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high rated
CHANGELOG Patch 1.6.6 "Vaulted!" (13 January 2020)

*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 but reduced high end damage
*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

Embers of Rage

*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

Forbidden Cults

*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

Ashes of Urh'Rok

*Halved the experience penalty on all races
high rated
Changelog for Patch 1.6.7 "This Is Not A Dinosaur" (28 February 2020):

Tales of Maj'Eyal
- Fix Antimagic Zone targeting
- Fix Reaver NPCs trying to attack before they're fully on the map via Command Staff
- Improve Blade of Distorted Time
- Fix Out of Phase merging
- Slightly reduce Insane talent and class level scaling
- Cap Rush range at 14
- Add slow subtype to Cripple
- Move Corrupted Negation damage to after the dispel
- Fix Shield Slam block occuring before the attacks
- Fix Guidance antimagic bonus
- Fix Marauder and Skirmisher power_source tags
- Allow Elemental weapon ego to proc on kills
- Disable bandit fortress vault, until it can be reworked as it causes more problems than it's worth
- Added a visual effect for Inner Demon debuff
- Add a decimal to ancestral life turn gain description
- Reduce spawn rate of living weapons vault in halfling ruins
- Prevent randbosses with a fixed class from rolling that class a second time
- Modify collapsed tower vault to make it more interesting
- Add Vile Life locked for Reaver at 1.0
- Increase Reaver Plague mastery to 1.3
- Ban Vile Life from NPCs
- Increase Vile Transplant cooldown from 10 to 15
- Replace damage and healing on Vile Transplant with a vim cost per effect
- Improve Healing Inversion radius and cooldown
- Restructure Unflinching Resolve cleanse tiers (buff)
- Give grushnak pride orcs -30% damage when randbosses
- Remove Probability Travel from some NPCs as the spell has been set to no NPC use
- Add minimum damage to some proc egos
- Nerf Prismatic Slash weapon damage
- Improve Endless Woes tooltip
- Add some new vaults to the Prides
- Fix Dominant Will and Dom Hex preventing healing on level change
- Reduce number of vaults in prides
- Make worms vault more reasonable
- Add AI pathfinding protection to Wraithform
- Increase armor randart power max
- Unified all anti-crit mechanisms from a chance of ignoring crit into an always on reduction of crit damage. Overall this is the same damage reduction but without spikes.
- Fixed a bug when a level is scraped during level generation that forced escorting NPCs of the discarded level to appear on the new one
- Fixed Pheromones talent

Tales of Maj'Eyal: Forbidden Cults
- New tile & doll tile for the Helm of Knowledge
- Add a very clear message indicating a Searing Horror reflect is up
- Fix Forbidden Tome: "A View From The Gallery" NPCs spawning with item egos
- Fix Writing One pet not always returning on combat exit
- Add power source display to Font of Sacrifice ego tooltip
- Change Font of Sacrifice cost to increase by 1000 gold for greater/500 gold for lesser each time the same item is modified (cheaper)
- Change Font of Sacrifice ego count to 5 from 3
- Fixed the epilogue lore of the book The Day It Came
- Mutated Hand weapon mastery works now with the same numbers as all other masteries

Tales of Maj'Eyal: Embers of Rage
- Reduce level requirement of Medic turret
- Add display of current ingredient amount to Tinkers
- Remove APR on Steamsaws
- Actually fix Mecharachnid running away
- Add inherent accuracy scaling to Mecharachnid
- Add block to Lightning Web tooltip
- Reduce Lightning Web damage
- Change Lightning Web duration to always be 4
- Nerf Capacitator Discharge damage
- Fix shockstaff tooltip
- Reduce Shockstaff damage
- Reduce Flame Turret damage
- Reduce Flame and Steamgun Turret life rating
- Reduce Grenade Launcher damage
- Mecharachnid can now be renamed by the orders menu
- Actually ban Heavy Weapons and Artillery from NPCs


Standalone installers, and those of all its DLC, updated: 1.6.6 ⇒ 1.6.7.
high rated
Changelog for Patch 1.7.0 "Necrotic Translations" (29. October 2020)
-> 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.
Post edited November 04, 2020 by JMB9
high rated
Two additions concerning the new TOME 1.7.0 release:

The Windows version has just arrived ... and as Linux-er it is nice to see this order also happening for games. ;)

The prior version 1.6.7 (36467) was done differently - so installed game with all 3 DLCs consumed:
    5654812 kB (similar sized 32 and 64 trees, several `game' subdirectories and a lot of duplicated files for 1.6.x),
while the current version 1.7.0 (42419) is done by TOME Dev using GOG automated tools and now consumes:
      985552 kB (to give the words of the Dev who kindly and directly answered my question:
      "<1GB is indeed a much more correct size for the game than 5.6 GB :)" ... with 5.6 GB being the number I gave in the mail.
      I just corrected it here ... got late yesterday).

So this version is on GOG an even larger step further - concerning smaller size: 5.4 GB -> 0.94 GB (both for full game incl. all three DLCs) and all the great changes listed in the changelog.

