaff Automated Defense to work at melee range
  • Schematics will not transmog anymore
  • Buffed Flashpoint
  • Halved the experience penalty on all races
  • Update the steamgun ego pool to load the base ranged pool and add a few new egos on top of it
  • Gauss Cannon always targets the farthest enemy
  • Fix Mecharachnid remembering the wrong weapon type to reequip on chassis change
  • Fix Mecharachnid not always teleporting when its summoner leaves combat
  • Mecharachnid will almost never use basic attacks
  • Mecharachnid will only escape via talents
  • Mecharachnid targets enemies that damage its summoner if it has no target
  • Remove the Mecharachnid on unlearn
  • Heavy Weapons now attack as part of their activation
  • Boltgun now generates steam on hit instead of reducing saves
  • Remove steam cost from Heavy Weapon basic attacks
  • Remove Taunt from Flame Turrets
  • Fix AED tooltip
  • Demolition nerfs




  • Writhing One's Worm that Walks can now be renamed (use the orders menu)
  • Shoes of Moving Slowly correctly combine with Shoes of Moving Quickly even with curses (requires a new pair of both after the patch)
  • Light of Revelation only works on foes
  • Somewhat reduced the rarity of most Forbidden Tomes
  • Halved the experience penalty on all races




  • Halved the experience penalty on all races


Have fun in Eyal!


[ 2020-01-08 00:33:19 CET ] [ Original post ]

Tales of Maj'Eyal 1.6.5 "The Long Dark" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.5 ! See https://te4.org/



  • Adjust melee damage to re-emphasize importance of equipment tier and weapon base damage
  • Fix Searing Light range
  • Add unarmed damage display to Actor tooltips for NPCs that are unarmed
  • Change minimum unique/boss randboss level to 10 from 8
  • Reduce life regen on Wild Growth slightly
  • Change Sudden Growth to use a standard scaling pattern
  • Equipping a tinker now uses a turn
  • Last Stand now sets life to 1 if it was below 0 upon deactivating
  • Fix major bug with Ancestral Life energy gain
  • Fix anti-antimagic quest invuln sometimes bugging
  • Some protection against disappearing talents (due to addons or whatever)
  • Backlash and Focused Wrath range up 7 -> 10, additionally Focused Wrath gives respen for the duration
  • Changed several doomed talents to work with autoaccept target: Creeping Darkness, Blast and Focus Shadows.
  • Fixes glove ego procs being stuck with lower talent levels than they should
  • Buff Mind Sear, Psychic Lobotomy, and Sunder mind to be range 10 while Mind Storm is sustained. Additionally buffed Synaptic static's damage and radius slightly to match talents like Flash freeze.
  • Increase Mind Storm range from 7 to 10
  • Buff Yeek Wayist life
  • Change the source of some healing to their talent for better log entry
  • Replace Slumber with Nightmare on restful gloves
  • Prevent crafting with the same ring over and over
  • Add icon overlay to a bunch of effects
  • Expand early game stun talent level reduction to all disable talents but limit it to randbosses under L25
  • Revise Spellblaze Shard to be cooler
  • Allow Wyrmic weapon talents to work without a MH weapon
  • Fixed Disruption Shield from trying to work when mana is already below the limit
  • Blood splash healing shows as being from blood splash in the combat log
  • Fix Hold the Ground description not displaying the right cooldown
  • Autoaccept now works with Focus Shadows, Blast, Creeping Darkness
  • New physical/nature effect for Thalore's regen, also scales with willpower or constitution. No longer magical! Filthy magic!
  • Shatter Afflictions rune description typo
  • Reduce cooldown of Torque of Clear Mind
  • Allow Aether Breach casts to stack (but not happen any faster)
  • Exclude Manasurge from Aether Avatar restriction
  • Nerfed Aeryn's survivability




  • Prevent AI from spamming heavy weapons
  • Awesome Toss now works on base turns instead of player turns
  • Incendiary Powder correctly reduces armor
  • Fixed the log entry for Incendiary Powder's panic
  • Miasma Engine starts with 1 stack
  • Capacitor Discharge no longer crits multiple times, chain lightning effect is now hit rather than beam
  • Haywire Missiles deals correct damage
  • Lightning Web absorbs the correct amount of damage
  • Clarified several Annihilator tooltips




  • Fixed (for real this time) Horrific Display to not pull without the correct level of Call of Amakthel talent


Have fun in Eyal!


[ 2019-12-18 23:58:54 CET ] [ Original post ]

Tales of Maj'Eyal 1.6.4 "The Neverending Story" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.4 !

This is a quick-fix release for a very nasty bug. Upgrading is vital.



  • Now that you've all enjoyed 32-chambers vault a lot, I will gracefully allow you to get the others back. Also, fixes the never-ending map generation bug
  • Fix casting Freeze at a target in a wall freezing you instead
  • Fixed Grappled tooltip
  • Fix Meteoric Crash nto applying highest dam to fire
  • A few misc fixes & addons sanity prevention




  • Arcane Amplification Drone now has a normal amount of HP but is invulnerable to any damage and inherits the caster's resists penetration to keep it useful later on
  • Fixed a bug with Advanced Targeting System when no target exists


Have fun in Eyal!


[ 2019-11-27 18:46:13 CET ] [ Original post ]

Tales of Maj'Eyal 1.6.3 "Oops !.. I Did It Again" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.3 !

This is a quick-fix release for a very nasty bug. Upgrading is vital.



  • Fixed archery from exploding in a big ball of errors. Very sorry, much self whipping :/
  • Changed the greater vault "32-chambers" to only require one exit and replaced diggable walls with doors
  • Applied a global reduction to the need to escape for tactical AI. This means NPC should be much less likely to teleport away (they can still do)




  • Fixed a bug with turrets upon reloading a savefile
  • Fixed Seeker Warhead tooltip
  • Fixed Tinker's Cave not appearing at birth for tinker classes in Age of Ascendancy campaign


Have fun in Eyal!


[ 2019-11-26 13:48:17 CET ] [ Original post ]

Tales of Maj'Eyal 1.6.2 "Bug Annihilator" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.2 !

A "small" bugfix release this time :)



  • Disabled Probability Travel on NPCs; they don't know how to use it anyway
  • Fixed Bow Threading to correctly swap to bows
  • Reduced fixedboss randomclass talents spread
  • Fixes a bug with Annihilator's shield capacitor
  • Fix wand, totem, and torque damage tooltips not always using bonus damage in their descriptions
  • Limit Fire Dragon Shield procs to 4/turn
  • Disable Shadowstrike on NPCs
  • Reduce and cap Bone Spear damage
  • Replace Pale Drake Elemental Surge with Adept
  • Reduce the scaling of the Archmage resist pen scalers to approach 60% instead of 100% (does not affect players)
  • Increase Dissipation dispel from 4 to 8
  • Fix Mirror Image not actually taunting on cast
  • Remove Spine of the World from Gorbat
  • Limit Elandar and Vor to unlocking 1 category and ban several problematic talents
  • Made thoughtform use talents slightly more often
  • Fixes to block callback and archery AI
  • Changed Freeze scaling to something saner
  • Being Frozen will not prevent the application of Wet and Frozen Feet debuffs
  • If the caster is Frozen when casting Shatter, the ice block is instantly destroyed
  • Disruption Shield now has a hard cap to max mana considered for energy storage
  • Gloves and Gauntlets of tier3 and tier5 will now start dropping in tier2 and tier4 respectively, mainly to help Brawlers get better weapons in a timely fashion
  • Fixed a bug with Mark Prey tooltip




  • Fixed Horrific Display pulling foes even without Call of Amakthel level 5
  • Fixed Mutated Hand not using itself as a mastery
  • Fixed Preordain and Luckdrinker to correctly work from 7 stacks as the tooltip implied




  • Fix Galen's Flowing Robe
  • Fixed Metaphasic Echoes to do damage on the same area as Reality Breach did
  • Replaced Charm Mastery with Device Mastery from the [redacted] machine!
  • Fixed Galvanic Rod not being usable after dying
  • Static Shock now correctly allows equipping shields with Cunning
  • Autoloader makes your shots bypass allies harmlessly
  • Heavy Weapons no longer drain steam
  • Boltgun and Flamethrower correctly gain damage bonus from Autoloader
  • Heavy Weapon Expertise (boltgun) scales correctly and always applies the correct debuff
  • Turrets tooltip improved
  • Turrets gain increased armor
  • Flame Turret gains further scaling armor and resistances, and no longer gets damage decreased by Upgrade
  • Steamgun Turret damage improved
  • AI of all turrets improved
  • Gauss Turrets correctly ignore armor
  • Rocket Pods no longer generate Heavy Weapon Ammo
  • Seeker Warhead now always stuns, and uses a better tile
  • Mecharachnid can self-destruct
  • Mecharachnid no longer inflicts friendly fire
  • Mecharachnid can equip armor with Dexterity
  • Mecharachnid's Overrun gives Steamsaw Mastery
  • Mecharachnid Piloting ejects you in a wider area, reducing chance of crashes
  • Mecharachnid Piloting correctly grants resistances, and the damage bonus no longer stacks
  • Mecharachnid correctly uses Magnetic Accelerator to escape
  • Fixed Pincer Strike tooltip
  • Heavy Weapons deactivate when you rest
  • Tooltip of Chemical Grenade fixed
  • Increase max number of Raze procs to 25
  • Nerf Steam Power (the talent) scaling
  • Fix Furnace tooltip
  • Nerf scaling on Furnace (linear scaling is evil on NPCs)
  • Mecha will teleport to you after combat ends, and auto-rezzes when combat ends. Tweaked turret AI further
  • Removed dust and tooth requirements for arcane dynamo


Have fun in Eyal!


[ 2019-11-26 02:35:47 CET ] [ Original post ]

Tales of Maj'Eyal 1.6.1 "Techno-Annihilation" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.1 !

On this day (baring timezone and delays shenanigans ;) ) the first line of code of the game is now 10 years old!
To celebrate this tremendous anniversary the 1.6.1 release is quite beefy in terms on content for a "patch release".
It includes many fixes and changes, most notable are probably the full rework of the four Prides with better and more diverse layouts, tilesets and mechanics. They also got leaner with smaller levels and much less laggy with vaults put into sublevels!

But that is not all, that is not even the biggest thing! A few months ago I announced that a big update to Embers of Rage was coming. And it came! With this update our orcish friends have discovered new ways of maining and mayhem!
The Annihilator class is coming. Using both a steamgun and a shield, they wield terrible powers of destruction on the battlefield. They can create a powerful mecharachnid companion, create both hostile and friendly turrets, equip a set of heavy weapons (flamethrower, boltgun, shockstaff), equip a rocket launcher and even more fun stuff!

"Woha DG, this is great!" Yes it is my dear minion but .. this is not all!
Unbeknownst to most of you I've also built a new .. thing for Embers of Rage. I've always wanted a steamtech "mage" class but could never figure how to make it. Well, I did; by introducing a new feature: class evolutions.
Class evolutions are prodigies that once taken changes the rules of a class, orienting it towards new grounds!
The costs for them are heavy, a prodigy point obviously, but usualy also talent points, or even category points.
As a test ground for this feature, the first class evolution available is the Technomancer (Archmage).
Once learn, Technomancers will learn to create an arcane dynamo tinker to put in a robe that will enable all their technomancy spells to work. There are three categories of technomancy (with one unlocked for free when taking the evolution): Occult (focusing on tearing apart reality with a steamsaw, doing arcane and temporal damage), Galvanic (focusing on creating death fields between galvanic rods, doing fire and lightning damage) and Terrene (focusing on the deployment of tiny cryogenic spiderbots that can harass and debuff your foes but also protect you).

Technomancers are the first and for now only class evolution available, but if this proves to be a well-working idea; many more can and will come!



  • Fixed some more leaks in Possessors
  • Update damage display on talents to new stun damage penalty
  • Also fix typo in Fire Dragon Shield description
  • Fix Mark Prey bloating savefiles
  • Fix a bug that could leave confusion effects permanent
  • Remove Elemental Surge from Vor
  • Remove Acidic Skin from Gorbat
  • Fixed some zones not being able to generate randbosses
  • Increase the minimum level on several antimagic egos
  • New tiles for Stone Wall spell
  • Rewrote/re-imagined the layout & tilesets & sizes of the four Prides. They should now be more interresting, smaller and way less laggy
  • New Gameplay option to display a warning and stop receiving key/mouse input for 2 seconds after loosing X% of max life in a turn (disabled by default)
  • Increased the visibility of Agony effect to reduce tedium of checking target to see the debuff
  • Changed Curse of Nightmares to not use hateful whispers as it provided anti-synergy with the efficient way of playing
  • Fix blighted summoning not working with some wild summons
  • Swap blink and shatter afflictions for Ogre and Shalore
  • Swap blink and shatter afflictions for shalore
  • Nerf psychokinetic and grasping ego damage
  • Fix stormbringer's ego giving massive movespeed bonuses
  • Disruption Shield (and its Aegis effect) changed to a recharging absorb shield that once depleted continues to work (up to a point) by using mana
  • Golem's three rush talents now have greater range and pass through friendlies
  • Golem's Eye Beam is now always maximum range and does not hurt friendlies
  • Circle of Sanctity correctly deals light damage
  • Fixed Temporal Form auto-damage bonus not fully going away at the end
  • Shadow Senses allows you to always see your own shadows, even when blinded
  • Naturalistic and Corrosive gloves ego use the new wyrmic breaths instead of npcs ones
  • Fixed reseting charms cooldown with Metaflow
  • Fix learning/unlearning Solipcism on Adventurers
  • Fixed exiting the fearscape in Tannen's quest after a save&reload
  • Updated Dream Hammer weapon mastery
  • Daneth's Neck Guard properly gives physical resist
  • Fortress quest is given upon inserting the rod even if it was somehow missed
  • Fixed Frenzied Focus when used by a NPC using TK-worn gem
  • Sanity check Aether Avatar against addons
  • Fixed a bug with Piercing Gaze
  • Fixed an error on the MTX UI when the game's internal browser is not available
  • Sudden Growth now can trigger effects affected by direct heals
  • Greater Checkerboard vault has had a revolution! It now features a new sort of incredible new mechanical contraptions: doors!
  • Decrease ring crafting costs for non-unique gems
  • Remove critting from ego charms and nerf damage
  • Increase cost and cooldown of breaths
  • Reduce damage and penetration on Chromatic Fury
  • Remove stat gain from Wyrmic Guile
  • Fix Primal Infusion not removing effects
  • Nerf Shadow Grasp damage
  • Buff Flexible Combat to 50%
  • Display randelites/randboss classes even outside of dev mode
  • Improve Striking Stance damage bonus
  • Restore exponential bonus to weapon damage
  • Reduce the early randboss damage penalty
  • Clarify Mirror Image description
  • Warshout now checks mental resist instead of physical
  • Yeek quickened racial activated at 70% life instead of the 30% advertised in its description
  • Heroism now gives the bonus for missing life it says it does instead of only giving a bonus to stat contribution aspect
  • Disabled escape AI from Spellblaze Crystal
  • Removed 300% cost modifier on Gates of Morning shops; instead Slazish Fens items have a 20% sell value modifier to prevent celestials from starting with high tier items
  • Updated Sun Paladin betray rewards to give augmented mobility talents instead of mobility talents
  • Fixed Painful Agony getting people stuck with antimagic when eating antimagic people
  • Fixed a bug preventing your from being prevented from respecing in combat ;)
  • Gesture of Pain now procs "Talent on hit(mindpower)"
  • Fixed recalling out of sublevel maps (like hidden vaults, event maps, ...)
  • Reduced minimum level for randbosses to spawn to 8
  • Fixed a bug preventing Fireflash from damaging the caster, even without Spellcraft
  • The way out of the yeek islands now opens after the first zone done
  • Reduced minimum level for rares to appear to 4
  • Increased Dark Torrent range to 7
  • Fixed saving in the Slumbering Caves
  • When making a new character the game will check if there is the same addon installed twice and refuse to start (and it won't work anyway), clearly explaining why and how to remove one of them
  • Fixed Divine Glyphs to not make the character explode in a glorious stream of errors. Also renamed Divine Glyphs to Empowered Glyphs. Divine does not really exist in Eyal
  • Fixed a bug that allowed to spawn the Worm that Walks without spending a point in it
  • Fixed Transcendent Electrokinesis interaction with Brain Storm
  • Shatter Afflictions rune now goes on cooldown when cleaning only crosstier effects but a much much reduced one (-75%)
  • Fixed hotkeys dispaying 0.5 cooldowns
  • Fix Frenzy permanently reducing defense
  • Briagh's Lair is actually shown on the map when Zemekkys tells you so
  • Fixed Skin of the Many to work on whitehooves
  • Adept prodigy now forces all known talents to update their passive effects (fixing notably Possessor's body storage count)
  • All robes now provide a bit of resist all instead of defense and robe egos buffed a little
  • New shimmer mirror feature: loading & saving whole shimmer outfits (save independently of savefiles so you can import them on other characters too)
  • Auto-bugreports will now include the game version a character was MADE in




