My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.0 ! See http://te4.org/

This release also is joined to a release of Embers of Rage (1.0.4) and Ashes of Urh'Rok (1.0.6)!

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.

Enjoy and have fun in Eyal!

Don't forget to help ToME by with donations ( http://te4.org/donate ) !



Major Features

New donator/buyers class: Possessors

Imported Stone Wardens class into the base game, with an unlock

Fully rewrote Archer class

Fully rewrote Rogue class

Reworked Chants and Hymns trees

Buffed Antimagic

Much improved Infinite Dungeon, with new layouts, terrains and challenge levels

New visual effects for many, many talents, both old and new

New "shimmer" cosmetic feature for donators/buyers to change the look of your gear and finally look dapper!

All artifacts now have unique player doll images, to look even more dapper!

Misc

New quests popup visuals, varying depending on the type and status of quest

Rewrote Survival tree

Altered other warrior & rogue subclasses to match new categories

New Light Armour Training talent

When the player enters a level (the first time only), any nearby hostiles in radius 5 are scattered around the level, to prevent entering deathtraps

When unlocking poisons the Lord unlocks un already learnt

Adventurers start with a cloak in inventory

Antimagic now scales with either Mindpower of Physical power

Resolve now works even while Antimagic Shield is up when at level 5

Mana Clash now also adds a timed effect that adds manaburn to all damage dealt

Antimagic Shield max absorb buffed and now does a manaburn backlask against the attacker

Aura of Silence now also restores equilibrium for each foes silenced

Talent descriptions automatically note talents that won't break stealth.

Rares/Uniques/Bosses/Elite Bosses/Gods now have distinctive markers on them to easily notice them

Increased Epoch's Curve range by 1

Nerfed cooldown and healing on Bathe in Light

Staves accuracy bonus is now halved for short staves

Brittle Clear Oozes are much rarer

Nigthmare has slightly increased chance of rare spanws

Stairs can not be used for some turns after a kill (0 on Easy, 2 on Normal, 3 on Nightmare, 5 on Insane, 9 on Madness)

Ogres's Writ Large lets them get a 6th inscription slot as before, but they have to use a category point to actually unlock it

Buffed Highers (Gift also gives healing mod%, Overseer grants telepathy on hit, Born into Magic has better numbers)

Dwarf Stoneskin fully ignores the triggering attack, and correctly states it has no cooldown and can re-proc while active

Nerfed infravision on the experiments in the Blighted Ruins

Buffed Ghouls (Ghoul provides more stats, Ghoulish Leap provides a global speed boost on landing, reduced Retch cooldown a little, increased Gnaw stats reduction and ghoul spawned is fully

controllable)

controllable) All summons affected by Blighted Summoning get max vim on spawn

Buffed Skeletons (Skeleton gives more str/dex, reduced cooldown of both Bone Armour and Re-assemble)

Buffed Dwarves (Resiliense gives hardiness, Stoneskin and Power is Money give higher numbers)

Dark Empathy now also transfers the caster's resists cap

Cornacs start with one more generic point and gain additional class and generic points while leveling

Nerfed Ogres a little (and buffed a little)

Some slight Shalore nerfs (and a buff)

Augmentation updates with each stats change and has a small cooldown

New "Detach Tinker" command in the item's menu to remove a tinker from an object, worn or otherwise

Tinkered objects show the tinker they use in their names

Dwarven Adventurers can use stone wardens talents

All zones now update their base level each time the player enters

All liches NPCs have 50% chance to ignore crits, archliches and bloodliches have 100%

Lichform grants 100% stun & disease immunity

Lichform now has a new rank 7, which is much more powerful than puny level 6 liches !

Skeleton's Re-Assemble can not be cheesed anymore

Healing modifier scales (0.5 power) with constitution.

When disarmed, some traps give the player a chance to learn (unlock) a related trap talent.

Revised (nerfed) Gesture of Guarding's deflection value (similar to parry).

Talents whose descriptions contain a damage will now also base it on the stunned/dazed/number/.. state to reflect the actual damage that can be done more accurately

Player AOE targeting with stop block will not block on unseen actors.

Player AOE targeting highlights with stop block will not be blocked by unseen actors.

