Changelog for Patch 1.7.0 "Necrotic Translations" (29. October 2020)
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https://te4.org/blogs/darkgod/2020/10/news/tales-majeyal-170-necrotic-translations-released 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.
And if you use addons, make sure they have a version for 1.7 or disable them.
* Tales of Maj'Eyal *
- New stuff, cool & shiny:
o Full and total rewrite of the Necromancer class, no point in a list of "changes" as 95% of it is new or deeply altered :)
o Lich is now a race evolution for Necromancers, with its own (obviously awesome) racial talent tree
o New class evolution for Archmages: High Thaumaturgist, that focuses on using and enhancing beam spells
o New class evolution for Sun Paladin: Fallen! Thanks to Recaiden!
o Add language localization support, with simplified and traditional chinese as the first supported languages
o Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
o Add revamped bandit fortress vault
o 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.
o Add worms vault to dry lake of nur
o Added 2 more rows of hotkeys for the mad people :)
o Added Energy Alteration in the newly freed Meta tree that allows to change damage spells types dynamically, hopefully enabling some fun multi-elements builds
o 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
o Burb now has his own tile! All hail Burb the snow giant champion!
o 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
o Changed Adept to instead grant a flat +1.5 to all talent levels
o 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
o Eldritch Infusion now also provides a spellpower and mindpower bonus based on shields tiers
o 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
o Focused Wrath now also resets the cooldown of Mind Storm at talent level 5
o 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
o Malevolent Dimensional Jelly finally got its own tile! Now MORE malevolence!
o Melinda has a new haircut (also available to players after unlocking redhair)
o Merged Quicken Spells and Spellcraft
o 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 :)
o New minor demon, the onilug
o 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 ;) )
o Prodigies screen splits out evolutions from prodigies to better see them
o 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
o Reworked Swift Hands to provide 4 "ready" slots
o Rewrote Aether Permeation to be a dispel protection and a spellpower boost
o Stone Fortress now applies half the effect when it is not activated by the racial ability
o Stone Vines now correctly check for mindpower instead of just willpower to apply debuff
o Stone Warden's Shard is not affected by counterstrike
o 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: ~
o A few UI visual tweaks (buttons & frames)
o Actors are cleaned of temporary effects upon death even if they do not resurrect, to prevent some effects from lingering after their deaths
o Actors with inventory access disabled can not access stores either. Sorry!
o Add cost to crude iron battle axe of kroll, rungof's fang, mummified egg sac and razorblade
o Adjust formula for Dominate resistance penetration and change cap to 70%
o Aether Avatar correctly removes physical and magical effects
o Aether Avatar penalty only triggers for spells
o Allow cancelling Temporal Form's anomaly talents
o Altered Essence of Speed formula to be less punishing on high level NPCs and reduced its mana cost
...
- Evil bugs being squashed:
o Correctly sort savefiles in the load menu
o Curse of Shrouds movement bonus now triggers when swapping places with an ally
o Derth arena quest is now resilient to clones! BEGONE CLONES! YOU SHALL NOT PASS!
o Disruption Shield correctly respects the radius increase from Aether Avatar
o Effects that should be removed on level change will be removed even if they can't be removed. This requires no further explanation :)
o Eyal's Wrath have correct duration
o Fix (more) Possessors memory leaks
o Fix a bug with Beyond the Flesh
o Fix a bug with force using a talent at a specified level
o Fix a couple of memory leaks.
o Fix a possible recursion in damage type changing code
o Fix a savefile bloating bug
o Fix a small memory leak when visual hotkey feedback is enabled
o Fix absolute resistance display in tooltips
o Fix accuracy bonuses matching their effects
...
- Code, stuff for addons makers:
o IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!.
o Added a framework to know how a talent got activated (by action, forceuse, callback, ...) along with passing this into to the damage projectors
o Chat files can now use <<>> to make said text into italic green and **some text** to make it bold. Because I'm lazy.
o New "callbackOnResurrect", "callbackOnDispelled", "callbackOnDispel", "callbackOnSummonHit"
o New Actor:udpateSustains() to force sustains to turn off and on again
o New dispel framework, from now on do dispel effects as target:dispel(eff_or_t_id, source)
o New hooks "Game:changeLevel" and "PartyIngredients:collectIngredient", "Zone:InfiniteDungeon:loadNPCs", "Combat:attackTargetWith:beforeArmor", "PartyOrder:define", "PartyOrder:execute"
o New Map:removeEffect() method
o New resolvers.register_callbacks to place callback directly onto actors
o The damDesc talents function can now take a list of damage types and aggregate damage types can themselves define this list too
o 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"
* Forbidden Cults *
o Applying Zero Point Energy on Temporal Vortexes will udpate their visual effect range
o Atrophy will fade if source is dead
o Digest effect from Slow Death does not losoe duration outside of combat, but does not provide insanity regen either
o Fatebreaker can no longer self-target
o Fix a case where the Godfeaster exit won't spawn/will be deleted and players will be trapped
o Fix Font of Sacrifice tooltip and cost
o Fix Shoes of Moving Slowly buff fade when you Bump Attack
o Fix tentacled wings being able to hit more than once
o Fix unsolvable illusory castle map generation
...
* Embers of Rage *
o Add a limit of 65% projectile deflection to automated cloak tessellation
o 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
o Adjust radius scaling for Sawfield
o Adjust scaling for Blacksmith to modern scaling conventions
o Arcane Amplification Drone disappears upon level change and deals slightly less damage
o Autoloader gives Shoot talent
o Changing Chassis will unwear tail weapon if there is no available candidate
o Correctly show non-tiered ingredient amount in Create Tinker UI
...
* Ashes of Urh'Rok *
o Added Onilug statue
o Adjusted Demonologists and Doombringers masteries to be more in line with the base game
o Bind Demon can now summon from seed in either the equipment or inventory
o Bind Demon list is now sorted by demon tier and level
o Blackice no longer requires being in melee and reduces both fire and physical resistance
o Blighted Path damage now works at range and offers a third option to create a reflective shield
o Buffed Acidic Bath a little
o Buffed Champion of Urh'Rok body effect
o Buffed Doom Tendrils damage
...
=> For complete list see:
https://te4.org/blogs/darkgod/2020/10/news/tales-majeyal-170-necrotic-translations-released Standalone installers, and those of all its DLC, updated: 1.6.7 => 1.7.0 (42419|42309) on Linux|macOS - Windows not updated yet.