  • Allow world map entry for various Cults detrimental effects
  • Fix Tentacle Trees always generating en masse.. again
  • Nerf/fix Drem Frenzy working on prodigies and passives
  • Prevent Entropy gain from healing out of combat
  • Update Drem starting inscriptions
  • Fix The Maggot deleting an escort from some builds
  • Prevented Fonts of Knowledge from reseting on meteor impacts
  • Fixed the worm that walks not coming back up after self-destructing
  • Fixed tentacle trees event, when they turn into a randboss they move you out of the way




  • New class: Annihilators! Ride around in your mecharachnid battle-tank, lay down turrets of doom, equip a mighty flamethrower, launch rockets, and MORE!
  • New class evolution: Technomancer! An Archmage's high level evolution that combines arcane power and steamtech
  • Removed Displacement Shield from Qog's Essentials (because it requires a target) and made the activation instant
  • Emergency Steam Purge now only uses half max steam, deals less damage and cannot crit
  • Fixed healing salves to correctly trigger on heal effects
  • Psionic Fog correctly ignores allies
  • Fixed Tinker Cave not always appearing when it should
  • Fixed Lifeless Rush not providing full stacks if you had some already
  • Fixed Solidiy Air volume
  • Updated all remaining wpeaon mastery talents to 1.6 standard
  • Update stores to 1.6




  • Fix outdated Block talent levels
  • Improve Doomelf starting inscriptions
  • Nerf Hardened Core and fix tooltip
  • Fix run/res autodeactivate on several talents
  • Fix Fire Haven floor event not being resolved
  • Fix Pitiless targeting, improve its effect duration increase cap and clarify tooltip
  • Fix Haste of the Doomed working without LOS
  • Remove Link of Pain from The Black Plate
  • Change Surge of Power heal to be flat instead of a % of max HP
  • Fix Fiery Grasp damage type
  • Fix Demonic Party not counting demon subtypes
  • Fixed Demon Statues from reseting at meteor impact


Have fun in Eyal!


[ 2019-11-18 19:28:31 CET ] [ Original post ]

Tales of Maj'Eyal 1.6 "A Late Delivery from Avalon" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.0 !

Please do note this is *not* a full changelog of every little things. The 1.6 release contains so many changes and updates that it'd turn me mad organizing them into a semblance of changelog and it'd turn you mad reading it all (and if you want to turn mad you can just play Forbidden Cults expansion!).
The original unabridged log is about 3500 lines long.

Also included are updates to the three expansions: Forbidden Cults, Embers of Rage and Ashes of Urh'rok.

And if you use addons, make sure they have a version for 1.6 or disable them; you don't want problems do you? :)



  • When a yeek exits the tunnels to the halfling complex and sees subject Z; a warning comes up from the wayist, urging you to flee
  • When a shader is missing, it'll use a default fallback (prevents loading game with missing DLCs/addons)
  • Classic UI can now cancel buffs by right-click
  • Load quickhotkeys prior to loading the game to fix hotkey ordering for "restart the same character".
  • Revised Anorithils
  • Disable fatigue for positive and negative energy
  • Updated/rebalanced some NPCs
  • Revised Defilers
  • Removed max level on all fixed artifacts. Material level already restrains them. This prevents some artifacts being near un-obtainable on higher difficulties
  • Fixed an issue preventing users with a too long password from login in. Woops sorry :/
  • Cunning techniques revisions
  • Greatly revised Summoners
  • Significantly revise 2H Assault
  • Fix NPCs shoving the player
  • Teleports now immediately maximize the AI's guess spread on your current location
  • Ethereal Form uses highest of Dex or Mag for its defense bonus
  • Rebalance Elemental Harmony
  • Revise many artifacts, egos, randarts and items
  • Revise Arcane Blade's Enhancement tree
  • Reduce Arcane Destruction damage and fix type to Arcane
  • Fix Glove display
  • Fix Adept causing infinite talent levels
  • Sustains will not disable at 0 Stamina or Mana anymore, as it is cumbersome and is easily prevented with a little regen anyway
  • Fix Slings not having a base speed
  • Add stairs up to Dark Crypt
  • Fix Elemental Harmony allowing self damage
  • Allow respeccing out of combat
  • Add a talent autouse for being out of combat
  • Multiple updates to combat damage log
  • Fix light radius letting Players (but not NPCs) see beyond their max vision radius
  • Resize and reposition how charges are displayed on effects
  • Several talents that move the player would not function at all or would behave unusually if auto-accept target was enabled.
  • Greatly revised inscriptions (runes & infusions)
  • Greatly revised the early game combat to make melee start less painful
  • Revise accuracy bonuses to have more impact and nicer breakpoints
  • Revise shield/glove combat table tooltips
  • Born into magic now actually gives 20% inc dam as advertised(up from 15%)
  • Change Stone Vines' and Rockswallow's damage to Nature and removed speed malus from Stone Vines
  • Revise some racial talents
  • Round most talent masteries to 0.0 or 0.3
  • Add many, many base character visual customisation options (beards, hairs, skin color, tatoo and so on)
  • Implement support for cosmetic & "useless fun" microtransactions
  • Revise Scoundrel and add it to the Rogue escort
  • Redesign the Vim resource (no more ability refund; Vim regeneration on any kill scales faster with Willpower and now also scales with target rank; Bloodcasting is now baselined in the resource allowing you to pay Vim costs with 200% of the cost as life)
  • Added an UI option to sharpen the map display
  • Fixed a bug preventing steamsaw/guns from generating as egos for randbosses (amongst other things) (yes fear the gunsnakes!)
  • Smallish revisions to Archmage
  • Update Worldly Knowledge to only include most of the currently available escort/quest trees
  • Remove defense penalty from block
  • Miscelanous revisions to many talents
  • Revise Antimagic
  • Major AI update, smarter, better, maybe faster
  • Fixed several screenshot issues
  • Randomly generated humanoid npcs now use the same cosmetic features available to players, randomly
  • Simplify SDL gamma calculation and restore default gamma on exit.
  • Levelup dialog shows variable parts of talent descriptions (like numbers that go up as you levelup) in green even at talent levels 0 and 5, to better see which values will evolve
  • Revision of Fears
  • Stores now restock every 10 levels
  • Prodigies are now gained at levels 25 and 42
  • Add a bonus to stealth rating for Armor of Shadows
  • Revise fixed bosses, now they can better levelup and learn new tricks too
  • Revise Wyrmics
  • Revise Doomed
  • Revise Cursed
  • Revise Stealth
  • Revise Shadowblade
  • Small revisions to Stone Warden
  • Ban Dreamscape entirely from NPC use
  • New scriptable map generator along with a variety of combinable algorithms for it
  • Modules Markers, IMPORTANT: Removed unpausing the game when using energy in engine.Actor:useEnergy as this was badly misplaced, instead superload useEnergy inside your own player class to do it, look at example's module Player class for how to
  • Tilemaps can be scaled, fliped, rotated; new Maze tilemap; Heightmap & Noise tilemaps can be normalized
  • Revised many Prodigies
  • To celebrate nearly 10 years of ToME, a new awesomely drawn custom player tile that comes from the very early days of the game
  • Stun: Cooldown lock changed to half, damage reduction changed to 50%
  • Confusion: Interaction with confusion immunity removed
  • Increase resting rate dramatically
  • Add 1 regen to Alchemist golem to reduce resting tedium
  • Remove Munitions from Archer and re-add Poisons
  • Remove useless trees from some classes
  • Remove melee retaliation from many NPCs
  • Zigur is now always present on the map but forbids entry to any magic user.
  • Reenable Skirmisher on NPCs
  • Yeeks in the shadow crypt will have .. a surprise
  • Show known lore menu now has a search bar (search by lore id, name and category)
  • Clicking on a lore entry in the "Show known lore" menu will display the lore in the usual parchment-like UI, for easier reading
  • New keybind for automatic target accept option, no default binding
  • Shimmer mirror now has a search box
  • Various visual improvements
  • Updated the way NPCs (randbosses) are assigned character classes
  • Object requirements can now be any random flag of the wearer
  • High Peak levels become smaller towards the end (but keep the same number of foes inside)
  • Increased foes density in the Prides
  • Escort quests will now spawn in the Infinite Dungeon (between levels 5 and 40)
  • Fixed some Infinite Dungeon challenges
  • Nerfed patrols a bit
  • Revise Ghouls
  • Nerf life leech stacking
  • Can send talent links in the chat from the talent's right click menu or in the levelup dialog by pressing ctrl+l
  • Revise shops system
  • More Mummies! Rejoice!
  • Revise archers
  • *NUMEROUS* fixes and updates to a ton of things (can I be more vague? probably but it'll be hard ;) )




  • Buffed Nethergates. Be afraid.
  • When Kroshkkur is lost, the teleport spell to it is removed
  • Update for 1.6 cosmetic options
  • Fixed the books shader for some GPUs
  • Reduce Chronophage speed bonus
  • Tighten the radius rifts can spawn in
  • Fix Entropic Wasting merge behavior
  • Nerf From Below It Devours
  • Change WTW speed penalty to spell and phys speed instead of global speed
  • Replace Warborn with Drakeblood Strike
  • Fuel Pain now removes infusion saturation.
  • Fix Wrath of the Wilds description
  • Adjust values on Drake-Infused Blood and increase penalty for phys
  • Move Krog dual wield talent to Drake-Infused Blood
  • Add an acid aspect to Drake-infused Blood
  • Consume Whole now resets the cooldown of Digest
  • Increase the damage on Dissolved Face
  • Increase Reality Fracture rifts to 3 from 2
  • Add a failsafe for The One that Hunts not despawning
  • Significantly redesign the Hypostasis of Entropy fight
  • Fix Terrible Sight not reducing defense
  • Redesign Suspend to work as it was basically bugged to work anyway
  • Dramatically increase the talent level of talents gained from Painful Agony
  • Remove cooldown from Inner Tentacles
  • Increase Digest execute requirement from 10% to 20%
  • Reduce Digest cooldown to 12 from 15
  • Reduce Consume Whole cooldown to 14 and clarify insanity gain
  • Revise The Home Which Is Not
  • Add a self destruct to the Worm that Walks pet
  • Fix Monolith Armor deleting itself
  • Fix Grand Oration AoE display
  • Fatebreaker's damage redirect now lasts a full turn
  • Nihil, Atrophy, and Jinx will now be removed if line of sight with the source remains broken for 2 turns
  • Fix Atrophy triggering on sustains
  • Reduce Entropic Gift insanity gain from 20 to 10
  • Increase insanity gain of Netherblast from 8 to 11 and increase base damage
  • Reduce cost of Spatial Distortion from 20 insanity to 10
  • Reduce weapon damage of Defiled Blood to 10%
  • Rearrange the order Doom prophecies are learned in to Ruin, Treason, Madness
  • Increase damage on Prophecy of Ruin
  • Increase the level range and remove material tier from some of the forbidden tomes
  • Significantly revise and bug fix The Writhing Ring
  • Reduce WO Worm that Walks global speed to 80% from 100%
  • Fixed tentacle trees event to only be usable once and not block movement
  • Fixed the Font of Sacrifice to correctly only offer 3 choices, not the debug version 20 ;) I hope you all enjoyed the bug while it lasted!
  • Demented can be used in Embers of Rage campaign




  • Fixed Dead Hide
  • Fixed Solid Shell
  • Bosses in tier1 zones will not try to escape (following 1.6 change)
  • Steamgun Mastery & Psyshot talenst give Shoot talent when learnt
  • Update escorts to 1.6 standard
  • New artifact: the Laser Powered Giant Smasher
  • Added correct attachement spots for Orcs. How the hell did I miss that!
  • Update for 1.6 cosmetic options
  • Shoes of Moving Quickly now have a player doll tile
  • Much more fitting door opening sound for doors in the GEM and the Palace of Fumes
  • Tinker escort in the infinite dungeon will give a teleporter to the tinker's cave
  • Set Kruk Cloak as a cosmetic item
  • Update for ToME 1.6 combat training talents
  • Disabled Sawrd
  • Fixed size category of the pre-endbosses
  • Fixed Nimbus of Enlightenment
  • Tinkers in Age of Ascendancy campaign start with the tinker's cave on the worldmap
  • When Tinker's Cave is placed, it's location is now random like any other zone encounters, to prevent it being over-rideable or orveridden
  • Sawbutchers start with known Steamsaw tinker
  • Gunslingers and Psyshots start with known Steamgun tinker
  • AAAs can not be sent to Kruk from other campaigns




  • Wheel of Fate marked as not usable by NPCs
  • Bosses in tier1 zones will not try to escape (following 1.6 change)
  • Rogroth and the Planar Controller can equip their artifacts
  • Bleak Outcome debuff expires when the source is killed
  • Clarify the range of Fearfire Mantle
  • Fixed Overwhelming Fear lost message
  • Plaguefire explosions will only affect foes



DarkGod turns evil: Microtransactions, but the good kind!

So let's say it upfront: no pay2win to be seen in there!

Now that this is said let's get into more fun details. So if there is no pay2win, what will there be?
Many things! Mostly fun and/or cosmetic stuff as could be expected:

  • Additional Online Item's Vault space. Any purchase of the game, expansions, donations, ... already provides vault space, but this is for even MOAR!
  • Various cosmetic themed packs. These will include shimmer appearances for most items, plus sometimes/usually additional cosmetic options for playable races. "But DarkGod, I want to have racial cosmetic options without giving you more money!" Well, fear not for 1.6 does bring in a ton of those for free anyway. The more, the merrier! Oh and do not go around thinking you'll expansive cosmetic items one by one! No my good minions, a pack is about 2 and usualy contains are 50 items appearances and a whole set of racial customization options!
  • Community events! Now for something a little different. In Tales of Maj'Eyal community events are temporary stuff that are sent by the server to any currently playing character. The server randomly sends two of those, called the Bearscape and the Lost Land of Poosh, to players automatically. There are many more, like seasonal ones, or ones only I can push when I feel like it. Now players will be able to acquire the ability to trigger either the Bearscape or Poosh themselves, in addition to the random server pushes that are not changing. But wait there is more! They are still community events, so whenever somebody buys and triggers one, all players currently online will benefit!
  • I don't like pay2win. I really really don't. So instead of doing pay2win, I've decided to add a pay2die system instead! If you think your character is too strong, that nothing can kill you as you stride effortlessly through the toughest of foes, just buy this option and get a few level 500 god-level horrors randbosses summoned on you! Death is guaranteed! You can even boast online by showing off what horrible horrible creatures are about to kill you!


