Campaign: Tales of Maj'Eyal - The Age of Allure

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Tradewind_Rider
Thalore
Posts: 191
Joined: Sat Oct 05, 2019 8:55 pm

Campaign: Tales of Maj'Eyal - The Age of Allure

#1 Post by Tradewind_Rider »

Welcome everyone!

This addon introduces a whole new campaign:

The Age of Allure


https://te4.org/games/addons/tome/age-of-allure


Due to the fact: I do not have infinite free time for my hobbies, I did not balance-tested it, so I open it up for beta testing.

NOTE: The campaign is intended to be harder than Age of Ascendancy, so at first tries maybe it is better (if you play on insane difficulty) to try it on nightmare. On normal/nightmare I guess, this should cause no significant extra difficulty.

Some enemies and perhaps the progression can be unbalanced, so please if you try it, leave a comment with your feedback. Also if you encounter with any errors, please make a screenshot about the error, or copy the relevant final part of the error log here.


Things that I aware of:

This campaign is in the Age of Allure and many artifacts in the game has a lore that is written for Ascendancy and therefore refers to past events. It would be a huge extra work to redo most of the artifacts, and only for this little lore reason. So I did not altered the artifact pool, just ignore the lores of main game artifacts.

Currently there are no extra achievements in the campaign, but I am planning to add later.


Beta version 2 changes :

viewtopic.php?p=251850#p251850


Thanks for playing with this campaign, have fun!
Last edited by Tradewind_Rider on Wed May 20, 2026 9:06 pm, edited 1 time in total.

Recaiden
Thalore
Posts: 186
Joined: Mon Jul 30, 2018 8:41 pm

Re: Campaign: Tales of Maj'Eyal - The Age of Allure

#2 Post by Recaiden »

You can stand on the tables; I would make it block movement.

When you return to town, autoexplore tries to bring you back to the exit.

The annoying boy in town asks about orcs, but the intro and dialogue at the house makes it seem like the orcish attack is a new thing. Shouldn't he ask how many elves we killed?

Bluethrop Mines don't have the "you haven't visited this zone yet" sparkle.

I ignored the quest and went into the mines as the 2nd zone. After beating the boss, it said my quest updated, but there was no updated text.

Zqshql spawned, not lore accurate ;)

Stairs up don't seem to be autoexplore targets like in normal zones.

Playing as a Normal Higher Corrupter
  • Level 5 after the 1st floor
  • Level 8 after the 1st dungeon
  • Level 10 after the orc boss
  • Level 14 after mine boss
  • Level 29 when arriving in the Valley after befriending everyone
More to come later.

Tradewind_Rider
Thalore
Posts: 191
Joined: Sat Oct 05, 2019 8:55 pm

Re: Campaign: Tales of Maj'Eyal - The Age of Allure

#3 Post by Tradewind_Rider »

Thank you for your feedback!
Recaiden wrote: Mon May 18, 2026 3:01 am You can stand on the tables; I would make it block movement.
I see, you immdeiately start with the serious business...

Originally the tables blocked movements, but then i changed them for both realistic & comfort reasons.
It is better to navigate the charater when there are no obstacles, and also what kind of adventurer/veteran warrior/cunning rogue
can not jump on a table or can not stand on a table? :)
A simple table should not hinder the movement of a murderhobo...
(Same reason why the bushes outside not hindering movements)
Recaiden wrote: Mon May 18, 2026 3:01 am The annoying boy in town asks about orcs, but the intro and dialogue at the house makes it seem like the orcish attack is a new thing. Shouldn't he ask how many elves we killed?
I changed it.
Recaiden wrote: Mon May 18, 2026 3:01 am I ignored the quest and went into the mines as the 2nd zone. After beating the boss, it said my quest updated, but there was no updated text.
This is due to a safety mechanism, because you can kill the bosses even before you gain the quest.
(Btw, if you had the quest update popups, that means you had the quest. I did not wanted to add bajillion separate quests sfor the early game,
so the quest is the Apetite for Destruction one)
But even if you did not spoke with Turthel, i am doing safety mechanisms in the background if you do something quest related, and when you obtain the quest,
your quest statuses will be immediately updated when you gain it.
But for aesthetical reasons, it should check the sub-quests, so yes, i will later change it so the quest update will only pop up if you
spoken with the appropriate quest giver formerly.
Recaiden wrote: Mon May 18, 2026 3:01 am Zqshql spawned, not lore accurate
Well, yeah. Same thing with artifact pool. So far i did not altered these, some of them are on my list, but currently there are higher priorities.


We spoke about the other topics already. :)

Thanks again!

Tradewind_Rider
Thalore
Posts: 191
Joined: Sat Oct 05, 2019 8:55 pm

Re: Campaign: Tales of Maj'Eyal - The Age of Allure

#4 Post by Tradewind_Rider »

Beta version 2 is out!

List of changes:

1. Fine tuned enemy scaings for more balanced gameplay

2. Incrased exp gain a bit for the same reasons

3. I saw too many dead characters in the starting area, so i nerfed a little bit the very early zone enemies.

4. Changed one of the emote of the village childrens

5. I increased the power used of the Orb of Andúnë, so players can now activate it
and can press auto-rest and after the rest they will be teleported.

6. Added a class for the Krókr and reduced a bit its life

7. Reduced a bit Gýgrs life.

8. Added description to the Jötynja.

9. Altered da bit the Valley of Alquarámë.

10. Fixed the Tinker cave exit tile to place the player correctly into the worldmap
(only for tinker classes ofc)

11. Disabled Tempral Form and Revisionist History prodigies for lore reasons
(well, Rev His is also just makes the gameplay longer and more repetitive anyway)

12. Potentially made the Scintillating Caves visual effect-cascade better ... but i need feedback on that :)

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