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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!


[ 2020-01-07 23:33:19 CET ] [ Original post ]

Tales of Maj'Eyal
DarkGod Developer
DarkGod Publisher
2013-12-12 Release
Game News Posts: 75
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (5596 reviews)
The Game includes VR Support
Available DLCs:
  • Tales of Maj'Eyal - Ashes of Urh'Rok
  • Tales of Maj'Eyal - Embers of Rage
  • Tales of Maj'Eyal - Forbidden Cults

Tales of Maj’Eyal is a roguelike RPG, featuring tactical turn-based combat and advanced character building. Play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.
With a modern graphical and customisable interface, intuitive mouse control, streamlined mechanics and deep, challenging combat, online stats and character sheets, Tales of Maj’Eyal offers engaging roguelike gameplay for the 21st century.

Key features:
  • Focus on randomly generated tactical battles
  • Rich set of very unique classes
  • Unlocks & achievements progression
  • Rich world with its own history which slowly reveal during the game
  • No consumables, no grinding
  • Turn based: think before you act!
  • Simple, easy to use interface
  • Easy modding support with Workshop integration

Buyers will get all the extra features that normal donators get. You can test for free on te4.org

MINIMAL SETUP
  • Memory: 512 MB RAM
  • Graphics: OpenGL 2.1+
  • Storage: 512 MB available space
RECOMMENDED SETUP
  • Memory: 1 GB RAM
  • Graphics: OpenGL 2.1+
  • Storage: 512 MB available space
GAMEBILLET

[ 5975 ]

52.74$ (12%)
21.22$ (15%)
33.17$ (17%)
16.88$ (16%)
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11.17$ (14%)
12.74$ (15%)
12.71$ (15%)
20.99$ (16%)
13.34$ (11%)
6.98$ (13%)
GAMERSGATE

[ 1709 ]

10.0$ (75%)
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3.6$ (82%)
13.99$ (30%)
MacGamestore

[ 1755 ]

16.49$ (18%)
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39.49$ (21%)
53.99$ (10%)
26.89$ (10%)

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