To be perfectly clear: this is just a way for people who want to support the game to do so while getting a few cosmetic/fun stuff out of it. The game itself is free/cheap and will keep on being so because making my game accessible to more people is something I truly believe in. Also I'm an evil god of darkness, thus I want to reach as many minions as possible; you know to eat their souls and stuff... :)

The first three cosmetic packs are now available: Pyromania, Iron Throne Couture and Plumpkin Daper!




A huge thanks to all those contibuted to help make this release the biggest release ever!
Have fun in Eyal!


[ 2019-10-24 17:03:07 CET ] [ Original post ]

Tales of Maj'Eyal 1.6 BETA6 is up for grabs!

My minions,

One more beta for you minions!
You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.

Please only use official addons/DLCs when testing.

Changelog from beta5:


  • Fixed the possessors bug (for real I hope)
  • Fixed a bug with some negative & positive spells cost erroring out


Now go test it out my minions!


[ 2019-10-22 00:12:28 CET ] [ Original post ]

Tales of Maj'Eyal 1.6 BETA5 is up for grabs!

My minions,

One more beta for you minions!
You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.

Please only use official addons/DLCs when testing.

Changelog from beta4:


  • Fixed (hopefully) the savefile bloating happening for (mostly) Possessors
  • Reduced Fire Breath damage to more sane levels
  • Shimmer mirror now has a search box
  • Fixed keywords on charms
  • Buffed Pulverizing Auger
  • Reorganized Water & Ice trees and buffed the early spells
  • Fixed the black line appearing at the bottom of the screen on some resolutions
  • Fixed Sunburst
  • Fixed a death bug
  • Fixed some weird recursions
  • Fixed a bug in AI displace code
  • New keybind for automatic target accept option, no default binding
  • Misc fixes


Now go test it out my minions!


[ 2019-10-21 00:13:34 CET ] [ Original post ]

Tales of Maj'Eyal 1.6 BETA3 is up for grabs!

My minions,

One more beta for you minions!
You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.

Please only use official addons/DLCs when testing.

Changelog from beta3:


  • Revision of the Predator tree
  • Revision of Blighted Summoning
  • Positive and Negative energies are subject to fatigue again but only for costs, not gains
  • Updates to Anorithil
  • 2H penalty debuff does not go away when dying
  • Made Eldritch Shield and Earthen Power trees interract with the Block talent
  • List of talents affected by Body of Stone is now moddable by addons
  • First Prodigy point is now at level 25
  • Talent Category point of level 36 moved to 34
  • Fix Aether Beam not respecting Spellcraft
  • Many misc fixes


Now go test it out my minions!


[ 2019-10-18 23:53:43 CET ] [ Original post ]

Tales of Maj'Eyal 1.6 BETA3 is up for grabs!

My minions,

One more beta for you minions!
You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.

Please only use official addons/DLCs when testing.

Changelog from beta2:


  • Nerfed a bit the Weirdling Beast (it learns new classes at a bit higher level)
  • Randelites/boss now won't try to escape/kite forever and ever
  • Reduced the wants to escape & kite a bit in targets marked as ranged
  • Increase the Willpower contribution to Vim gain
  • Add life display to Blood Grasp
  • Rush correctly autotargets if the option is on
  • Passives that are spells, nature powers, ... will show as such in their descriptions
  • Reduce sustain cost of Blood Fury
  • Reenable Skirmisher on NPCs
  • Fix Drake's Bane strength requirement
  • Fix Bone Spike not proccing
  • Fix Prothotipe's Prismatic Eye
  • Redesign Windwall ego
  • Improved shop jewelry crafting
  • Improve some base gem stats
  • Fixed Overkill bad interaction with some talents
  • Temporal Hounds never flee
  • Fixed Fearscape targetting
  • Fixed the Assassin Lord not being visible at first, and added a little bonus surprise
  • Fixed Telekinetic Leap
  • Fixed Psiblades putting charms on cooldown and adding back stuff to the hotkeys
  • Fixed Freeze duration reduction gainst friendly targets (it now works) and reduced it a little to not be completly insane
  • Fixed Ice Shards to actually do bonus damage against wet foes
  • Shivgoroth Form shows Ice Storm infos in its description
  • Fixed Frost Treads and buffed the movement speed a bit
  • Restore Dirty Fighting to unarmed damage
  • Fixed dropping cursed sentry items
  • Fixed Sook's shop
  • Fixed Venomous Strike taking two turns
  • Fixed Summoner's Turtle taunting, and now also auto-taunts when summoned
  • Crused Sentry will try to find a free spot nearby to apepar if targeted directly at a creature
  • Yeeks in the shadow crypt will have .. a surprise
  • Secrets of Telos prodigy cant be taken by NPCs
  • Aether Beam is not disarmable
  • Fixed icon for Arcane Strike
  • Amulets of healing got a new more in-theme icon
  • Shadows of low level doomed rares do less damage
  • Fixed some magic checks to enter Zigur
  • Essence of Speed cost reduced a bit
  • Circle of Sanctity range reduced a bit
  • Moar fixes


Now go test it out my minions!


[ 2019-10-16 05:00:13 CET ] [ Original post ]

Tales of Maj'Eyal 1.6 BETA2 is up for grabs!

My minions,

Version 1.6beta1 went rather well for a first beta with surprisingly few explody-parts but still, beta2 is here to fix them (and more)!

You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".

Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.

Please only use official addons/DLCs when testing.

Changelog from beta1:


  • Fixed running on Linux's new Steam client
  • Swift Shot and Bull Shot only lower cooldown when actually moving
  • Repulsion only works on foes
  • Dreadfell bosses & Shade of Telos cant roll wilders
  • Fixed message upon gaining a prodigy at lvl 42
  • Characters that know Antimagic can enter Zigur, no matter the rest of the conditions
  • Reverted saves changes
  • Fix The Fragmented Essence of Harkor'Zun
  • Fixed Gates of Morning heavy armor shop
  • Fixed imbued staff ego
  • Fixed Daunting Presence gfx
  • Greatly simplified Creeping Darkness code, it now simply blocks sight for all unless they have Dark Vision
  • Running ignores glyphs
  • Simplified (and likely fixed) Whirlwind code
  • Fix confusing dialog when you don't give the mage apprentice an item.
  • Some more safeties/sanity checks against old addons
  • Fix a bug with Blach Mesh
  • Fix some infinite recursions
  • Fixed a bug with pathing
  • Fixed ego ammo bugs
  • Fixed temporal hounds on level change
  • Fixed Obliterator
  • Fixed error on some item on_melee_hit effects
  • Better auto-error reporting
  • Fix Fearscape error
  • Add core.display.breakTextAllCharacter method to force text lines splitting to happen on any characters (useful for asian languages)
  • Fix confusing dialog when you don't give the mage apprentice an item.
  • Fixed Sharpen Display option
  • Fixed Steam microtransactions code. If you attempted to test it and it failed, please retry now (note as long as you do not get a success message you've not been billed anyway)
  • Many other misc fixes


Now go test it out my minions!


[ 2019-10-09 16:50:24 CET ] [ Original post ]

Tales of Maj'Eyal 1.6 *BETA1* is up for testing!

My minions,

Finally the day of 1.6 has come, well, it's only beta but still, beta has come! ;)

You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs"; or you can use the beta from the official site there: https://te4.org/beta-test

For the first time I'm putting a beta on Steam, as I know many requested it; but still please try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.

Please do note this is *not* by any stretch of the imagination a full changelog. The 1.6 release contains so many changes and updates that it'd turn me mad organizing them into a semblance of changelog and it'd turn you mad reading it all.
The original unabridged log is about 3500 lines long.

One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.



  • When a yeek exits the tunnels to the halfling complex and sees subject Z; a warning comes up from the wayist, urging you to flee
  • When a shader is missing, it'll use a default fallback (prevents loading game with missing DLCs/addons)
  • Classic UI can now cancel buffs by right-click
  • Load quickhotkeys prior to loading the game to fix hotkey ordering for "restart the same character".
  • Greatly revised celestial positive spells and a few negative ones
  • Disable fatigue for positive and negative energy
  • Updated/rebalanced some NPCs
  • Revised Defilers
  • Added an UI option to sharpen the map display, as requested by some
  • Removed max level on all fixed artifacts. Material level already restrains them. This prevents some artifacts being near un-obtainable on higher difficulties
  • Fixed an issue preventing users with a too long password from login in. Woops sorry :/
  • Cunning techniques revisions
  • Greatly revised Summoners
  • Buff Giant Leap
  • Improve Elemental Surge
  • Significantly revise 2H Assault
  • Fix NPCs shoving the player
  • Teleports now immediately maximize the AI's guess spread on your current location
  • Ethereal Form uses highest of Dex or Mag for its defense bonus
  • Rebalance Elemental Harmony
  • Revise many artifacts, egos, randarts and items
  • Revise Arcane Blade's Enhancement tree
  • Reduce Arcane Destruction damage and fix type to Arcane
  • Fix Glove display
  • Fix Adept causing infinite talent levels
  • Sustains will not disable at 0 Stamina or Mana anymore, as it is cumbersome and is easily prevented with a little regen anyway
  • Fix Slings not having a base speed
  • Add stairs up to Dark Crypt
  • Fix Elemental Harmony allowing self damage
  • Allow respeccing out of combat
  • Add a talent autouse for being out of combat
  • Multiple updates to combat damage log
  • Fix light radius letting Players (but not NPCs) see beyond their max vision radius
  • Resize and reposition how charges are displayed on effects
  • Several talents that move the player would not function at all or would behave unusually if auto-accept target was enabled.
  • Greatly revised inscriptions (runes & infusions)
  • Greatly revised the early game combat to make melee start less painful
  • Revise accuracy bonuses to have more impact and nicer breakpoints
  • Revise shield/glove combat table tooltips
  • Born into magic now actually gives 20% inc dam as advertised(up from 15%)
  • Change Stone Vines' and Rockswallow's damage to Nature and removed speed malus from Stone Vines
  • Revise some racial talents
  • Round most talent masteries to 0.0 or 0.3
  • Add many, many base character visual customisation options (beards, hairs, skin color, tatoo and so on)
  • Implement support for cosmetic & "useless fun" microtransactions
  • Revise Scoundrel and add it to the Rogue escort
  • Redesign the Vim resource (no more ability refund; Vim regeneration on any kill scales faster with Willpower and now also scales with target rank; Bloodcasting is now baselined in the resource allowing you to pay Vim costs with 200% of the cost as life)
  • Added an UI option to sharpen the map display
  • Fixed a bug preventing steamsaw/guns from generating as egos for randbosses (amongst other things) (yes fear the gunsnakes!)
  • Small revisions to Archmage
  • Update Worldly Knowledge to only include most of the currently available escort/quest trees
  • Remove defense penalty from block
  • Miscelanous revisions to many talents
  • Revise Antimagic
  • Major AI update, smarter, better, maybe faster
  • Fixed several screenshot issues
  • Randomly generated humanoid npcs now use the same cosmetic features available to players, randomly
  • Simplify SDL gamma calculation and restore default gamma on exit.
  • Levelup dialog shows variable parts of talent descriptions (like numbers that go up as you levelup) in green even at talent levels 0 and 5, to better see which values will evolve
  • Revision of Fears
  • Add a bonus to stealth rating for Armor of Shadows
  • Revise shops
  • Revise fixed bosses, now they can better levelup and learn new tricks too
  • Revise Wyrmics
  • Revise Afflicted
  • New scriptable map generator along with a variety of combinable algorithms for it
  • Revise Stealth
  • Revise Shadowblade
  • Ban Dreamscape entirely from NPC use
  • Modules Markers, IMPORTANT: Removed unpausing the game when using energy in engine.Actor:useEnergy as this was badly misplaced, instead superload useEnergy inside your own player class to do it, look at example's module Player class for how to
  • Tilemaps can be scaled, fliped, rotated; new Maze tilemap; Heightmap & Noise tilemaps can be normalized
  • Revise Prodigies
  • To celebrate nearly 10 years of ToME, a new awesomely drawn custom player tile that comes from the very early days of the game
  • Stun: Cooldown lock changed to half, damage reduction changed to 50%
  • Confusion: Interaction with confusion immunity removed
  • Increase the spawn level of the Melinda event to 30
  • Increase resting rate dramatically
  • Add 1 regen to Alchemist golem to reduce resting tedium
  • Remove Munitions from Archer and re-add Poisons
  • Remove useless trees from some classes
  • Remove melee retaliation from many NPCs
  • Zigur is now always present on the map but forbids entry to any magic user.
  • Various visual improvements
  • Updated the way NPCs (randbosses) are assigned character classes
  • Object requirements can now be any random flag of the wearer
  • High Peak levels become smaller towards the end (but keep the same number of foes inside)
  • Increased foes density in the Prides
  • Escort quests will now spawn in the Infinite Dungeon (between levels 5 and 40)
  • Fixed some Infinite Dungeon challenges
  • Nerfed patrols a bit
  • Revise Ghouls
  • Nerf life leech stacking
  • Can send talent links in the chat from the talent's right click menu or in the levelup dialog by pressing ctrl+l
  • Revise shops system
  • More Mummies! Rejoice!
  • Revise saves (saves against effects, not savefile!)
  • Revise archers
  • *NUMEROUS* fixes and updates to a ton of things (can I be more vague? probably but it'll be hard ;) )


A huge thanks to all those contributed to help make this release the biggest release ever!


[ 2019-09-21 18:35:42 CET ] [ Original post ]

What's next for Tales of Maj'Eyal! A lot, and then some!

Hello my minions!

Recently I was surprised to find some people wondering if Tales of Maj'Eyal was dead (as in not developed anymore). I was like "WTF??" because I knew it was not, quite the opposite in fact, but then I pondered some more and realized that I'm utterly bad at regularly communicating that fact! So let's try to improve on that with a Grand List Of What Is To Come (Possibly).

As usual I never give dates unless I'm sure. So always take this kind of things with a grain of salt, they may come in two days or two years :)



Release of patch 1.6 with huge changes

1.6 is the next free big (huge) patch for Tales of Maj'Eyal. I have already delayed it far too much as such it has grown into such a monster patch that I likely won't be able to list everything going in without forgetting many others. Still, here are a few of them:


  • Deep rework of early game balance, main goal being to reduce startup tediousness. This includes changes to difficulty, scaling, shops, drowning, items, ...
  • A ton of cosmetic options for all playable races (including the expansion ones). From many shades of skin colors, to haircuts, beards, tattoos, ...
  • Hugely improved NPC AI, smarter, better pathing, and so on. For MOAR GLORIOUS DEATHS!
  • Update of Doomed, Cursed, Wyrmics, Antimagic, Shadowblades, Prodigies, Corruptors, Reavers
  • Update to many randart powers and ego powers
  • A complete revision of runes, inscriptions and charms
  • Fixed bosses can now levelup in specific classes to keep the challenge up at higher levels/high difficulties
  • Revision of many debuffs
  • Melee weapon scaling revision to reign in on late game ultra high damage stupidity and buff early game low damage stupidity
  • A ton of misc changes, updates, revisions, ...
  • And the usual slew of bugfixes (and NEW bugs :) )




Embers of Rage free update with a new class: Annihilator

So you thought that when an expansion is released it's the end of its life? THINK AGAIN!
After 1.6, Embers of Rage will get an update with a whole new class for you to slaughter poor creatures with: The Annihilator! As its name suggests this is a class for peace-loving orcs!

Annihilators use steamguns and new heavy weapons (flamethrower, shockstaff and boltgun) to destroy their foes all while deploying automated steam turrets and even riding around in a mecharachnid suit!
A force to be reckoned with for sure!

