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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.
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 !
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!
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 !
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!
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 :)
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 :)
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:
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:
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:
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:
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:
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:
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:
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:
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!
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 :)
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.
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.5 ! See https://te4.org/
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.
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.
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.2 !
A "small" bugfix release this time :)
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!
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? :)
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:
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:
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:
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:
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:
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.
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 :)
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!
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!
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!
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.
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:
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!
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!
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!
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!
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!
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!
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:
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!
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!
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!
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!
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!
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 ;)
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!
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!
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!
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
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!
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:
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:
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:
My minions, Here comes a small update to Embers of Rage! Changelog:
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!
My minions, Here comes a small update to Embers of Rage ! Changelog:
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:
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!
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
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:
My minions, Here comes a small update to Ashes of Urh'Rok! Changelog:
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:
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:
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:
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
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 :)
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?
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:
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:
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:
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