A last note concerning the changelog in the former post:
I chose to make one post given the structure and the first topics of the original changelog and indicating missing topics by "....".
I could not add further topics to the post, unfortunately - an invisible GOG forum post limit.
Further changes are just not taken into account - the post stays just the same.
I hope this format is OK to get an idea of the changes - and one can go to the original posting for the entire picture.
My experience with changelogs divided in several posts was not that good - and I hope others may see it similarly.
Post edited November 06, 2020 by JMB9
high rated
Changelog for Patch 1.7.1 "Ghoulish Evaporation" (06. Nov. 2020)
-> https://te4.org/blogs/darkgod/2020/11/news/tales-majeyal-171-ghoulish-evaporation-released

This is a simple bugfix release to squash 'em evil bugs!

* Tales of Maj'Eyal *
o Add a way for the game to try and load (and fix) savefiles with errors (usually due to data that should not have been saved). It is likely to work in many instances, but not guaranted.
o Clarify corpselight description
o Correctly report talents cooldown in the log when stunned in some cases
o Disable gamma settings from being applied if shaders are disabled, hopefully this should prevent desktop-wide gamma alteration
o Display Crepuscule range
o Disruption Shield visually changes when it is into the mana eating phase
o Fix AMD display weirdness
o Fix a bug with some rare NPCs with Blurred Mortality
o Fix a very rare issue in Reknor that could prevent the stairs to level 2 from appearing
o Fix an issue where a huge number of disabled addons could make the game crash on start
o Fix Aura of Undeath, Surge of Undeath and Chill of the Tomb to work even if Through The Crowd is active
o Fix blond and redhead bears naming for female dwarves
o Fix Bombardment to not spam the log when out of ammo
o Fix Bone Grab not always using a turn
o Fix Frigid Plunge to correctly heal minions
o Fix Rak'Shor's Cunning ghoul form to correctly benefit from the speed increase when waddling in your own retch
o Fix Reaping to correctly remove effect upon unsustaining it
o Fix talents that should not give warning to not give warning
o Fix the Malevolent Dimensional Jelly to be correctly Malevolent
o Fix Throwing Knifes stats mod display
o Fix Track radius
o Gives Heavy Armour Training 1 to bowman thought-forms to ensure they can wear equipment they generate with
o Hiemal Shield now displays the usual shielded lifebar
o Minimize use of raw talent level where effective should be used and has precedent for use
o Multiple stacks of Retch on the ground have diminishing returns on the healing; to alleviate NPC necromancers summoning lots of ghouls and being basically on infinite regen mode :)
o Ravage works on more sustains
o Recall Minions will only put minions inside walls if they can move in them (Dreads)
o Reduce the frequency at which rares take talents in the Combat Techniques tree, potentially alleviating a concern that rares have too high accuracy in 1.7
o Reduce number of ghouls summoned by very high levels of Call of the Mausoleum
o Shadow's Path now has diminishing returns
o Somewhat lower level of enemies in bandit fortress vault
o Surge of Undeath provides a small passive regen to all minions
o Swap Pure Aether cooldown reduction to happen after items reductions
o Temporal Hounds are petable, show the love!

* Forbidden Cults *
o Fix a bad interaction between the staff of bones and some player names (yes weird uh!)
o Fix a bug where the Ring of the Hunter could hunt your savefile to death
o Fix a bug with Prophecy of Madness
o Fix Controlled Chaos at level 1
o Hypostasis of Entropy is harder

* Embers of Rage *
o Annihilators tagged as range for the purpose of rares
o Fix Boltgun to correctly not use normal ammo
o Fix Grenade Launcher to work with heavy weapons
o Fix Master of Disasters
o Fix Superconduction and Condensate radius
o Make sure that Furnace Vent cant trigger more than once per turn from Melting Point
o Many, many, artifacts have gotten a unique doll image! Ready to shimmer? 3 .. 2 .. 1 ... SHIMMER!
o Sawtree. Need I say more?

* Ashes of Urh'Rok *
o Added Onilug statue lore
o Demon seed sustains will not unsustain when auto upgraded
o Fix Dark Reign description
o Fix Fetid Breath
o Fixed Cursed Arm seed
o Fixed dual link of pain

This version was missed to GOG offline installer - but no loss - one day later there was a small update ... see below.

###    ###    ###    ###    ## #

Changelog for Patch 1.7.2 "Evaporating Ghouls" is released!
-> https://te4.org/blogs/darkgod/2020/11/news/tales-majeyal-172-evaporating-ghouls-released

This is a very simple bugfix release to squash a nasty bug that slipped in 1.7.1, very sorry :(

* Tales of Maj'Eyal *
o Fix for Rocket Pod in Embers of Rage
o Fix a bug where sometimes the world explodes when necrotic minions are healed. Boom.

* Ashes of Urh'Rok *
o Fix Ominous Shadow to correctly grant darkness damage conversion

Standalone installers, and those of all its DLC, updated: 1.7.0 => 1.7.2 (42760|42528) on Linux|macOS&Windows.

Have fun in Eyal!
Post edited November 18, 2020 by JMB9