Note to be clear: this is NOT the very next update to Embers of Rage, that one will be released at the same time as patch 1.6 along with an update to all expansions, just to update their systems for 1.6. Annihilators will come a little afterwards.



DarkGod turns evil: Microtransactions, but the good kind!

Don't go screaming bloody murder just yet please ;)
So let's say it upfront: no pay2win to be seen in there!

Now that this is said let's get into more fun details. So if there is no pay2win, what will there be?
Many things! Mostly fun and/or cosmetic stuff as could be expected:

  • Additional Online Item's Vault space. Any purchase of the game, expansions, donations, ... already provides vault space, but this is for even MOAR!
  • Various cosmetic themed packs. These will include shimmer appearances for most items, plus sometimes/usually additional cosmetic options for playable races. "But DarkGod, I want to have racial cosmetic options without giving you more money!" Well, fear not for 1.6 does bring in a ton of those for free anyway. The more, the merrier!
  • Community events! Now for something a little different. In Tales of Maj'Eyal community events are temporary stuff that are sent by the server to any currently playing character. The server randomly sends two of those, called the Bearscape and the Lost Land of Poosh, to players automatically. There are many more, like seasonal ones, or ones only I can push when I feel like it. Now players will be able to acquire the ability to trigger either the Bearscape or Poosh themselves, in addition to the random server pushes that are not changing. But wait there is more! They are still community events, so whenever somebody buys and triggers one, all players currently online will benefit!
  • I don't like pay2win. I really really don't. So instead of doing pay2win, I've decided to add a pay2die system instead! If you think your character is too strong, that nothing can kill you as you stride effortlessly through the toughest of foes, just buy this option and get a few level 500 god-level horrors randbosses summoned on you! Death is guaranteed! You can even boast online by showing off what horrible horrible creatures are about to kill you!


As for why I'm adding this now; well this is less fun but I prefer to be honest as for why I'm doing it so...
In last October Steam had a glitch in their algorithm, which effect lasted for months and for many can still be felt today. Basically the algorithm suggesting games had gone bonkers and unless your game was an AAA or super indie it sank to the bottomless depths of hell. Many indie devs, including me, had their revenue cut by like 50+% (sometimes much more).
Valve told us this was not intentional and I truly believe them; they've always been very nice people when I needed them so I have no reason to doubt their word. But still, it made me realize that I am so dependent on Steam. This kind of made me enter panic mode, I was mentally unwell for some time I must admit. Maybe I'm too fearful, a scared little boy or whatever but still that's how I feel/felt.
So I've pondered about additional revenue streams and I remembered about some players that kept asking to be able to buy more vault space and cosmetics. So finally after many years I caved in and the rest is (future) history!

And to be perfectly clear: this is just a way for people who want to support the game to do so while getting a few cosmetic/fun stuff out of it. The game itself is free/cheap and will keep on being so because making my game accessible to more people is something I truly believe in. Also I'm an evil god of darkness, thus I want to reach as many minions as possible; you know to eat their souls and stuff... :)



Next expansion announcement: The Lost Land

https://www.youtube.com/watch?v=B5-SUULUWQk
And last but certainly not least... A new expansion! And not a small one at that. For a long time now I've only announced expansions when they were very nearly finished. This time I'm trying another way and instead I'm teasing it early on. As you can see on the teaser, no ingame art exists yet but many sketches. The lore, zones, foes, stories, ... are all roughly defined and being implemented. The new races and classes are already half-way done.
Still it'll be a long way until release, which will obviously happen in exactly 1DGTU!

"But DarkGod, you didn't tell us what it is ABOUT!" Fear not my brave minion, I'm coming to that!
I can not yet reveal too much about it, and keep in mind anything can change, but here are some key facts for your pleasure:

  • It is set on the continent of Tar'Eyal, to the south of Maj'Eyal, which you can already glimpse at the shores on the southern point of Shaloren lands ingame.
  • Two prominent forces on the continent: the Great and Bountiful Undeath Empire and the Saupur Imperium
  • The continent has been shielded from the outside by a mysterious shield for millennia
  • It features a "half-campaign". It happens at the same time as Age of Ascendancy, the player starts on Tar'Eyal and it replaces the first half of the normal game.
  • About 15ish zones planned, perhaps more
  • At least two new classes: Dust Mages and Gravelords. It is very likely at least a third one will be added.
  • At least six new races: Risens, Vessels, Vampires, Exarchs, Saurpurs (two kinds, reptilian and draconic). And possibly more!
  • The usual tons of new lore, artifacts, npcs, achievements, quests, ...




To be on trend

So it seems like every single content creator is on Patreon but me. Well, I suppose I need to fix that then!
Joking aside, I've been asked many times if I could provide alternatives to Paypal for donations because well, some (many?) people are not fond of it at all. Lately Patreon announced they'd change their fees, except for people that got on before May, so I thought "Hey, I suppose it's as good as time as ever".
Now this is a bit of a different Patreon page than people are used to. In the spirit of always trying to keep things fair for every players, no matter where they buy the game/donate, I've decided that all the different pledge tiers would never entail players to anything special. Instead the system will simply count all the money that has been received from a pledge and add it to the voratun coins on te4.org. Just like any other donations. Patreon pledgers will get a blue name in the chat like any other recurring donation setups.
I know this is likely to lose me some pledges, but I think being fair to everybody is more important.
You can find the Patreon page here: https://www.patreon.com/darkgodone


The Future: new rendering engine

For a very long time now I've had a side project: upgrading the display code used by T-Engine4.
When I started making the game it was my very first OpenGL project, so as you can imagine the code sucked royally.
It has gotten better over time but it still follows the same principles I first implemented, and frankly, they suck.

Some time ago I spoke about porting the game to tablets & phones, this presents a lot of UI challenges as Tales of Maj'Eyal is just a wee bit more complex than your usual phone game. But it also presents code problems as the current way of doing OpenGL just does not cut it.

The new rendering code is meant to alleviate this problem. It's a very long project because it means rewriting so much code and because the new code is not the same even in concept. The worst part about this project is that, on the surface, the user will see very little change from all of this. Apart from a somewhat better font handling and some smoother animations, the primary changes will be a new particle system, and a visual editor to implement them.

Still it's a lot of thankless invisible work, but it is needed to ensure the future of the game :)



The Other Future: translation?

This is even more hypothetical but something I've also worked on a bit, adding a translation layer to the engine to make it available in multiple languages. This is a huge undertaking and unlikely to come fast, if at all, but it would be so nice, wouldn't it?



Final Words: the DarkGod has spoken!

And there you go, you know of some of the projects being worked on/thought about. Do note that those are only the relative short-term stuff, ideas are certainly not something I lack ;) As I have said many times, Tales of Maj'Eyal is my baby, I love it and I do not plan on stopping as long as the community supports me with love (and sadly, money too as this is the real world :/ ).

Thanks to all of you and I hope you'll love what comes next, and then what comes afterwards and ... and ... well you get the idea :)


[ 2019-04-22 12:23:33 CET ] [ Original post ]

The Pikataclysm is upon us! RUN FOR YOUR LIVES!



What could be terrifying about little cute bunnies and eggs?
Nothing you say? Well, think again for the Pikataclysm has arrived to Eyal and will stay active until May 1st!
Beware of what lurks in this strange place, for sometimes, bunnies have big teeth.



The Pikataclysm is a yearly special server event, triggered every 10 minutes by the server to all players currently logged in. There are others such events, come find them all during the year!


[ 2019-04-17 10:41:41 CET ] [ Original post ]

Today is the 9th Anniversary of Tales of Maj'Eyal first line of code!

So today, not sure why, I was looking at the very first commit on the game's code and it turns out it was done on the 17th November 2009! Making the code exactly 9 years old today!



So I thought I'd make a little retrospective of how things where at the very beginning at the 1 day, 1 week, 1 month, 6 months and 1 year marks. This way you can see how things started, including some screenshots of stuff I'm probably the only one to ever have seen ;)

Oh and if you log ingame this week, you will get a little special celebration event! Yayz!

For each step we will also count the number of files and lines of code of the game (for simplicity of counting this includes libraries too, this is mostly important for the C code).

But first, a little anecdote of how the game came into being.

Tales of Maj'Eyal was born as Tales of Middle Earth 4, set in a Tolkien setting. It was meant as the successor of my old game aptly named .. Tales of Middle Earth 2 (and the aborted 3), itself being the evolution of Tales of Middle Earth 1 and Pernangband, which was started a long time ago in 1998.

After Tales of Middle Earth 3 had mostly failed due to trying to make old non adaptable code into something new I stopped doing anything with it for a few years. Before that however Tales of Middle Earth 2 was a well known game in the, then way smaller, roguelike community. So a few years had gone by but I kinda always felt guilty to abandon my players, but I just couldn't force myself to work with such old inflexible code anymore where every new feature felt more like a struggle than a joy to add.

Then, in the middle of November 2009, I caught a bad case of the flu, I was forced to stay home for a week and well, felt like crap, sweating and being in pain in my bed for no reason. But I simply can not stay put and do nothing, I don't work this way and thus I decided that given I'd feel like crap, I could also feel like crap on my computer and work on something. All the guilt I felt of abandoning my old players, and the fact that no roguelike at that time gave me an acceptable pure spellcaster experience, made me decide that I wanted to start on Tales of Middle Earth 4, but on my own term, on my own code, starting from nothing and building from there.

I spent some hours thinking of how I'd like the main structures of the game & engine to work and articulate and then started coding it. This is probably one of my proudest code moments because the structure I devised back then handled the test of time very well and is still today the foundation of Tales of Maj'Eyal and still feels adapted to whatever new strange ideas I have for the game.

So without further ado, let's have a quick look at the first commit!

First Commit
Stats: 4 lua files totaling 104 lines and 105 C/C++ files totaling 42822 lines.

The first ever commit saw the introduction of a very (very) basic map and entities code on the Lua side, and very basic SDL display & keyboard code on the C side. There was no yet any concept of modules, but a commented line in the lua engine code shows they were planned from the starts, as it says 'dofile("/game/modules/tome/")'.

First Day

Stats: 8 lua files totaling 237 lines and 103 C/C++ files totaling 42627 lines.

On the last commit of the first day, the modules system was now working. All game tests, map example, ... were done in the "tome" module, split from the engine.
The number of lua files, and lines, had more than doubled already and was showing no signs of slowing down as you will see in the next time mark.

First Week

Stats: 53 lua files totaling 4660 lines and 137 C/C++ files totaling 47997 lines.

By the one week mark, most of the important engine's structures which still exist today, identical but much enhanced, was in place and working. This also saw the beginnings of an UI layer as seen in the screenshot with the tooltip and basic combat log. The engine also saw many additions, map generators, specialization of entities into actors and grids and so on.

The tome module was also starting to show signs of a structure that is still used to this day. with zones split into their own folders and so on.

Oh and please, delight your eyes at the magnificent player tile I drew myself! Such art, much talent! ;)

First Month

Stats: 116 lua files totaling 11413 lines and 156 C/C++ files totaling 52296 lines.

The magnificent player tile is obviously still present! But a lot of things have changed or evolved, too many to list them all but let's have a look at a few of them.

On the engine side the two biggest additions, because of how far reaching they are, are the serialization code and the temporary values code.

Every single object in memory gained this capability which for non-coders can be explained as being able to generate some text that represent the object in memory. Using this important feature the engine could now "dump" it's memory into a file and reload it later, effectively giving savefiles. And what's important about those is that they would automagically record any change to anything without me having to plan for them to save. This is extremely freeing on the design side and helped a lot to get wild with things later on.

The temporary values code of entities is a bit technical too but basically, imagine that any actor/grid/object/... has a whole bunch of properties (color, weight, price, damage, life, whatever). This system allows any part of the code to tell an entity "ok now you add X to the value of this property of this object". This is rather easy and basically just adding two numbers; but the other side of the system is that later on the code can say "ok now revert *this specific change* and not the rest". Effectively the engine remembers every change to every property of every entity and thus is later able to revert them individually. This is heavily used by all talents and timed effects code (and much more). For example, every single time you use a regeneration infusion in game, this system is used.

On the side of that the engine also saw the addition of other important systems like multiple, switchable, map generators, the further specialization of entities into objects, and thus an inventory system, the ability to have either turn-based or realtime game modules, and the talents/timed effects code.

Six Months

Stats: 461 lua files totaling 50739 lines and 238 C/C++ files totaling 82574 lines.

While up to the first month all I had to fight "ingame" were dragons of death, the next months would see the addition of actual playable game data. The screenshot even starts to look like a game at that point. On it the most notable thing we can see is the addition of a tileset instead of using ASCII tiles. But this is not all at all!

The engine started to support sounds and musics, the switch to LuaJIT code for more speed, the support for customizable options and keybinds. It also saw the birth of the "boot" module. This is what you see when you start the game: the main menu where you can set options, start a new character, load one, and so on. This is actually a game module like any other!

It is also the first time the number of lua files (but not the number of lines) passed the number of C files, good times!

On the game side there was much progress made, and could be recognizable by players today (even though the game had not yet transitioned to its own setting yet). It had multiple playable zones, many objects and NPCs, a whole bunch of classes (the wilders being the latest added at the time) and even some quests working.
Also for fun, notice how on the screenshot there is a potion of lesser healing listed. Yes at this time the inscriptions system didn't exist yet.

Somewhere along the line the first alpha was sent to some of my old players and later on public beta started.

First Year

Stats: 1283 lua files totaling 138612 lines and 278 C/C++ files totaling 132743 lines.

Potions are gone! Inscriptions are in! Yes, one of the very important ToME system was never planned to exist; it only came into being when a player suggested it'd work better than spam quaffing potions like other games did. And it did work so much better.

Oh yeah an other thing that is gone: the Tolkien setting! Replaced by my own custom one. While I really love Tolkien's work it wasn't fitting anymore for the wild stuff I wanted to do. Also I had been bitten by a C&D letter long ago with Pernangband and I didn't realyl want to repeat the experience. And doing my own setting was liberating! "Eyalverse" is my baby now, the more stories and facts I write for it, the more ideas I get! It is both great and frightening because I can easily see myself adding new stuff to it in 20 years ;)

Aside from that the game was now really starting to feel like an actual big game with many zones, quests, classes, races and so on. Lore notes started to appear, providing insight into the past of the game's universe, or npc's motivations, or simply random fun bits like the minions of The Master writing poems to his glory!
Oh and it could be won, which is kinda important too ;)

Some of the whacky classes were already in, like the chronomancers. Funny thing about them too: remember the serialization code I talked about much earlier that is used to make savefiles? This is also the very basis of time spells that let you go back to the past! And that cool See the Threads spell were you can live three different timelines and choose your best? Yup that too! When you do choose at the end, you actually have 3 copies of the game world inside the game!

The engine received even more additions, to AI and pathing (distance maps, A*), to map generation and so on and so forth. But the two huge additions are most certainly the switch of the whole graphical stack using OpenGL directly instead of SDL and the addition of a particles system to display spell effects.

The first online features also started to appear, namely the saving of your unlocks, achievements, .. online. There wasn't yet any ingame chat or character's sheet upload though.

This is also the first time that there are more lua code lines than C code lines. And you have to understand that the C lines include many third parties libraries I use while the lua code have very little, so that's a whole bunch of custom lua code ;)

Nowadays

Stats: 2467 lua files totaling 382106 lines and 466 C/C++ files totaling 230310 lines.

And finally this brings us to today, as you can see the lua files and line count has the C side thoroughly beat and this is not including any official addon or expansions. If those were to be used the counter would skyrocket!

I will not even try to list all the changes that happened in 8 years, there are far too many but it's been a wild ride, full of joy and sometimes annoying bugs. What's more, and best, about it is that I have not been alone for this amazing ride, I've always had the support of a great community and out of it along the years many individuals have stepped forward and gave their time and energy to contribute many important stuff to the code. I can not list them all here (they are in the credits in any case) but they, and all players, have my thanks!