Darkest Light will not appear on randbosses/elites anymore

Infinite Dungeon levels sometimes get zone-wide auras

Backup guardians can now drop tier 5 items

Levelup dialog has a checkbox to hide unknown categories, should help a lot Adventurers

New game option in Misc section to show or hide cloak hoods (off by default)

Added a Font Scaling option to the video menu, from 50% to 300%

Capslock to scroll is now rebindable like any other keybinds, under the name "Scroll map mode"

Corrections/clarifications to the descriptions and log messages for a few artifacts.

Short staves will appear smaller than normal ones on the player's doll

Unique tiles for all artifacts, including every possible versions of the Crystal Heart and Crystal Focus

Bone Shield displays current and max charges on the icon

Buffed quick, supercharged, and overpowered charm egos a bit (better cooldowns)

Reworked Hornet Stingers to be useful. Now 20 damage per turn up from 15 and 20% talent failure rate up from 5%.

Added unarmed on-hit Cursed talents for Ruthless Grip so brawlers won't be so sad. Lowered the healing mod malus from -20% to -10% so it will be a safer choice. Slight increase in price and

slight decrease in base power and on-hits to balance it out with its new talents.

slight decrease in base power and on-hits to balance it out with its new talents. Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see it drop more often.

Black Mesh now has a 100% chance to pull in the attacker to reinforce its identity (only once per turn), clarified the on-block tooltip to let people know what it really does.

Filled in missing proc chance for Coral Spray, changed wording slightly.

Fire Dragon Shield now has a 30% chance to cast level 2 Fire Breath on your foes in radius 6, possibly stunning them. Added 15% fire affinity for flavor and usefulness.

Changed Scale Mail of Kroltar's activable from Lv 3 Inferno (Archmage skill) to Lv 3 Devouring Flames (Wyrmic skill) for flavor, slight increase in utility!

Dragon Helm of Kroltar now has +5 wil, +10% phys/fire damage, 0.2 Fire drake aspect mastery. Changed activable to level 3 bellowing roar for flavor and usefulness. Changed to properly use

armor training 1 instead of 3 as all other helms do for consistency, it pairs with mail armor anyways. Set bonus gives an additional +14 luck for a total of 10.

armor training 1 instead of 3 as all other helms do for consistency, it pairs with mail armor anyways. Set bonus gives an additional +14 luck for a total of 10. New tileset for the Heart of the Gloom, with a different one for the dream version of it and an other variant for the Grushnak pride also using it

Crooked club no longer unreliabe, battle call is now level 2 and an activable. Physical Repulsion on crit changed to regular Physical.

Malslek the accursed's hat no longer arcane-powered to accomodate antimagic psions.

Skin of many gets +30% blindness immunity instead of fear for undead, as they're already fear immune.

Mighty Girdle now has +40 hp, -10% fatigue. Set bonus loses 40 hp and gains an extra -10% fatigue

Mighty Girdle base cost down to 150 from 350

Make Impending Doom less annoying to deal with by reducing healing mod malus to 80% from 100%

Halfling racial talent also increases steam crits

Disabled greater-crypt and trickvault vaults (the ones with the levers/tricks that sometimes bork) until they can be remade in a way that cant trap players forever

Can not recall out of subvaults

Increased price of Emblem of Evasion

Flat damage resistance is now subject to disminishing returns, usign the same formula as foo-powers and saves; except on base of 40 (so up to 40 there is no disminishing at all)

Spellhunt Remnants can not be upgraded witha tinker inside, and says so

Solipcism psi regen on heal/life regen works even if life/regen is blocked

Stone Skin now has a chance to reduce a random talent's cooldown when hit in melee

Default targetting now prioritizes targets in line of sight over ESP ones

Arrows also get the 2h ego multiplier

Bows now have a ego multiplier like other 2h weapons

Added base physical power/crit to character sheet.

