Tales of Maj'Eyal + DLC GOG

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Tales of Maj'Eyal + DLC GOG

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Tales of Maj'Eyal + Ashes of Urh'Rok DLC + Embers of Rage DLC + Forbidden Cults DLC

Genre: Role-playing - Turn-based - Roguelike
Works on: Windows (XP, Vista, 7, 8)
Languages: Text only: English
Modes: Single-player
Released: December 21, 2012
Size: 520 MB / 33 MB / 116 MB / 106 MB
Company: Netcore / Netcore
Installer version: v1.7.6_(65702)
Store page: https://www.gog.com/game/tales_of_majeyal

About: 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.

● Focus on randomly generated tactical battles
● Rich set of very unique classes
● Unlocks & in-game 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.

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Released: October 27, 2014
Size: 33 MB
Store page: https://www.gog.com/game/tales_of_majey ... _of_urhrok

About: Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from
nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far
above the skies, watching and waiting, but not idly; their agents scout the land, their legions build
up their forces, and their scholars develop new spells and strategies. As the barrier between our
worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up
to serve as their slaves and playthings. They imbue these victims with magical powers to better
survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

● Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle
with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents.
Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds,
softening up the crowd with waves of fire, then feeding on the flames and suffering of their
surroundings to stay alive while quickly reducing any group to a pile of ash and gore.
● Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a
shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds
from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and
passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic
demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to
pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire
Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses!
Demons have persistent health, making them a little more precious than disposable necromancer
skeletons or summoner beasts, but can be revived from death nonetheless.
● Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before,
now see the lairs and headquarters of the demons themselves!
● Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race,
hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture!
Discover monuments to each of the demonic species and noteworthy individuals, showing the place
of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic
invaders and their brainwashed thralls!
● Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well,
corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy
dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new
resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them
unsteady in combat!
● Between the aforementioned classes and Doomelves, a whopping 75 new talents!
● Unlock two new cosmetic options! You know you've always wanted demon-horns.
● Two new events, appearing anywhere in Eyal!
20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass
more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows
smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!
● 7 new in-game achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang
their metaphorical skulls from your profile page!

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Released: February 23, 2016
Size: 116 MB
Store page: https://www.gog.com/game/tales_of_majey ... rs_of_rage

About: 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.

● Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales
of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam
Giants of Atmos, and other dangers that may lie in wait...
● Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable
Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!
● Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall
forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique
foes and hazards, leading each to feel and play different from the others.
● Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and
rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across
the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of
ways to slay your foes.
● Master steam technology to build powerful tinkers to augment your equipment. Need to close in
a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot
someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do
the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions;
with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying
something different with every playthrough.
● Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots,
use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no
"boring" talents here, everything has its own special applications and properties!
● Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy
tunnels, and discover that you aren't alone in using it...
● Infusions and runes are for puny humans; implant new medical injectors to pump an array of
experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your
inventory as long as they're off their cooldown, giving you versatility you've wished you could
get with a couple of inscriptions.
● Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and
explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't
really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!
● Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new
creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer
the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam
Giants' elaborate defense systems, and find new strategies to adapt to each!
● Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish
people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give
a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as
a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness,
and wear a badge of pride or shame for each!
● Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have
changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes
and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every
zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor,
of intrigue and glory, of despair and hope.
● Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new
tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an
entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind
of sawblades and steam!

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Released: May 16, 2018
Size: 105 MB
Store page: https://www.gog.com/game/tales_of_majey ... dden_cults

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!

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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.

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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.

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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...

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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 ...