As for the future? Well, as long as players keep loving the game and getting even more friends to play I'll happily keep developing it. If one thing is certain is that I do not lack ideas about new stories to tell in the "Eyalverse", only time is lacking! So watch out for a huge 1.6 patch coming to you! Also know that the next expansion is already being work on and will focus on stuff that happens on Eyal at the same time as the main campaign but... elsewhere.
Hell there may even be some new cool stuff coming to Embers of Rage... did anybody say new class? No ? Oh I thought so..

But for now I feel like I've written more than enough and if you managed to read it all and not get utterly bored, I thank you and will see you soon!

Have fun in Eyal!


[ 2018-11-18 00:02:27 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.10 aka "It That Patches" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.10 ! See http://te4.org/

Enjoy and have fun in Eyal!



  • Zigur is now always present on the map but forbids entry to any magic user.
  • Fix addons & DLCs auto updater
  • Updated registration process for new players


Have fun in Eyal!


[ 2018-05-25 00:29:31 CET ] [ Original post ]

Forbidden Cults 1.0.1 is out!

My minions,

I am happy to give you Forbidden Cults 1.0.1!
This is a simple little update to fix a few release bugs.


  • Change Demented starting zone to the middle of a corn field to avoid Angolwen despawning
  • Clarify insanity description
  • Drem Stone Wardens can now have benefit from Stone Fortress while the summon from From Below It Devours talent is alive.
  • Fixed a bug where the Wyrmic Scourge Drake tree wouldn't properly unlock
  • Fixed books shader on AMD GPUs
  • Fixed Dissolved Face tooltip
  • Fixed Drem confusion resistance
  • Fixed Horrific Display target clearing
  • Fixed Malyu dialog to gracefully handle classes that know talent trees that do not actually exist
  • Fixed Shared Insanity tooltip
  • Fixed tentacle tree event to not always spawn a bunch of them at once
  • Fixed tentacle zones having leftover Fearscape Portal code
  • Fixes characters with the Robe of the Worm permanently stuck (retroactive)
  • Improve Light of Revelation
  • Increased the level range of a certain Forbidden Tome a bit
  • Reduced the damage of most npcs in The Maggot a little, and reduced the endboss infravision


Have fun with your tentacles!


[ 2018-05-18 16:15:49 CET ] [ Original post ]

Tales of Maj'Eyal: Forbidden Cults is now released!

My dear minions,

I am very happy to tell you that Forbidden Cults expansion is now officially released!

What started as an idea inspired by a bug in a joke online event turned into a set of races, classes, lore, zones... that makes me very happy!
So without further ado, I give you Forbidden Cults !

https://www.youtube.com/watch?v=CF-L83FGa-4

Forbidden Cults is available https://store.steampowered.com/app/590610/Tales_of_MajEyal__Forbidden_Cults/ go grab it now before a tentacle grabs YOU!

---------------

And if you somehow missed the announcement, the release date announce and all the hype, here is what it is all about:

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.


Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!


Forbidden Cults makes two new classes available to play:


  • Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?
  • Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.


Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.


Forbidden Cults makes two new races available to play:

  • Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.
  • Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.



Forbidden Cults adds many new zones for you to explore and die in:

  • Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.
  • The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!
  • The Godfeaster: Deep undergroud the ground shakes as ... -- redacted by corrupt forces --
  • The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --
  • Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
    Maybe you will even find The One That Writes...
  • Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?
  • The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...



What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

  • Searing Horrors: You liked luminous horrors? You loved radiant horrors? You will absolutely adore their searing big brothers!
  • Nethergates: It sleeps. Maybe it should stay that way.
  • Netherworms: Vampiric worm masses that are bound to tickle your fancy! And tickle hard.
  • Fearful Symmetry: Geometry has never been so lively!
  • Entropic Shards: Take an entropic crystal, shatter it with tentacles. And die.
  • [/b]: And more ...




"DarkGod, is that all?" Obviously not! You will also find your usual addition of:

  • [b]Lore: Delve into the dark forgotten secrets of the world, where sanity is a very tenuous idea.
  • Artifacts: Discover new objects of power and use them to further your own goals.
  • New wyrmic tree: Unlock the scourge drake for your wyrmics.
  • Glass Golem: Unlock the glass golem option for your alchemists.
  • Events: Discover new strange contraptions in familiar zones. What could go wrong?
  • Achievements: Because there can never be enough!


Go my minions, have nice terrible deaths to the untold horrors of Forbidden Cults!


[ 2018-05-16 18:40:52 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.9 aka "The Last Patch Of Us" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.9 ! See http://te4.org/

Enjoy and have fun in Eyal!



  • Altered lore popup window to accomodate big lore visuals better
  • Shatur (and others) trees should be back to their full glory
  • Fixed crash on birth screen when framebuffer video option is disabled


Have fun in Eyal!


[ 2018-05-11 19:58:34 CET ] [ Original post ]

Over a millennium of Tales of Maj'Eyal!


My minions, I am happy to say that Tales of Maj'Eyal has now made humanity as a whole lose over 1000 years!

That is 1000 years of Yet An Other Stupid Death, of amazing treasures, great glory, tears and fun and I hope many more millenniums will follow!

For the next 3 days anybody playing online will get a special item to commemorate this event!


[ 2018-05-05 14:48:59 CET ] [ Original post ]

Forbidden Cults expansion release date is set!

My minions,

I have good news for you: the exact date of the Forbidden Cults expansion release!
And no I'm not going to say in "One DarkGod Time Unit" ;)

Forbidden Cults will be released May the 16th! You only have a bit over two weeks to wait and then the tentacles will grab you!

Trailer if you've missed it is this way: https://www.youtube.com/watch?v=CF-L83FGa-4

Until then, hang on tight and have fun!


[ 2018-05-01 17:09:53 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.8 aka "Forbidden Patch" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.8 ! See http://te4.org/

Enjoy and have fun in Eyal!



  • The flame of the candles in the blighted ruins now flicker
  • Fixed Actor:cloneActor to support both add_mos and add_displays, in essence this fixes display bugs with talents that clone NPCs
  • Disable Dreamscape on Dreaming Horrors to avoid weird bugs, until they can be fixed. But buff the horror to compensate
  • Disable all connectivity will not disable steam anymore
  • Fixed Plague tree, this includes the black screen level generation bug


Have fun in Eyal!


[ 2018-04-26 16:24:08 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.7 aka "Forbidden Bugs" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.7 ! See http://te4.org/

This is an urgent update to 1.5.6, sorry about the bugs my minions, for once I'll go whip myself ;)

Enjoy and have fun in Eyal!



  • Fixed error on changing level after a version upgrade. Stupid me sorry :/
  • Fixed a bug with The Mouth spawns and some others
  • Fixed time played in discord rich presence to correctly indicate hours instead of days


Have fun in Eyal!


[ 2018-04-23 02:38:48 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.6 aka "Forbidden Sect" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.6 ! See http://te4.org/

Enjoy and have fun in Eyal!



  • Added Discord Rich Presence support
  • Aether Beam cast by NPCs will be visible
  • Alchemist golem creation method is now global to the talents namespace (and thus can be modded)
  • Can send talent links in the chat from the talent's right click menu or in the levelup dialog by pressing ctrl+l
  • Chat names of devs and mods have the proper mention of the status
  • Check on character creation for magic/antimagic combo with a warning
  • Clarified online event option with three states, if you had changed the setting you need to reapply it
  • Class icons for all classes!
  • Disabled highscore on the main menu, nobody cared about that anyway
  • Dreaming Horrors now have a custom tooltip regarding their awaken/dreaming state
  • Exported necrotic aura and create minions data and functions to the global talents environment for easier modding
  • Fix Infestation pools blotting out the sun
  • Fixed Flames of Urh'Rok shader (and other similar ones) for ATI GPUs
  • Fixed Fortress and Glass walls for corner cases
  • Fixed randarts with very low ammo regen turns
  • Fixed talent unlearning and item removal to correctly remove buffs they set like they already removed sustains
  • Fixed the orb pedestals in the slime tunnels to be an actual requirement
  • Invulnerable npcs are denoted as such in tooltips
  • Made temporal fugue more resilient to reccursion (with regard to automated defence system of Embers of Rage)
  • Melee retaliation powers on randarts are rarer and higher level
  • Ogres and Shalore are not in Ziguranth patrols anymore
  • Recall buff is now classified as "other"
  • Remove pointless Pestilent Blight combat log entry
  • Removed restriction on shimmers based on weapon/armour types; you can now shimmer a dagger to a staff or a plate armour to a robe!
  • Replaced Rapid Shot with Aim for Bowman Thoughform to correctly match the weapon
  • Revise Rot and Plague talent targeting and tactical tables
  • Switched drem and dremling names to be more fitting
  • Tighthened security around file access functions
  • Addons: "In Combat" status is now computed by the game for all actors, always available as "actor.in_combat" and with callback "callbackOnCombat(state)" when status changes
  • Addons: ActorTemporaryEffect support #hisher#
  • Addons: Added "callbackOnTargeted"
  • Addons: Added game:shakeScreen()
  • Addons: Added loadIfNot to entities environment to only load said list if it has not yet been
  • Addons: Added setTextFont and setAnswerFont functions to chats definition files to switch the fonts used.
  • Addons: Chat:load hook exposes the chat file environment
  • Addons: Damage shield supports on_absorb callback
  • Addons: Fixed events generation in temporary zones
  • Addons: Fixed resolvers.charm/charmt to be last resolvers to avoid problems with reapplying ego
  • Addons: Items that can save life get notified if they do with "on_resurrect" field
  • Addons: Levels can decide if they'll dynamically match stairs with "auto_zone_stair"
  • Addons: New hooks "Chat:invoke", "CommandStaff:SentientOptions", "CommandStaff:SentientChat", "GameState:makeEventName" and "Winner"
  • Addons: New Quest:isSuccess method
  • Addons: New set of inventories parsing methods: findInAllWornInventories, findInAllWornInventoriesBy, findInAllWornInventoriesByObject, wornInventoryApplyAll
  • Addons: New table.pairsRemove function
  • Addons: NPCs can have a custom_tooltip method to add stuff to their tooltips, dynamically
  • Addons: Temporary zone shifts can use "temporary_zone_shift_save_pos" to back back exactly where the entrance was
  • Addons: Zone's generators using "zoneclass" can be a string instead of true to load a specific file


Have fun in Eyal!


[ 2018-04-23 00:11:57 CET ] [ Original post ]

Announcing Tales of Maj'Eyal next expansion: Forbidden Cults

My minions, I have some grave and dark news for you.

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.


Video Teaser is here

I am happy to announce Forbidden Cults the third expansion to Tales of Maj'Eyal!
It works just like Ashes of Urh'rok, adding new and *wonderful* stuff to the base game instead of a new campaign like Embers of Rage did, but adding more!

So, what does it add you ask? Take a look:


Forbidden Cults makes two new classes available to play:


  • Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?
  • Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.


Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.


Forbidden Cults makes two new races available to play:

  • Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.
  • Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.



Forbidden Cults adds many new zones for you to explore and die in:

  • Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.
  • The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!
  • The Godfeaster: Deep undergroud the ground shakes as ... -- redacted by corrupt forces --
  • The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --
  • Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
    Maybe you will even find The One That Writes...
  • Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?
  • The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...



What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

  • Searing Horrors: You liked luminous horrors? You loved radiant horrors? You will absolutely adore their searing big brothers!
  • Nethergates: It sleeps. Maybe it should stay that way.
  • Netherworms: Vampiric worm masses that are bound to tickle your fancy! And tickle hard.
  • Fearful Symmetry: Geometry has never been so lively!
  • Entropic Shards: Take an entropic crystal, shatter it with tentacles. And die.
  • And more ...




"DarkGod, is that all?" Obviously not! You will also find your usual addition of:

  • Lore: Delve into the dark forgotten secrets of the world, where sanity is a very tenuous idea. Learn the true nature and origin of the dwarven race.
  • Artifacts: Discover new objects of power and use them to further your own goals.
  • New wyrmic tree: Unlock the scourge drake for your wyrmics.
  • Glass Golem: Unlock the glass golem option for your alchemists.
  • Events: Discover new strange contraptions in familiar zones. What could go wrong?
  • Achievements: Because there can never be enough!



"DarkGod, please take my money, I want it now!"
Sadly you will have to wait as it is still in development so the release is still to be announced. However fear not for it will not take years!

"DarkGod, how much will this cost?"
Still undecided but the upper bound is no more than Embers of Rage.

"DarkGod, where will it be available?"
In all the places where the game is available, that includes te4.org, Steam, GOG and so on. As usual.

"DarkGod what can I do now that I am so teased? You are evil!"
Well yes I am and well Tales of Maj'Eyal and all expansions are currently on sale for Steam’s Lunar New Year event! So be sure to pick up anything you don’t already own to be fully prepared. Or buy as a gift to curse friends and family with the never ending addiction of Maj’Eyal! :)

"DarkGod, can you spoil me more please?"
Sure, for example I can tell you that the new ... a giant tentacle slithers behind DarkGod and grabs him before he has time to reveal any more info.


[ 2018-02-16 22:35:38 CET ] [ Original post ]

Have you been nautghy? I shall hope so!


So my minions, have you been naughty?

If so you may want to log in and wait for the corresponding message and then head straight to Last Hope or Kruk Pride (or the next level in the Infinite Dungeon) and see what naughtiness got you ! :)




PS: Only active from 24th to 26th december!


[ 2017-12-24 18:19:27 CET ] [ Original post ]

The Santascape has come!



Rejoice in all the cold corners of Eyal for the Santascape has come!
Log on, jump on your characters and enjoy the cold feeling of deat...err...joy and merry presents!
Will you find your presents or your doom? You have until the 1st of january to find out!

Meet the friendly local elementals!


Have a hug with the cuddly snowmen!


And finally meet Nikolas to see if you deserve your presents!


The Santascape is a yearly special server event, triggered every 10 minutes by the server to all players currently logged in. There are others such events, come find them all during the year!


[ 2017-12-21 11:23:11 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.5 aka "Whoops" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.5 ! See http://te4.org/

Enjoy and have fun in Eyal!



  • Fixed shops


Have fun in Eyal!


[ 2017-05-23 23:29:29 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.4 "The Match" is out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.4 ! See https://te4.org/

Enjoy and have fun in Eyal!



  • Fixed damage bonus, resistance penetration and resistances to correctly appear in online charsheets
  • Buffed Athamaton, also it can now speak! Enjoy your deaths
  • Added support for visible talents, items and playerdoll images on online character sheets on te4.org
  • Fixed joining chat channels on star in some rare cases, one of the reason for "server doesnt work: it did work you just didnt saw it
  • Talents that generate resources state "FOO gain: X" instead of "FOO cost: -X"
  • Improved data synchronization with the server to lighten load
  • Fixed trying to capture a fearscaping npc while in the fearscape with a possessor
  • Modding: Support for "hated_by_everybody" property
  • Modding: DLCs/Addons defined resources should now correctly appear in the charsheets
  • Modding: New resources parameter "switch_direction" to indicate the resource prefers to be lower
  • Modding: New Actor:alterTalentCost method
  • Modding: New static method Object:descCombat() to let addons pass a custom combat table and get a correct description


Have fun in Eyal!


[ 2017-05-23 20:41:38 CET ] [ Original post ]

Updated official website te4.org

My minions,

I have updated and reskinned https://te4.org/ to look (hopefully) much better and the update is now live!

This update, combined with version 1.5.4 when it'll be out will also improve the online character sheets, including your actual character doll (so you can show off your fashion sense with the shimmering feature) and clearer talents & items tooltips with included icons :)




Have fun!