Unlocked Mobility for Marauder

Reduced Shield Wall scaling and cooldown

Reduced Last Stand cooldown

Increased Bulwarks life rating

Improved APR on egos and added some new ones

Update Heavy Armor Training to use a standard scaling formula

Reduce Snap cooldown to 30 and stamina to 25

Eye of the Tiger is now configurable by addons

Magic of the Eternals correctly increases all crits (including Embers of Rage's Steamcrit)

Temporal Elementals have new tiles

Lady Nashva the Streambender finally has her own tile

Shadowblades gain Mobility tree

te4_log.txt on OSX is now always in /tmp

Providence does not heal anymore

Reduced max possible cooldown a little on shielding runes

Upgrade to rare items generation & redesigned some egos & powers

Removed healmod malus from Death's Embrace

Cinderfeet no longer damages friendlies

Vault walls in High Peak, Rak'Shor Pride and Grushnak Pride now match the visual theme

High Peak now have many possible events, including subvaults

Vaults have a much much higher chance to appear in the four Prides

Minor Brawler update

Detonate works through Through The Crowd

Fast as Lightning also grants 50%% chances to fully evade dy displacement

Lucky Day also provides a permanent 10% chance to evade damage by moving away

Garkul's Revenge also increases damage to giants

Temporal Form also grants Anomaly Flawed Design, Anomaly Gravity Pull and Anomaly Wormhole

Aether Permeation also gives 10% arcane resist cap

Armour of Shadows give 20% evasion when on unlit tile

Never Stop Running cooldown reduced to 8

Draconic Body cooldown reduced to 15

Corrupted Shell also increases armour

Through The Crowd now also grants 3% global speed per stack (up to 15%%) and is also given to all party members

Giant Leap cooldown reduced, also removes all stun/daze/pin effects

Windtouched Speed now also reduces all cooldowns by 10%

Limit GWF to once per turn and re-buff proc rate and duration numbers a bit

Superpower changed 60% of Strength and 40% Willpower modifier

I Can Carry the World also grants a size category and 10 more strength

Massive Blow also applies Counterstrike if a wall is hit (and fixes desc to reflect it ignores save & immunity)

Clarify weapon proc descriptions and change a few numbers

Animus Hoarder: extra soul chance (nerf)

Shield Expertise: save bonuses

Putting Telos Staff Crystal in an alchmist golem changes its name and gives it.. personality

Crystalline items can be unmade and remade again at a higher tier.

Telos items now form a set.

Ureslak's Femur and Ureslak's Molted Scales form a set.

Ureslak's Molten Scales can now be activated to gain a reactive resistance buff

New lore to the High Peak

Display negative life in the UI instead of ???

Switched Manathrust and Arcane Power spots

Switched Pulverizing Auger and Stone Skin spots

Necromancer's Dark Empathy now helps minions not kill each other

Level 3 and up of Aura Mastery has a 25% chance to return souls from minions on death if they're inside the aura

Animus Hoarder is passive to reduce mana and soul strains early

Chill of the Tomb has a 100% chance to create a wisp if it kills a friendly necrotic minion while Will o' the Wisp is sustained for synergy

Lowered overall mana costs and cooldowns on Necromancer's non-locked trees slightly to prevent as many dead turns

Fixes

Fixed a rare offline vault problem for some people

Lever in Gorbat pride is not hidden by the sand anymore

Fixed Dominant Will to correctly fade away

Clarified/fix descriptions of several talents.

Shadows affected by Blighted Summoning now come up with full vim

Fixed Stone Warden Halves bug

Fixed a bug with small maps not centering correctly

Cloning one of the acolytes in the Dark Dungeon will not prevent saving Melinda

Fire hatchlings summoned by the Grand Arrival of Fire Drakes do not count towards the max summon limit

Leveling up talents in the LevelupDialog will not break stealth or other effects.

Fix Escorts being overwritten by other Actors during level generation.

Updated missing scaling of talents Chromatic Fury, Pure Aether, Uttercold, FrostDusk, Crystalline Focus, and Wildfire

Slime Roots can not reset fixed cooldown talents anymore

Totality correctly respects fixed cooldown talents

Yeek's Wayist talent create wayists with a telekinetically wielded greatsword

Fixed Cursed stalker debuff getting thrown back to them by Embers of Rage's Psionic Mirror talent

Randbosses will correctly learn talent categories specified with data.add_trees.

