Tales of Maj'Eyal 1.6.6 "Vaulted!"

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darkgod
Master of Eyal
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Tales of Maj'Eyal 1.6.6 "Vaulted!"

#1 Post by darkgod »

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.6 ! See https://te4.org/

Your launcher should automatically update your game so no need to redownload it all.
If your launcher didn't self-update correctly, just redownload it from the homepage.

This release is rather big, with quite some focus on reducing the felt "godmode" of the AI and some corner-cases of scalings.

Don't forget to help ToME by with donations ( https://te4.org/donate / https://www.patreon.com/darkgodone ) !

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  • Madness mode starts with more gold and HP. But don't worry you'll die anyway
  • Fixed (perhaps) some perma-ressource loss due to sustained talents
  • Worldmap ambushes npcs and graveyard coffin npcs are now of rank rare instead of elite, which they already were in all but name
  • Right click on the inventory icon on the toolbar will bring up the ingredients list
  • Reduce Blink Rune cooldown
  • Unflinching Resolve now cleanses in a set priority order and works on disarms instead of wounds
  • Ranged Arcane Vortex proc scales with material level
  • Increase base damage on Shadow Combat
  • Reduce scaling on Total Thuggery
  • Feed no longer prevents entering the world map
  • Fix Tentacle Totem always adding to player party
  • Reduce duration of Primal Infusion by 1
  • Clarify Gloom tooltip
  • Fix weapon damage display on Actor tooltips
  • Fixed a few bugs with Cursed Sentry
  • Any error now dumps a copy of the log into TENGINEHOME/4.0/tome/error-logs/'date'.txt
  • Reduce AI chase accuracy during Burrow and Movement Infusion
  • Daikara meteors do not remove special features (like weird pedestals) anymore
  • Reduce Howl rank on Gorbat
  • Fixed Mitosis not worked with negative life
  • Prevent Shriek and Howl from scaling with difficulty
  • Coup de Grace correctly restricted in range
  • Crystaline Half of Stone Wardens will only cast Rain of Spikes when a target is available
  • Spacial Tether correctly works with duration increase/reduction of the effect
  • Simplified main menu's new game option, with dev mode on it always shows a list of modules, without it only shows if more than one is installed
  • NPCs don't pass target if they haven't seen it for 7 turns (down from 10)
  • NPCs only pass aggro if they have had their target in their actual FOV at least once
  • Improve drops from pride uniques
  • Buff Summoner's Pheromones to increase damage received from their summons
  • Mindstars now randomly roll either as nature or mind damage (except for fixed artifacts) and give an Attune Mindstar talent to swap them to the other damage type
  • Tinker switching is now correctly affected by Switf Hands prodigy
  • Added vauls contest submissions! Several new and redesigned funky vaults for you to find and die in! Thanks to Helminthauge, Nsrr, Orange, Razakai, Recaiden and Starsapphire!
  • Add failsafe for if one of the Pride's orbs of command somehow didn't spawn
  • New artifact: The Far-Hand with teleport immunity and ability to teleport yourself away, or a foe
  • Brawler rares now use the same base unarmed damage as a player, instead of the one from the base NPC type; to prevent problems arising on some npcs taht have very strong base melee
  • Banned Predator talents from random NPCs
  • Disruption Shield correctly explodes once your mana dips below 50%, for whatever reason
  • Teleport and Phase Door now become less accurate with distance to target when used by the AI
  • Slightly increase numbers for Combat Accuracy
  • Target passing between NPCs is now based on rank, the lower the rank the less likely to alert
  • Savefiles now contain a "last_log.txt" which contains the last 2000 lines of well .. log. This is the actual game log, not the ingame message log.
  • Resistance penetration is capped at 70%
  • Halved the experience penalty on all races
  • Nerfed Freeze a little to prevent high level oneshoots
  • Trying to put a tinker in an object that refuses it will not add a few stats anyway (fixing Galvanic Retributor for example)
  • Spells cast by items (like on spell effects) will not trigger Aether Avatar penalty
  • Increase save rewards from escorts
  • Updates to visuals and sounds of some talents
  • Remove linear scaling from Spell Shield
  • Combat:attackTarget() returns total damage done
  • New hook "Actor:tooltip"
  • Add an ActorTalent.deactivate_on property for things that disable at various events
  • Add Actor:getCombatStats to get weapon properties for a given object
  • New method game.state:dynamicZoneEntry() to easily make new dynamic zones in events, vaults, ...
  • Dynamic zones can now be set to reload lists instead of saving them, using zone.embed_lists
  • In developer mode all generated maps' entities are now checked for upvalues. Beware evil code! Beware!
  • Developer mode: ctrl+shift+alt+right click on an NPC to move it around
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  • Add Steampower to Actor tooltips
  • Change Automated Defenses Boltgun/Flamethrower to be PBAOEs instead of asking for targets
  • Fix Shockstaff object cloning
  • Heavy Weapons deactivate when leaving combat, running, or resting
  • Link turret weapon mastery to the summon talent level
  • Increase steam cost of all turrets
  • Remove armor penetration from Incendiary Rounds
  • Cap and reduce fear chance on Incendiary Powder
  • Increase Rocket Pod steam drain
  • Reduce armor penetration on steamguns
  • Limit Rocket Pod to 2 missiles
  • Ban Heavy Weapons and Artillery from NPCs
  • Fixed an error in a lore note of the pocket of time
  • Remove Weapon Automaton tinker (pending its upgrade to be actually working, likely in next update)
  • Change turrets to hardcode their physical power, accuracy, and steampower to the casters at time of summon
  • Turrets die when their summoner dies
  • Reduce the base life and life rating of turrets
  • Add icon overlay display for Stormstrike
  • Increase Grenade Launcher cooldown from 6 to 9
  • Add Magical to Boltgun Safety Overload effects
  • Fix Safety Override doing friendly fire
  • Change Weapon Expertise Boltgun to fire 4 attacks and disarm
  • Fix some no_energy tags
  • Fix Automated Defenses Shockstaff occuring at the start of next turn
  • Fix Shockstaff automated defense counting more than the weapon damage dealt
  • Allow Shockstaff Automated Defense to work at melee range
  • Schematics will not transmog anymore
  • Buffed Flashpoint
  • Halved the experience penalty on all races
  • Update the steamgun ego pool to load the base ranged pool and add a few new egos on top of it
  • Gauss Cannon always targets the farthest enemy
  • Fix Mecharachnid remembering the wrong weapon type to reequip on chassis change
  • Fix Mecharachnid not always teleporting when its summoner leaves combat
  • Mecharachnid will almost never use basic attacks
  • Mecharachnid will only escape via talents
  • Mecharachnid targets enemies that damage its summoner if it has no target
  • Remove the Mecharachnid on unlearn
  • Heavy Weapons now attack as part of their activation
  • Boltgun now generates steam on hit instead of reducing saves
  • Remove steam cost from Heavy Weapon basic attacks
  • Remove Taunt from Flame Turrets
  • Fix AED tooltip
  • Demolition nerfs
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  • Writhing One's Worm that Walks can now be renamed (use the orders menu)
  • Shoes of Moving Slowly correctly combine with Shoes of Moving Quickly even with curses (requires a new pair of both after the patch)
  • Light of Revelation only works on foes
  • Somewhat reduced the rarity of most Forbidden Tomes
  • Halved the experience penalty on all races
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  • Halved the experience penalty on all races
Have fun in Eyal!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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