[ 2017-04-27 16:43:48 CET ] [ Original post ]

Dropping support for OSX versions lower than 10.9 soon

My minions,

I always try to support even the most antique systems as much as possible, but sometimes I just can't anymore.
Up until now the game worked on 10.6+ but I'm soon going to use code that requires more recent compilers.
Thus bumping the requirement to 10.9 (which is already nearly 4 years old).

The steam page has listed 10.9 has a requirement for a long time now anyway so this is more an official announce than a surprise :)

Have fun in Eyal!

PS: If some mac pros can explain to me how to compile C++11 (or ideally more!) on and for OSX 10.6, I will not have to drop it ;)


[ 2017-04-14 14:30:49 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.3 aka "Never give up, Never surrender" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.3 ! See http://te4.org/

Enjoy and have fun in Eyal!



  • Cannibalize penalty is now displayed in the assume form dialog
  • Cannibalize penalty is currently removed for body clones
  • Removed the info about timed effects for Assume Form as taht was old stuff that was never actually done
  • Fixed the description of Assume Form
  • Fixed Infestation's carrion worms poping over npcs/you sometimes
  • Fixed crippling poison on items (fixes Assassin's Surprise in Embers of Rage)
  • Fixed Chants and Hymns for escorts
  • Sanity checks to prevent a rare dmage shield error with Minimalist UI
  • Reckless Strike can not kill the user anymore
  • Fixed Aeyrn sometimes being hostile in the end fight
  • Fixed challenges sometimes auto-failing or auto-succeeding in the Infinite Dungeon
  • New hook "Actor:startTalentCooldown"
  • Disabled portal greater vault as it keeps on bugging weirdly
  • Fixed the item's vault not appearing in the Infinite Dungeon
  • Eldoral Last Resort bonus talent changed to Scatter Shot
  • Adventurers start with combat training unlocked
  • Randboss/rares can not generate with random talents from the "other" trees (which are hidden or npc specific stuff)
  • Fixed a rare bug that could void player's armour or saves


Have fun in Eyal!


[ 2017-04-09 16:13:29 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.2 aka "Forever and More" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.2 ! See http://te4.org/

Enjoy and have fun in Eyal!



  • Various fixes to Archer balance
  • Chats that somehow end up being too tall for the screen now force to clip top so that controls are always visible
  • Fixed Cornac extra points in the Infinite Dungeon
  • Buffed Nova and Shock damage
  • Feather Wind also increases pin and stun immunities
  • Reduced the mana cost of Hurricane, Thunderstorm and Chain Lightning
  • Fixed a rare level generation crash in the Prides



Have fun in Eyal!


[ 2017-03-21 00:32:01 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.1 aka "Forever and Some" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.1 ! See http://te4.org/

Enjoy and have fun in Eyal!



  • Reduce post-player TL scaling on Shadowstrike
  • Reduce post-player level scaling on Lethality
  • Reduce Blade Flurry cost
  • Reduce randart armor powers
  • Reduce range of Projection ego to 7
  • Fixed a bug where Volley and Called Shots took 2 turns
  • Fixed multiple shader effects on Intel & AMD GPUs
  • Spider-Silk Robe of Spydrë lore only pops when worn by the player
  • Fixed rare bug with crippling poison
  • Clarified Light Armour Training requirement, it is only for body slot
  • Fixed auto update of addons & DLCs in the non-steam version
  • Terrain's "damage_project" callback now receives source talent, if any
  • Pulverizing Auger (and all damage spells) now works for stabilizing wormholes in the Abashed Expanse
  • Fixed Chants and Hymns
  • Fixed cancelling Vault early
  • Full Control correctly recomputes speed for bodies with a base speed change (like midget swarms)
  • Full Control only grants speeds that are a benefit for you
  • Possess timed effect is now of type "other"
  • Fixed the Crystal Heart
  • Shimmering fully ignores randarts and rares
  • Possession correctly respects the number of types learnable
  • Various small rare fixes


Have fun in Eyal!


[ 2017-03-17 00:17:39 CET ] [ Original post ]

Tales of Maj'Eyal 1.5.0 "Unbroken, Unforgotten", Embers of Rage 1.0.4 and Ashes of Urh'Rok 1.0.6 are out!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.0 ! See http://te4.org/
This release also is joined to a release of Embers of Rage (1.0.4) and Ashes of Urh'Rok (1.0.6)!

Enjoy and have fun in Eyal!


Major Features


  • New donator/buyers class: Possessors
  • Imported Stone Wardens class into the base game, with an unlock
  • Fully rewrote Archer class
  • Fully rewrote Rogue class
  • Reworked Chants and Hymns trees
  • Buffed Antimagic
  • Much improved Infinite Dungeon, with new layouts, terrains and challenge levels
  • New visual effects for many, many talents, both old and new
  • New "shimmer" cosmetic feature for donators/buyers to change the look of your gear and finally look dapper!
  • All artifacts now have unique player doll images, to look even more dapper!


Misc

  • New quests popup visuals, varying depending on the type and status of quest
  • Rewrote Survival tree
  • Altered other warrior & rogue subclasses to match new categories
  • New Light Armour Training talent
  • When the player enters a level (the first time only), any nearby hostiles in radius 5 are scattered around the level, to prevent entering deathtraps
  • When unlocking poisons the Lord unlocks un already learnt
  • Adventurers start with a cloak in inventory
  • Antimagic now scales with either Mindpower of Physical power
  • Resolve now works even while Antimagic Shield is up when at level 5
  • Mana Clash now also adds a timed effect that adds manaburn to all damage dealt
  • Antimagic Shield max absorb buffed and now does a manaburn backlask against the attacker
  • Aura of Silence now also restores equilibrium for each foes silenced
  • Talent descriptions automatically note talents that won't break stealth.
  • Rares/Uniques/Bosses/Elite Bosses/Gods now have distinctive markers on them to easily notice them
  • Increased Epoch's Curve range by 1
  • Nerfed cooldown and healing on Bathe in Light
  • Staves accuracy bonus is now halved for short staves
  • Brittle Clear Oozes are much rarer
  • Nigthmare has slightly increased chance of rare spanws
  • Stairs can not be used for some turns after a kill (0 on Easy, 2 on Normal, 3 on Nightmare, 5 on Insane, 9 on Madness)
  • Ogres's Writ Large lets them get a 6th inscription slot as before, but they have to use a category point to actually unlock it
  • Buffed Highers (Gift also gives healing mod%, Overseer grants telepathy on hit, Born into Magic has better numbers)
  • Dwarf Stoneskin fully ignores the triggering attack, and correctly states it has no cooldown and can re-proc while active
  • Nerfed infravision on the experiments in the Blighted Ruins
  • Buffed Ghouls (Ghoul provides more stats, Ghoulish Leap provides a global speed boost on landing, reduced Retch cooldown a little, increased Gnaw stats reduction and ghoul spawned is fully
    controllable)
  • All summons affected by Blighted Summoning get max vim on spawn
  • Buffed Skeletons (Skeleton gives more str/dex, reduced cooldown of both Bone Armour and Re-assemble)
  • Buffed Dwarves (Resiliense gives hardiness, Stoneskin and Power is Money give higher numbers)
  • Dark Empathy now also transfers the caster's resists cap
  • Cornacs start with one more generic point and gain additional class and generic points while leveling
  • Nerfed Ogres a little (and buffed a little)
  • Some slight Shalore nerfs (and a buff)
  • Augmentation updates with each stats change and has a small cooldown
  • New "Detach Tinker" command in the item's menu to remove a tinker from an object, worn or otherwise
  • Tinkered objects show the tinker they use in their names
  • Dwarven Adventurers can use stone wardens talents
  • All zones now update their base level each time the player enters
  • All liches NPCs have 50% chance to ignore crits, archliches and bloodliches have 100%
  • Lichform grants 100% stun & disease immunity
  • Lichform now has a new rank 7, which is much more powerful than puny level 6 liches !
  • Skeleton's Re-Assemble can not be cheesed anymore
  • Healing modifier scales (0.5 power) with constitution.
  • When disarmed, some traps give the player a chance to learn (unlock) a related trap talent.
  • Revised (nerfed) Gesture of Guarding's deflection value (similar to parry).
  • Talents whose descriptions contain a damage will now also base it on the stunned/dazed/number/.. state to reflect the actual damage that can be done more accurately
  • Player AOE targeting with stop block will not block on unseen actors.
  • Player AOE targeting highlights with stop block will not be blocked by unseen actors.
  • Darkest Light will not appear on randbosses/elites anymore
  • Infinite Dungeon levels sometimes get zone-wide auras
  • Backup guardians can now drop tier 5 items
  • Levelup dialog has a checkbox to hide unknown categories, should help a lot Adventurers
  • New game option in Misc section to show or hide cloak hoods (off by default)
  • Added a Font Scaling option to the video menu, from 50% to 300%
  • Capslock to scroll is now rebindable like any other keybinds, under the name "Scroll map mode"
  • Corrections/clarifications to the descriptions and log messages for a few artifacts.
  • Short staves will appear smaller than normal ones on the player's doll
  • Unique tiles for all artifacts, including every possible versions of the Crystal Heart and Crystal Focus
  • Bone Shield displays current and max charges on the icon
  • Buffed quick, supercharged, and overpowered charm egos a bit (better cooldowns)
  • Reworked Hornet Stingers to be useful. Now 20 damage per turn up from 15 and 20% talent failure rate up from 5%.
  • Added unarmed on-hit Cursed talents for Ruthless Grip so brawlers won't be so sad. Lowered the healing mod malus from -20% to -10% so it will be a safer choice. Slight increase in price and
    slight decrease in base power and on-hits to balance it out with its new talents.
  • Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see it drop more often.
  • Black Mesh now has a 100% chance to pull in the attacker to reinforce its identity (only once per turn), clarified the on-block tooltip to let people know what it really does.
  • Filled in missing proc chance for Coral Spray, changed wording slightly.
  • Fire Dragon Shield now has a 30% chance to cast level 2 Fire Breath on your foes in radius 6, possibly stunning them. Added 15% fire affinity for flavor and usefulness.
  • Changed Scale Mail of Kroltar's activable from Lv 3 Inferno (Archmage skill) to Lv 3 Devouring Flames (Wyrmic skill) for flavor, slight increase in utility!
  • Dragon Helm of Kroltar now has +5 wil, +10% phys/fire damage, 0.2 Fire drake aspect mastery. Changed activable to level 3 bellowing roar for flavor and usefulness. Changed to properly use
    armor training 1 instead of 3 as all other helms do for consistency, it pairs with mail armor anyways. Set bonus gives an additional +14 luck for a total of 10.
  • New tileset for the Heart of the Gloom, with a different one for the dream version of it and an other variant for the Grushnak pride also using it
  • Crooked club no longer unreliabe, battle call is now level 2 and an activable. Physical Repulsion on crit changed to regular Physical.
  • Malslek the accursed's hat no longer arcane-powered to accomodate antimagic psions.
  • Skin of many gets +30% blindness immunity instead of fear for undead, as they're already fear immune.
  • Mighty Girdle now has +40 hp, -10% fatigue. Set bonus loses 40 hp and gains an extra -10% fatigue
  • Mighty Girdle base cost down to 150 from 350
  • Make Impending Doom less annoying to deal with by reducing healing mod malus to 80% from 100%
  • Halfling racial talent also increases steam crits
  • Disabled greater-crypt and trickvault vaults (the ones with the levers/tricks that sometimes bork) until they can be remade in a way that cant trap players forever
  • Can not recall out of subvaults
  • Increased price of Emblem of Evasion
  • Flat damage resistance is now subject to disminishing returns, usign the same formula as foo-powers and saves; except on base of 40 (so up to 40 there is no disminishing at all)
  • Spellhunt Remnants can not be upgraded witha tinker inside, and says so
  • Solipcism psi regen on heal/life regen works even if life/regen is blocked
  • Stone Skin now has a chance to reduce a random talent's cooldown when hit in melee
  • Default targetting now prioritizes targets in line of sight over ESP ones
  • Arrows also get the 2h ego multiplier
  • Bows now have a ego multiplier like other 2h weapons
  • Added base physical power/crit to character sheet.
  • Unlocked Mobility for Marauder
  • Reduced Shield Wall scaling and cooldown
  • Reduced Last Stand cooldown
  • Increased Bulwarks life rating
  • Improved APR on egos and added some new ones
  • Update Heavy Armor Training to use a standard scaling formula
  • Reduce Snap cooldown to 30 and stamina to 25
  • Eye of the Tiger is now configurable by addons
  • Magic of the Eternals correctly increases all crits (including Embers of Rage's Steamcrit)
  • Temporal Elementals have new tiles
  • Lady Nashva the Streambender finally has her own tile
  • Shadowblades gain Mobility tree
  • te4_log.txt on OSX is now always in /tmp
  • Providence does not heal anymore
  • Reduced max possible cooldown a little on shielding runes
  • Upgrade to rare items generation & redesigned some egos & powers
  • Removed healmod malus from Death's Embrace
  • Cinderfeet no longer damages friendlies
  • Vault walls in High Peak, Rak'Shor Pride and Grushnak Pride now match the visual theme
  • High Peak now have many possible events, including subvaults
  • Vaults have a much much higher chance to appear in the four Prides
  • Minor Brawler update
  • Detonate works through Through The Crowd
  • Fast as Lightning also grants 50%% chances to fully evade dy displacement
  • Lucky Day also provides a permanent 10% chance to evade damage by moving away
  • Garkul's Revenge also increases damage to giants
  • Temporal Form also grants Anomaly Flawed Design, Anomaly Gravity Pull and Anomaly Wormhole
  • Aether Permeation also gives 10% arcane resist cap
  • Armour of Shadows give 20% evasion when on unlit tile
  • Never Stop Running cooldown reduced to 8
  • Draconic Body cooldown reduced to 15
  • Corrupted Shell also increases armour
  • Through The Crowd now also grants 3% global speed per stack (up to 15%%) and is also given to all party members
  • Giant Leap cooldown reduced, also removes all stun/daze/pin effects
  • Windtouched Speed now also reduces all cooldowns by 10%
  • Limit GWF to once per turn and re-buff proc rate and duration numbers a bit
  • Superpower changed 60% of Strength and 40% Willpower modifier
  • I Can Carry the World also grants a size category and 10 more strength
  • Massive Blow also applies Counterstrike if a wall is hit (and fixes desc to reflect it ignores save & immunity)
  • Clarify weapon proc descriptions and change a few numbers
  • Animus Hoarder: extra soul chance (nerf)
  • Shield Expertise: save bonuses
  • Putting Telos Staff Crystal in an alchmist golem changes its name and gives it.. personality
  • Crystalline items can be unmade and remade again at a higher tier.
  • Telos items now form a set.
  • Ureslak's Femur and Ureslak's Molted Scales form a set.
  • Ureslak's Molten Scales can now be activated to gain a reactive resistance buff
  • New lore to the High Peak
  • Display negative life in the UI instead of ???
  • Switched Manathrust and Arcane Power spots
  • Switched Pulverizing Auger and Stone Skin spots
  • Necromancer's Dark Empathy now helps minions not kill each other
  • Level 3 and up of Aura Mastery has a 25% chance to return souls from minions on death if they're inside the aura
  • Animus Hoarder is passive to reduce mana and soul strains early
  • Chill of the Tomb has a 100% chance to create a wisp if it kills a friendly necrotic minion while Will o' the Wisp is sustained for synergy
  • Lowered overall mana costs and cooldowns on Necromancer's non-locked trees slightly to prevent as many dead turns