Fixed multiplying npcs so that they do not act upon splitting

Fixed Hymns of Moonlight not working with Ranged Amplification Device (from Embers of Rage)

Fixed Swap Tinker option to not reset to enabled when the game restarts

Oozewalk correctly only removes detrimental effects

Updated Ring of the War Master and the Murderblade to correctly boost berserker talents

Fixed offhand mindstar from not using the talent's damage multiplier

Fixed a bug that sometimes made alt daikara 4 or sludgenest 1 (and probably some others) fail to generate

Fixed a bug that sometimes made exiting subvaults bug out

Fixed a bug preventing adventurers from restarting from premades in the infinite dungeon

Phase Door and Teleport respect teleport immunity

Fixed The Cage (Embers of Rage) from working only once

Fix random freeze/random stop at high run speed

Fixed Adrenaline Surge

Fixed Shattering Blow description/damage

Fixed talents breaking on events not correctly working in some edge cases (this should fix Embers of Rage steam drain bug)

Fixed Aertherwalk teleporting on the opposite side of the target area

Make sure a temporary effect can not be removed before it finishes being setup (fixes a rare perma confusion bug)

Rotting Disease: Rescaled damage.

Decrepitute Disease: Rescaled damage.

Weakness Disease: Rescaled damage.

Fortress exploratory farportal only uses energy if you actually can go through (as in when not controlling a party member)

Fixed mindpower of the Caller mindstar ego

Fixed Derth staying fark after completing Storming the city quest

Recall, Teleport: Angolwen and Teleport: Point Zero do not work for non main-player anymore

Fixed resting for resources regen at super low values on inverted resources

Fixed a rare chronomancy bug

Fixed a weird interraction between Elemental Split, Stone Wall, Dwarven Unity and stair dancing. That was a fun one ! :)

Addons Stuff

Added new hooks "Quest:init" and "Quest:setStatus"

Added new hooks "UseTalents:generate" and "UseTalents:use" to mimic the UseItemMenu ones

Added new hooks "InfiniteDungeon:getLayouts" and "InfiniteDungeon:getGrids" to add new varieties to the "abnormal" ID levels

Added hook "ShertulFortress:exploratoryPortal:specialLocation" to add new special places to the portal

Added hook "Combat:attackTargetWith:attackerBonuses"

Recursing attacks, like Sawrd in Embers of Rage, can be set to deal less procs damage

Fix bug in Actor:fireTalentCheck and Actor:iterCallbacks clearing __project_source field incorrectly after callbacks.

Entity: Added getTemporaryValue function. Updated some temp value error messages to include name/uid of entity involved.

New actor property: "talent_no_resources" to make individual talents cost no resources

Added handling for actor.forbid_talents table

Static tmx loader can now understand object layers with names like "spawn#actor"

Actor:getTalentLevel will correctly return 0 for unknown talents

Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility.

Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions.

The Building map generator can now accommodate rooms.

Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings.

Added a rng.rarityTable function

Stores can now ignore material levels with ignore_material_levels=true

New callback "callbackOnQuickSwitchWeapons"

Marked multiple achievements as "huge", there were none! Oh!

Range Amplification Device fatigue penalty reduced to 20%

Arcane Amplification Drone does not damage the caster

Reduced Automated Reflex System cooldown to 4

Fixed powering the Ring of Lost Love

Eye of the Tiger now affects steamtech talents

Molten Points can not be removed anymore

Gunslingers start with a unique cloak, no special powers but a unique and cool looking skin!

New player doll tiles to match ToME 1.5 system

Reduced Sawrd procs power

Added support for Possessors

Explosive Steam Engine and Tremor Engine now correctly work even outside of sight

Reduced some salves power a little

Increased Pain Enhancement System cooldown

All weapons tiers now have a doll tile per tier. No more will that awesome voratun sword look like a boring iron sword!

Fixed (nerfed) poison water damage in Dominion sewers.

Fixed some issues with AAA and weissi-machine (could learn forbidden arcane/antimagic talents) chats.

Clarified steamsaw weapon description.

Krimbul glowing moss grids allow water breathing.

Fixed Nektosh's AI.

Removed incorrect tiles lists loaded for Krimbul and Lost City final maps.

Add new tileset variation to the Infinite Dungeon of 1.5: corrupted cave, psi cave, mana cave, mechstone and full mech

Fixed digging in Krimbul

Civilians can pop in insane/nightmare/madness modes too in the vaporous imporium