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"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.
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?
In-Game Achievements: Because there can never be enough!
► System requirements
Minimum system requirements - Windows: 7 / 8 / 10
Memory: 512 MB RAM
Graphics: Any OpenGL capable video card.
Hard Drive: 512 MB available space

Recommended system requirements - Windows: 7 / 8 / 10
Memory: 1 GB RAM
Graphics: OpenGL 2+ capable video card.
Hard Drive: 512 MB available space
Support the software developers. If you like this game, BUY IT!
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Re: Tales of Maj'Eyal + DLC GOG

Post by Swapware »

thanks for the embers of rage DLC, will probably buy the update tomorrow , good to have the update though ...thanks
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Re: Tales of Maj'Eyal + DLC GOG

Post by huwente21 »

sorry but I didn't found the said "Embers of Rage v2.4.0.5"
 i Message from: ADMIN
Fixed. Thx!
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Re: Tales of Maj'Eyal + DLC GOG

Post by Leode »

For anyone who's already got the 1.5.0. version, you can just use the game's patcher (t-engine-launcher.exe) to update to the latest version (currently 1.5.2.), no need to download a new installer. Also, thanks for the uploads.
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Re: Tales of Maj'Eyal + DLC GOG

Post by ole »

Thank you very much!
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Re: Tales of Maj'Eyal + DLC GOG

Post by vastyr »

► bypass gdrive download quota
► The Ninja-King
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Re: Tales of Maj'Eyal + DLC GOG

Post by vastyr »

Just a heads up...

sometime back ADMIN updated main post dl link with v1.5.10b_(23867) ...but he never mentioned it.
We are all human (well I think so anyways), and I just noticed it myself LOL!
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Re: Tales of Maj'Eyal + DLC GOG

Post by catastic »

Agent wrote: 19 Nov 2019, 16:06 1.6.0_(33444) torrent
gopnik_martian wrote: 19 Nov 2019, 16:13 1.6.0_(33444) Zippyshare
► Changelog
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!
► Changelog for future v1.6.1 yet not released on GOG version
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!
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Re: Tales of Maj'Eyal + DLC GOG

Post by catastic »

vastyr wrote: 04 Dec 2019, 00:18 added full installer + 3 dlc v1.6.4_(34356).
► Changelog
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.

Image

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

Image

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!
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Re: Tales of Maj'Eyal + DLC GOG

Post by catastic »

ADMIN wrote: 09 Jan 2020, 17:17 main post updated to v1.6.5_(35221)
► Changelog
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!
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Re: Tales of Maj'Eyal + DLC GOG

Post by Agent »

1.6.5 full
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Re: Tales of Maj'Eyal + DLC GOG

Post by catastic »

ADMIN wrote: 13 Jan 2020, 17:27 main post updated to v1.6.6_(35362)
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Re: Tales of Maj'Eyal + DLC GOG

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Re: Tales of Maj'Eyal + DLC GOG

Post by catastic »

Agent wrote: 29 Feb 2020, 09:52 setup_tales_of_majeyal_1.6.7_(36443).exe
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Re: Tales of Maj'Eyal + DLC GOG

Post by metal_babble_sword »

Just making a note here that Tales of Maj'Eyal was updated to v1.7.0 on 10/28/2020.
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Re: Tales of Maj'Eyal + DLC GOG

Post by Deleted User 30936 »

metal_babble_sword wrote: 30 Oct 2020, 04:12 Just making a note here that Tales of Maj'Eyal was updated to v1.7.0 on 10/28/2020.
There is no update on GOG.com. Offline, that is: https://www.gogdb.org/product/1207666523#downloads
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Tales of Maj'Eyal + DLC GOG

Post by Everard »

► changelog
Patch 1.7.0 (29 October 2020)

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!

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 galaxy branch that you can enable it by clicking on the settings for the game, selecting "Manage installation", then "Configure", then the 1.6 version in the beta section. And if you use addons, make sure they have a version for 1.7 or disable them; you don't want problems do you? :)

Changelog for Tales of MajEyal 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"

Changelog for Forbidden Cults

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

Changelog for Embers of Rage

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

Changelog for Ashes of Urh'Rok

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"

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!

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main post updated to 1.7.2_(42528)
Support the software developers. If you like this game, BUY IT!
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Post by catastic »

ADMIN wrote: 17 Nov 2020, 15:59 main post updated to 1.7.2_(42528)
► Changelog
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 :)

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

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Fix Ominous Shadow to correctly grant darkness damage conversion
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