Fixes

  • Fixed a rare offline vault problem for some people
  • Lever in Gorbat pride is not hidden by the sand anymore
  • Fixed Dominant Will to correctly fade away
  • Clarified/fix descriptions of several talents.
  • Shadows affected by Blighted Summoning now come up with full vim
  • Fixed Stone Warden Halves bug
  • Fixed a bug with small maps not centering correctly
  • Cloning one of the acolytes in the Dark Dungeon will not prevent saving Melinda
  • Fire hatchlings summoned by the Grand Arrival of Fire Drakes do not count towards the max summon limit
  • Leveling up talents in the LevelupDialog will not break stealth or other effects.
  • Fix Escorts being overwritten by other Actors during level generation.
  • Updated missing scaling of talents Chromatic Fury, Pure Aether, Uttercold, FrostDusk, Crystalline Focus, and Wildfire
  • Slime Roots can not reset fixed cooldown talents anymore
  • Totality correctly respects fixed cooldown talents
  • Yeek's Wayist talent create wayists with a telekinetically wielded greatsword
  • Fixed Cursed stalker debuff getting thrown back to them by Embers of Rage's Psionic Mirror talent
  • Randbosses will correctly learn talent categories specified with data.add_trees.
  • Fixed multiplying npcs so that they do not act upon splitting
  • Fixed Hymns of Moonlight not working with Ranged Amplification Device (from Embers of Rage)
  • Fixed Swap Tinker option to not reset to enabled when the game restarts
  • Oozewalk correctly only removes detrimental effects
  • Updated Ring of the War Master and the Murderblade to correctly boost berserker talents
  • Fixed offhand mindstar from not using the talent's damage multiplier
  • Fixed a bug that sometimes made alt daikara 4 or sludgenest 1 (and probably some others) fail to generate
  • Fixed a bug that sometimes made exiting subvaults bug out
  • Fixed a bug preventing adventurers from restarting from premades in the infinite dungeon
  • Phase Door and Teleport respect teleport immunity
  • Fixed The Cage (Embers of Rage) from working only once
  • Fix random freeze/random stop at high run speed
  • Fixed Adrenaline Surge
  • Fixed Shattering Blow description/damage
  • Fixed talents breaking on events not correctly working in some edge cases (this should fix Embers of Rage steam drain bug)
  • Fixed Aertherwalk teleporting on the opposite side of the target area
  • Make sure a temporary effect can not be removed before it finishes being setup (fixes a rare perma confusion bug)
  • Rotting Disease: Rescaled damage.
  • Decrepitute Disease: Rescaled damage.
  • Weakness Disease: Rescaled damage.
  • Fortress exploratory farportal only uses energy if you actually can go through (as in when not controlling a party member)
  • Fixed mindpower of the Caller mindstar ego
  • Fixed Derth staying fark after completing Storming the city quest
  • Recall, Teleport: Angolwen and Teleport: Point Zero do not work for non main-player anymore
  • Fixed resting for resources regen at super low values on inverted resources
  • Fixed a rare chronomancy bug
  • Fixed a weird interraction between Elemental Split, Stone Wall, Dwarven Unity and stair dancing. That was a fun one ! :)


Addons Stuff

  • Added new hooks "Quest:init" and "Quest:setStatus"
  • Added new hooks "UseTalents:generate" and "UseTalents:use" to mimic the UseItemMenu ones
  • Added new hooks "InfiniteDungeon:getLayouts" and "InfiniteDungeon:getGrids" to add new varieties to the "abnormal" ID levels
  • Added hook "ShertulFortress:exploratoryPortal:specialLocation" to add new special places to the portal
  • Added hook "Combat:attackTargetWith:attackerBonuses"
  • Recursing attacks, like Sawrd in Embers of Rage, can be set to deal less procs damage
  • Fix bug in Actor:fireTalentCheck and Actor:iterCallbacks clearing __project_source field incorrectly after callbacks.
  • Entity: Added getTemporaryValue function. Updated some temp value error messages to include name/uid of entity involved.
  • New actor property: "talent_no_resources" to make individual talents cost no resources
  • Added handling for actor.forbid_talents table
  • Static tmx loader can now understand object layers with names like "spawn#actor"
  • Actor:getTalentLevel will correctly return 0 for unknown talents
  • Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility.
  • Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions.
  • The Building map generator can now accommodate rooms.
  • Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings.
  • Added a rng.rarityTable function
  • Stores can now ignore material levels with ignore_material_levels=true
  • New callback "callbackOnQuickSwitchWeapons"




  • Marked multiple achievements as "huge", there were none! Oh!
  • Range Amplification Device fatigue penalty reduced to 20%
  • Arcane Amplification Drone does not damage the caster
  • Reduced Automated Reflex System cooldown to 4
  • Fixed powering the Ring of Lost Love
  • Eye of the Tiger now affects steamtech talents
  • Molten Points can not be removed anymore
  • Gunslingers start with a unique cloak, no special powers but a unique and cool looking skin!
  • New player doll tiles to match ToME 1.5 system
  • Reduced Sawrd procs power
  • Added support for Possessors
  • Explosive Steam Engine and Tremor Engine now correctly work even outside of sight
  • Reduced some salves power a little
  • Increased Pain Enhancement System cooldown
  • All weapons tiers now have a doll tile per tier. No more will that awesome voratun sword look like a boring iron sword!
  • Fixed (nerfed) poison water damage in Dominion sewers.
  • Fixed some issues with AAA and weissi-machine (could learn forbidden arcane/antimagic talents) chats.
  • Clarified steamsaw weapon description.
  • Krimbul glowing moss grids allow water breathing.
  • Fixed Nektosh's AI.
  • Removed incorrect tiles lists loaded for Krimbul and Lost City final maps.
  • Add new tileset variation to the Infinite Dungeon of 1.5: corrupted cave, psi cave, mana cave, mechstone and full mech
  • Fixed digging in Krimbul
  • Civilians can pop in insane/nightmare/madness modes too in the vaporous imporium




  • Demon Seeds now show on your character
  • Blood Shield disabled on rest/run
  • Buffed Jaw of Rogroth
  • Wheel of Fate level range increased to 30 and material level is min only (just like inscriptions)
  • Added demonic cosmetic skin to skeletons and ghouls
  • Added support for Possessors
  • Demonologists now start with Combat Veteran tree
  • Fixed out of combat vim regen by abusing Jaw of Rogroth
  • Fixed a rare bug where the control crystal could fail to appear in the Searing Halls


Have fun in Eyal!


[ 2017-03-09 18:00:02 CET ] [ Original post ]

Possessors are coming to 1.5!

My dear minions,

Long ago when I announced Ashes of Urh'Rok I also said that a day would come when Stone Wardens would be demoted to a normal class and the Possessors would come in as the new donator class. And while I never give dates, I try to keep my word and now the day of the Possessors is drawing near!

When Tales of Maj'Eyal 1.5 release it will feature this new, very weird, class!

But what are they ?

Possessors come from my previous game, ToME2 where you could capture the bodies of your dead foes to incarnate in them and use their special abilities!
And Tales of Maj'Eyal's Possessors are just like that, but more!
While parts of the design is still in flux, quite some things are already working, most importantly the actual possession stuff!
For those of you that knew the old possessors, think of them as kind of that (with less cheesiness) with a midrange/melee psionic tackled on it.
And think of all those yummy talents NPCs can use that you can now steal!


A few mechanics explained


  • Bodies storage: When you steal one of your foes body it will be put in a "psionic storage", think of it as a kind of psionic imprit of the body. A talent even allows you to clone it to use it multiple times!
  • When you want to transform you simply access that storage and select the body you desire and bam! You get stats, effects, talents, ... of this body (all controlled by talents so it's not a binary thing, you do get better at it)
  • Stolen bodies have a very important flaw: they can never be healed in any way (except with a disminishing return special talent), so eventually even the best bodies will wither and be destroyed, but this is Tales of Maj'Eyal, new bodies are aplenty !
  • When you assume a form, you get to keep your inventory no matter what. Doing it any other way would be far too cumbersome for the play UI-wise. Also you can now pretend to be just like that rare bulwark snake that killed your last character!
  • You can also use your stored bodies in new fun ways, like using one as a psionic minion for a while, but when the effect ends the body is gone forever
  • The class has a psionic power called Finger of Death, need I say more?!


So stay tuned for 1.5 !


[ 2016-12-09 11:50:08 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.9 aka "Of Temptation" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.9 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:

  • Security fixes. This should have no impact on your gameplay obviously, but if you notice something strange please report it ASAP, some things may have been too restricted with regards to addons.


Expanded changelist:

  • Write path can be (and is) now restricted to certain game related folders at birth, any others will generate an error
  • OS functions to access disk and processes are now unaccessible
  • Particles lua threads cant access OS functions anymore
  • Fixed multiplying npcs so that they do not act upon splitting
  • Bone Shield displays current and max charges on the icon


Have fun!


[ 2016-10-25 16:28:05 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.8 aka "Of Redemption" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.7 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:


  • Some bugfixes


Expanded changelist:

  • Fixed the Item's Vault crash. Sorry..
  • Unexisting particles (because of removed addon/..) will not prevent loading (should help with some world.teaw issues)
  • Oozewalk correctly only removes detrimental effects
  • Fixed offhand mindstar from not using the talent's damage multiplier


Have fun!


[ 2016-06-14 16:05:31 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.7 aka "Of Perception" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.7 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:


  • Some bugfixes


Expanded changelist:

  • Updated Ring of the War Master and the Murderblade to correctly boost berserker talents
  • Fixed a bug that sometimes made alt daikara 4 or sludgenest 1 (and probably some others) fail to generate
  • Fixed a bug that sometimes made exiting subvaults bug out
  • Fixed a bug preventing adventurers from restarting from premades in the infinite dungeon
  • Updated OpenAL dll for windows to a new version, should prevent some windows10 crashes
  • Disabled greater-crypt abnd trickvault vaults (the ones with the levers/tricks that sometimes bork) until they can be remade in a way that cant trap players forever
  • Fixed Dominant Will to correctly fade away
  • Phase Door and Teleport respect teleport immunity
  • Fixed The Cage (Embers of Rage) from working only once
  • Fix random freeze/random stop at high run speed
  • Tinkered items can not be vaulted anymore



Have fun!


[ 2016-06-13 16:20:20 CET ] [ Original post ]

Embers of Rage 1.0.3 is released!

My minions,

Here comes a small update to Embers of Rage!

Changelog:

  • Reduce cooldown on Boiling Shot
  • Reduce resists on Molten Iron Blood
  • Buff Condensate damage
  • Nerf Cloak Tessellation a bit
  • Ban Saw Wheels from NPCs
  • Change Pain Enhancement System requirement to 600 damage instead of 1500
  • Raise Steam cost on To the Arms
  • Nerf Ablative Armor
  • Buff Payload
  • Nerf all buff salve durations to be equal to material level
  • Buff Spike Attachment
  • Nerf Reinforced Armor
  • Buff Voltaic Sentry
  • Reduce Raze damage and limit to 15 procs/turn
  • Updated the description of the gunner-training, gunslinging, and bullets mastery trees.
  • Clarified gunslinging talent category descriptions.
  • Sawwheel now builds up charges as you move (up to 5), the end damage will be lowered if charges are less than 5
  • All Shell talents correctly only take one target
  • Added a proper tile for explosive shell and flare shell tinkers
  • Mindwave correctly checks for confusion resistance
  • NPCs can not learn crafting talents (and thus grant the player Eurekas!)
  • Added a few missing doll images for whitehooves
  • Adventurers *really* start with a steam generator now

 

Have fun in Eyal!


[ 2016-03-11 02:00:42 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.6 aka "Of the Twilight The Darkness" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.6 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:

  • A few bugfixes

 
Expanded changelist:
  • Fixed Adrenaline Surge
  • Fixed Shattering Blow description/damage
  • Make sure a temporary effect can not be removed before it finishes being setup (fixes a rare perma confusion bug)
  • Fixed talents breaking on events not correctly working in some edge cases (this should fix Embers of Rage steam drain bug)

 

Have fun!


[ 2016-03-11 01:59:12 CET ] [ Original post ]

Embers of Rage 1.0.2 is released!

My minions,

Here comes a small update to Embers of Rage !

Changelog:

  • Mechanical Arms triggers on base turn instead of turn
  • Kaltor shop is .. better
  • Steam Generators egos will correctly update the steam regen on stats change (won't affect existing generators)
  • Fixed removing a steam generator with ego after the affecting stat has changed
  • Adventurers start with two injectors and one steam generator in their inventory
  • Walls to the training room in Kaltor's shop are not diggable anymore
  • Both injectors will appear on the hotkeys at birth
  • Pressing the hotkey bound to Double Shot works to confirm both shots now
  • Fixed "No Steam, No Palace. No Palace, No Palace!" to be actually obtainable
  • Added a bunch of npc tiles to the available custom tiles list at birth
  • Tools AAAs will not be empty in tier 2 or 4 zones
  • Fix Yeti proccing Ancestral Healing
  • Monocles and goggles visual customizations work correctly on orc females
  • Learning an antimagic talent from the [redacted] machine will correctly prompt for confirmation
  • Psyshot mindstar projection attack only works if the mindstar is not a psiblade
  • Steam Powered Armour talent does not disables on rest/run anymore
  • Fix a rare error from Mass Repair npc talent
  • Fixed Massive Physique description
  • Going back to the slumbering caves level 1 will not show the fall message
  • Mental Stimulator tinker changed to require only 1 level of Electricity
  • Molten Metal description is more explicit that it requires Furnace sustained
  • Fixed talking to Urthil's shop in the vanilla campaign with a tinker-enabled class while not having finished his quest
  • Fixed Rak'Shor Cunning prodigy to correctly refund half generic points, not prevent injectors/steam generators from working and correctly apply ghoul's speed penalty
  • Endboss will keep teleporting with you when you are grabbed
  • Titan battlesmasher prodigy replace by irresistible sun
  • Crafting artifacts shows the correct material tiers required even if you do not have them
  • Switching tiers on the tinker creation screen correctly changes the item preview
  • Algae in the krimbul water level are correctly considered underwater
  • Killing Aeryn gives the Gates of Morning quest if the player had not gained it yet
  • Killing Mindwall gives the quest for the camp, if the player had not gained it yet
  • Prevent Ak'Gishil from spawning in the lost city until a better fix can be found
  • Botanical Shell correctly procs under the target
  • Emergency Steam Purge only counts steam up to 100; to prevent stupidly powerful randbosses
  • Nerfed Dead Hide and Lifeless Rush
  • Prevents the ritches digs in gaets of morning from deleting stairs
  • Increased Stargazers max life a little
  • Limit max To The Arms power (for bosses mostly)
  • Increased To The Arms cooldown a little
  • Molten Point is now an "other" effect
  • Reduced To The Arms damage reduction a little
  • Nerf Punishment a bit, peaks around 250% now with heavy investment
  • Add cost to Furnace Vent
  • Fix Crystal Plating not having willpower
  • Reduced a little Tempest of Metal max doge
  • Reduced max damage cap on Grinding Shield
  • Fixed Pain Enhancement System to correctly require the achievement on the current char
  • Subcutaneous Metallisation effect reduced to "only" 100% of constitution and a 10 turns cooldown
  • Reduced Sawwheel drain a little
  • Battlefield Veteran efect for Sawwheel changed to increase the AOE attack damage
  • Grinding Shield cooldown upped a little
  • Tempest of Metal procs on attack instead of movement, a bit longer cooldown
  • Sawwheels does not damage when passing by (but still knocks back) but instead deals a big AOE attack on cancel/breaking, bit longer cooldown
  • Pain Enhancement System can only be active 6 turns out of 10 and does not affect strength
  • Pain Enhancement System only activates if it is not yet active (meaning no more super uber stacking)


Have fun in Eyal!


