Full notes
Full Tales of Maj'Eyal update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- UI and audio
- Balance
- Fixes
- Gameplay
- Store
Tales of Maj'Eyal changes
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, IMPORTANTRemoved 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
- StunCooldown lock changed to half, damage reduction changed to 50%
- ConfusionInteraction 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!
Source
Changelog.gg summarizes and formats this update. How we read updates.
