Tales of Maj'Eyal
DarkGod Developer
DarkGod Publisher
2013-12-12 Release
🎹🖱️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 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 00:28:21 CET ] [ Original post ] 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.orgMINIMAL SETUP- Memory: 512 MB RAM
- Graphics: OpenGL 2.1+
- Storage: 512 MB available space
Memory: 1 GB RAMRECOMMENDED SETUP- Graphics: OpenGL 2.1+
- Storage: 512 MB available space
12.72$ (15%)
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