[ 2016-02-29 01:26:35 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.5 aka "Fanning the Embers" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.5 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:

  • A few bugfixes


Expanded changelist:
  • Fixed Aertherwalk teleporting on the opposite side of the target area
  • Stores can now ignore material levels with ignore_material_levels=true
  • Addons can have a new init.lua parameter like "required_addons = {'foobar', 'lulz'}" to only activate if those addons/dlcs are also active
  • Spellhunt Remnants can not be upgraded witha tinker inside, and says so
  • Flat damage resistance is now subject to disminishing returns, usign the same formula as foo-powers and saves; except on base of 40 (so up to 40 there is no disminishing at all)
  • Can not recall out of subvaults
  • Fixed VaultLevel generator to not abide "required_rooms" of parent zone


Have fun!


[ 2016-02-29 01:25:53 CET ] [ Original post ]

Embers of Rage is released!


My minions,

Today I am proud to announce the immediate availability of Embers of Rage, Tales of Maj'Eyal second expansion which has been so long in the making!

It brings to you a whole new campaign to play (and die) in, steamtech, new classes, new races, crafting, lore, zones, quests, artifacts, .. and more!
Loop up the full, super long, features list !

This expansion has had much sweat and blood in the making, I hope you'll like it.

Embers of Rage is now available right now from Steam !

Go grab it while it's steamy hot! Like right now!


[ 2016-02-23 20:12:54 CET ] [ Original post ]

Daily Deal - Tales of Maj'Eyal, 75% Off

Today's Deal: Save 75% on Tales of Maj'Eyal!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Thursday at 10AM Pacific Time


[ 2016-02-23 19:00:00 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.4 aka "Once More, with Teasing" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.4 ! See http://te4.org/

Enjoy and have fun in Eyal!

This release will be required to play Embers of Rage. Update now, for Embers of Rage is out in a few days!

Release highlights:


  • A few bugfixes
  • A few compatiblity changes for Embers of Rage.


Expanded changelist:

  • Lichform now properly functions in Arena mode
  • Adventurers also start with a shield and a 2h sword
  • If lore somehow ends up in inventory it can be used to read it
  • Made Arcane Destruction not double-scale
  • Nerfed Arcane Might a bit
  • Moddable tiles can define head "underwear" (default tile when not wearing stuff) and rename default underwears
  • Added shoulder attachement locations to all player dolls
  • Randart generator saves the naming scheme for possible reuse
  • Fixed Zone:setEntityEgoList
  • Randarts display as such in their description
  • Fixed a bug in command staff dialog tree
  • Trees are correctly diggable in the slazish fens
  • Fixed Worm Walk range
  • Fixed Block erroring when disarmed
  • "attack_recurse" also works on archery.
  • Achievements can now have a category


Have fun!


[ 2016-02-20 19:01:16 CET ] [ Original post ]

Embers of Rage: Release date!


Mark your calendars my minions!

Embers of Rage will be available on the 23rd February of the year 2016 (yes that is in one week!) !

What is Embers of Rage ?
It is the latest expansion for Tales of Maj'Eyal, and not a puny small thing at that! It is a whole new campaign that will take your characters from level 1 to 50 in a full set of brand new zones/quests/lore.

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

What is inside ?
So many things! If you think a whole new campaign is great wait until you learn that you get 3 new races to play the campaign with:

  • the Orcs (obviously!), fighting for the very survival of their race; the Kruk pride is all that is left
  • the Yetis, well kinda! An orc mind in a powerful yeti's body!
  • the Whitehooves, of which I will only say the name ;)


What would be a Tales of Maj'Eyal expansion without new classes? Good thing you'll also get 3 new classes:

All of which are part of the Tinker metaclass:
  • learn to maw down your foes as a Sawbutcher, dual wielding steam-powered saws to bring hot steamy mayhem to your foes!
  • become a master Gunslinger, filling your foes with bullets fired by your steam-powered guns; be elusive, be evasive, fire away and be awesome!
  • merge machine and mind with the Psyshot, of which I will not speak any more ;)


But what would be a good tinker without items to improve and craft ? Nothing!

All tinker classes (and all other classes can learn) start with the ability to craft powerful items to improve their equipment. Do you need to run fast? strap Rocket Boots to your shoes! Do you need a quick heal? Inject a Healing Salve directly into your bloodstream! Do you love fire and flames? Strap an Incendiary Groove to your weapon!

There are over 70 crafts to choose and use.

The expansion also comes with a full contingent of artifacts, deadly foes, achievements and such. The classic stuff ;)

So, get ready! Oh and I may be posting a few teasers between now and the release, just to keep people ... teased ;)


[ 2016-02-16 20:02:32 CET ] [ Original post ]

Ashes of Urh'Rok 1.0.5 is out!

My minions,

Here comes a small update to Ashes of Urh'Rok!

Changelog:


  • Allow demon statues to appear in Embers of Rage zones
  • Fixed unlocks countings
  • Update to new engine shield API
  • Doomelves start with one more infusion, like all other races


Have fun in Eyal!


[ 2016-02-08 18:46:34 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.3 aka "Before the Rage" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.3 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:

  • A few bugfixes


Expanded changelist:

  • Fixed crash when using a gamepad
  • Possible fix to the reaver's plague bug
  • Fixed Oozewalk too (for real)
  • Prevent Telekinetic Leap from jumping walls (for real this time)
  • Fixed not seeing the "Play" button after doing a tutorial
  • Creeping Darkness will be a dark purple instead of black in ascii mode
  • Blighted Summoning creatures come up with max vim
  • Fix Cloak of Deception buff being lost if resurrected by the Eidolon.
  • Exiting the Eidolon plane triggers callbackOnChangeLevel.
  • Fix Stalk talent not updating EFF_STALKER and EFF_STALKED properly when hitting the stalked target, and not triggering learning hate pool when learned.
  • Clarified tooltip for Reality Smearing.
  • Prevents a talent from trying to deactivate twice in some very strange corner cases
  • Added a Levelup button to the charsheet


Have fun!


[ 2016-02-02 23:24:13 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.2 aka "Stunt Forever" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.2 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:

  • A few bugfixes


Expanded changelist:

  • Fixed Oozewalk being able to enter vaults
  • Telekinetic Leap can not enter vaults
  • Reverted towns items tiers limits to 1.3 ones
  • Vim talents correctly increase Equilibrium again
  • Fixed a bug that prevented to correctly unlearn talents when using objects with powers
  • Fix a few zones trying and failign to load some vaults
  • Fixed buying one item of a stack in stores
  • Quest popup can be dismissed with enter
  • Cursed Bolt informs players if it fails due to not having a shadow in sight range
  • Buff damage of Cursed Bolt
  • Tweaked particle effects for Shadow's Path
  • Clarify descriptions of Shadow's Path and Cursed Bolt
  • Fixed Shadow's Path on no-teleport maps
  • Improved Shadow's Path performances on more closed maps
  • Fixed interactions with Shadow Senses
  • Fixed error caused on zone change
  • Stop trying to rest for air
  • Fix Paradox bar color without shaders
  • Shadow Mages correctly give spellpower bonus to shadows
  • Movement infusions are tier 2


Have fun!


[ 2016-01-28 01:27:41 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.1 aka "You Shall Not Crash" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.1 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:


  • A few bugfixes for some people


Expanded changelist:

  • Protected Doomed talents that use shadows from being activated with no shadows
  • Fixed Vim color bar when not using shaders
  • Fix Spellhunt Remnants so that they have stats if they generate below material level 2
  • Fix Ascii mode
  • Kill Bill is achievable again even on insane & madness
  • Fixed crash on startup error for some rare people
  • Fix taking a screenshot while loading a level
  • Egos are again displayed in the NPC's tooltips


Have fun!


[ 2016-01-26 19:03:39 CET ] [ Original post ]

Tales of Maj'Eyal 1.4.0 aka "We are Doomed" is released!

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

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!

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
Too long for Steam announcements, see full log at http://te4.org/blogs/darkgod/2016/01/news/tales-majeyal-140-aka-we-are-doomed-released :)

Have fun in Eyal!


[ 2016-01-25 21:25:06 CET ] [ Original post ]

Tales of Maj'Eyal is in IndieDB Top 100, vote for Top 10!

My dear minions,

Tales of Maj'Eyal has been nominated in IndieDB Top 100 this year, and thus it comes down to voting for the Top 10 now!

I call upon thee my minions, rally and march forth to http://www.indiedb.com/groups/2015-indie-of-the-year-awards/top100#vote18579 and vote!

I count on you; make your local God of Darkness happy :)


[ 2015-12-11 22:39:55 CET ] [ Original post ]

Announcing: Embers of Rage

My minions, I have teased it, I have talked about it, but I never actually officially announced it!

One year has passed since the one they call the Scourge from the West came and single-handedly destroyed most of the Orc Prides. The Sunwall, now possessing a Farportal, have entered an economic and millitary pact with the Allied Kingdoms in the west and conquered most of Var'Eyal. The few remnants of the Prides are caged. But by chance the Scourge missed the Kruk Pride, which now stands as the only orc settlement left. Isolated on an island they too however face impending doom. Besieged by the Sunwall they are barred from entering the mainland and on their own island they are at war with a technologically advanced civilization of giants. Their only hope is to reverse-engineer their steam-powered technology and bring metal mayhem to all the foes of the Pride.

Embers of Rage is the second expansion for Tales of Maj'Eyal. The concept and start of the development is now about three years old but in the last year it has picked up pace a lot, and now I am happy to say the release is getting close!

But what does it bring exactly?


  • A new story to play through, set in the Far East continent (that the orcs call Var'Eyal) which continues the story of the world.
  • A full length campaign that will see your characters fight from level 1 to 50
  • Play as an Orc and reclaim your land and future
  • Unlock another -secret- race
  • Play as a Sawbutcher, a melee battle-engineer that uses both his cunning for technology and his trusty steamsaws to bring hot steamy metal mayhem to his foes
  • Play as a Gunslinger, a steamgun dual wielding master-sharpshooter capable of amazing feats of pure steamy badassness
  • Unlock other -secret- classes
  • Unlock the possibility to play the new classes in the vanilla campaign, because why not!
  • Use the tinker system to craft some technological wonders to attach to your objects to become more versatile. Need more mobility? use Rocket Boots. Want to fire ammo without a launcher? attach a Hand Cannon to your gloves!
  • Save yourself with versatile medical salves; inflexible runes and infusions are so old-school!
  • Choose from six new prodigies, available even in the vanilla game
  • Unearth long lost mysteries of the past and discover sinister plots in some thrilling new lore to discover
  • And obviously discover a huge number of new zones, artifacts, creatures, achievements, talents, ... It is after all a full campaign!
  • All while listening to custom made musics for each zones

Now my minions, you simply need to wait patiently in line while your local God of Darkness prepares to unleash the Embers of Rage upon you!

Link for the same + some images: http://te4.org/blogs/darkgod/2015/12/news/announcing-embers-rage


[ 2015-12-03 23:46:11 CET ] [ Original post ]

Tales of Maj'Eyal 1.3.3 aka "Stunts Whip of Doom" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.3.3 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:


  • A small but important bugfix!


Expanded changelist:

  • Try to fix the gamma issue on some computers
  • Fixed curse of nightmare, for real this time!
  • Buffed curse of nighmare to start triggering at level 4 (as the description was implying)
  • When mousing over a zone change there will be a minimum level indicator in the tooltip


Have fun!


[ 2015-11-30 15:37:34 CET ] [ Original post ]

Tales of Maj'Eyal 1.3.2 aka "Stunt Saver" is released!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.2 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:


  • Many important bugfixes!


Expanded changelist:

  • Yeeks summoned Wayists do not drop items
  • Sludgenest drops Maj'Eyal items
  • Combat:combatSpeed can take an additional speed
  • Fixed Skirmisher's Swift Shot abuse
  • Prevented the vats in the old conclave vault from destroying stairs
  • Party members are cleaned of debuff when going to the Eidolon plane
  • Fixed Archery to properly do on_hit, on_crit, and on_kill effects. It can now handle multiple types of each from ranged weapons and ammo.
  • Make Contingency and Matrix respect fixed cooldowns
  • Fixes the nightmare part of curse of nightmares
  • Add proc chance to Warden's Call (for balance and bugfix)
  • Reduced the memory drag (but not altogether fixed) caused by Temporal Warden talents
  • Fixed inventory destruction caused by some Temporal Warden talents
  • Fixed Fearless Cleave
  • 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
  • "make_escort" property can reference define_as fields of entities without a rarity
  • New string.prefix and string.suffix functions
  • Deus Ex Machina achievement altered and now possible to get
  • Reduced Insane and Madness flat level penalty, as it just made first levels harder than the rest of the game (which is still very madly hard)
  • Cancelling secondary target for Nature's Equilibrium now targets self.
  • Reduced Paradox cost on Time Shield, Webs of Fate, and Temporal Fugue
  • Fixed Twist Fate
  • Limited the number of possible charges of Lightning Catcher
  • 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
  • Fixed weapon speed bug
  • 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


Have fun!


[ 2015-11-29 21:26:27 CET ] [ Original post ]

Tales of Maj'Eyal 1.3.1 aka "Forever" is released!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.3.1 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:


  • Many imporatnt bugfixes!


Expanded changelist:

  • Fixed crash on some OSX versions
  • Added text to antimagic quest to explain why Ogres can do it
  • In developer mode an error popup forces all other dialogs to disappear; making sure even level generation errors do popup correctly
  • Removed preliminary gamepad until it can be fixed
  • Fixed digging into icewalls
  • Fixed Tirakai Maul; lets see what bug it does next!
  • Fix Block description
  • Fixed Frost Lord Chains
  • Fixed Time Stop + Contingency (hopefully)
  • Fix Temporal Fugue on traps
  • Updated Insane and Madness difficulties unlock texts
  • Reckless Charge can once again go through crowds
  • Fixed The Mouth sometimes erroring out
  • Icewall cooldown can not be lower than its duration
  • Made DamageType.initState available to addons
  • Fixed the description of Ogre Fury effect
  • Most races now start with an additional infusion or rune in inventory
  • Lore note that shows the old conclave ruins on the map now always pop even if already known
  • Cease to Exist can not be used by NPCs anymore
  • Make sure temporal warden clones can not self resurrrect
  • Fixed alchemists & summoners exiting the Dreams of the caldera
  • New hook "Zone:create" for when a zone.lua file is loaded
  • Fixed a memory leak in the chatlog
  • Breach checks saves on arrows now too
  • Hounds unravel duration reduced
  • Reduced Invigorate Paradox cost
  • Spacetime Stability bonus doubled while Tuning
  • Spacetime Tuning now tunes a flat amoutn each turn
  • Reduced damage on Temporal Hounds a bit
  • Increased the Paradox cost on many chronomancy talents (especially defensive ones)
  • Guardian Unity duration increased to 10
  • Paradox Spell Modifier now affects spell durations (rounds down)
  • Paradox spellpower modifier scales more normally under 300 paradox (caps at 50% at 150 paradox)
  • Redux now only effects one spell per cast. Cooldown reduced.
  • Reduced effectiveness of energy decomposition
  • Dimensional Shift now reduces the duration on only one effect
  • Shoot is once again bound to left click at birth for Temporal Wardens.
  • Fixed Temporal Hounds breaking with "scape" effects
  • Shantiz no longer destroys friendly projectiles
  • Shantiz AoE no longer hits friendly targets
  • Effect Reduction and Resist All on teleport now subject to diminishing returns
  • Fixed log fade
  • Fixed temporal bolt's initial hit reducing too many talent cooldowns
  • Fetter handling for blended threads and temporal bolt
  • Fix spatial tether msgs
  • Fixes a bug in game:delayedLogDamage that incorrectly determines player visibility for certain messages.
  • Updated messages for Spatial Tether
  • Reduced a little the flat level increases on nighmare/insane/madness as they only make the first few levels way harder than the rest


Have fun!


[ 2015-03-29 15:00:32 CET ] [ Original post ]