My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.0 ! See http://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.

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

Please do note this is *not* a full changelog of every little things. The 1.6 release contains so many changes and updates that it'd turn me mad organizing them into a semblance of changelog and it'd turn you mad reading it all (and if you want to turn mad you can just play Forbidden Cults expansion!).

The original unabridged log is about 3500 lines long.

Also included are updates to the three expansions: Forbidden Cults, Embers of Rage and Ashes of Urh'rok.

And if you use addons, make sure they have a version for 1.6 or disable them; you don't want problems do you? :)

When a yeek exits the tunnels to the halfling complex and sees subject Z; a warning comes up from the wayist, urging you to flee

When a shader is missing, it'll use a default fallback (prevents loading game with missing DLCs/addons)

Classic UI can now cancel buffs by right-click

Load quickhotkeys prior to loading the game to fix hotkey ordering for "restart the same character".

Revised Anorithils

Disable fatigue for positive and negative energy

Updated/rebalanced some NPCs

Revised Defilers

Removed max level on all fixed artifacts. Material level already restrains them. This prevents some artifacts being near un-obtainable on higher difficulties

Fixed an issue preventing users with a too long password from login in. Woops sorry :/

Cunning techniques revisions

Greatly revised Summoners

Significantly revise 2H Assault

Fix NPCs shoving the player

Teleports now immediately maximize the AI's guess spread on your current location

Ethereal Form uses highest of Dex or Mag for its defense bonus

Rebalance Elemental Harmony

Revise many artifacts, egos, randarts and items

Revise Arcane Blade's Enhancement tree

Reduce Arcane Destruction damage and fix type to Arcane

Fix Glove display

Fix Adept causing infinite talent levels

Sustains will not disable at 0 Stamina or Mana anymore, as it is cumbersome and is easily prevented with a little regen anyway

Fix Slings not having a base speed

Add stairs up to Dark Crypt

Fix Elemental Harmony allowing self damage

Allow respeccing out of combat

Add a talent autouse for being out of combat

Multiple updates to combat damage log

Fix light radius letting Players (but not NPCs) see beyond their max vision radius

Resize and reposition how charges are displayed on effects

Several talents that move the player would not function at all or would behave unusually if auto-accept target was enabled.

Greatly revised inscriptions (runes & infusions)

Greatly revised the early game combat to make melee start less painful

Revise accuracy bonuses to have more impact and nicer breakpoints

Revise shield/glove combat table tooltips

Born into magic now actually gives 20% inc dam as advertised(up from 15%)

Change Stone Vines' and Rockswallow's damage to Nature and removed speed malus from Stone Vines

Revise some racial talents

Round most talent masteries to 0.0 or 0.3

Add many, many base character visual customisation options (beards, hairs, skin color, tatoo and so on)

Implement support for cosmetic & "useless fun" microtransactions

Revise Scoundrel and add it to the Rogue escort

Redesign the Vim resource (no more ability refund; Vim regeneration on any kill scales faster with Willpower and now also scales with target rank; Bloodcasting is now baselined in the resource allowing you to pay Vim costs with 200% of the cost as life)

Added an UI option to sharpen the map display

Fixed a bug preventing steamsaw/guns from generating as egos for randbosses (amongst other things) (yes fear the gunsnakes!)

Smallish revisions to Archmage

Update Worldly Knowledge to only include most of the currently available escort/quest trees

Remove defense penalty from block

Miscelanous revisions to many talents

Revise Antimagic

Major AI update, smarter, better, maybe faster

Fixed several screenshot issues

Randomly generated humanoid npcs now use the same cosmetic features available to players, randomly

Simplify SDL gamma calculation and restore default gamma on exit.

Levelup dialog shows variable parts of talent descriptions (like numbers that go up as you levelup) in green even at talent levels 0 and 5, to better see which values will evolve

Revision of Fears

Stores now restock every 10 levels

Prodigies are now gained at levels 25 and 42

Add a bonus to stealth rating for Armor of Shadows

Revise fixed bosses, now they can better levelup and learn new tricks too

Revise Wyrmics

Revise Doomed

Revise Cursed

Revise Stealth

Revise Shadowblade

Small revisions to Stone Warden

Ban Dreamscape entirely from NPC use

New scriptable map generator along with a variety of combinable algorithms for it

Modules Markers, IMPORTANT: Removed unpausing the game when using energy in engine.Actor:useEnergy as this was badly misplaced, instead superload useEnergy inside your own player class to do it, look at example's module Player class for how to

Tilemaps can be scaled, fliped, rotated; new Maze tilemap; Heightmap & Noise tilemaps can be normalized

Revised many Prodigies

To celebrate nearly 10 years of ToME, a new awesomely drawn custom player tile that comes from the very early days of the game

Stun: Cooldown lock changed to half, damage reduction changed to 50%

Confusion: Interaction with confusion immunity removed

Increase resting rate dramatically

Add 1 regen to Alchemist golem to reduce resting tedium

Remove Munitions from Archer and re-add Poisons

Remove useless trees from some classes

Remove melee retaliation from many NPCs

Zigur is now always present on the map but forbids entry to any magic user.

Reenable Skirmisher on NPCs

Yeeks in the shadow crypt will have .. a surprise

Show known lore menu now has a search bar (search by lore id, name and category)

Clicking on a lore entry in the "Show known lore" menu will display the lore in the usual parchment-like UI, for easier reading

New keybind for automatic target accept option, no default binding

Shimmer mirror now has a search box

Various visual improvements

Updated the way NPCs (randbosses) are assigned character classes

Object requirements can now be any random flag of the wearer

High Peak levels become smaller towards the end (but keep the same number of foes inside)

Increased foes density in the Prides

Escort quests will now spawn in the Infinite Dungeon (between levels 5 and 40)

Fixed some Infinite Dungeon challenges

Nerfed patrols a bit

Revise Ghouls

Nerf life leech stacking

Can send talent links in the chat from the talent's right click menu or in the levelup dialog by pressing ctrl+l

Revise shops system

More Mummies! Rejoice!

Revise archers

*NUMEROUS* fixes and updates to a ton of things (can I be more vague? probably but it'll be hard ;) )

Buffed Nethergates. Be afraid.

When Kroshkkur is lost, the teleport spell to it is removed

Update for 1.6 cosmetic options

Fixed the books shader for some GPUs

Reduce Chronophage speed bonus

Tighten the radius rifts can spawn in

Fix Entropic Wasting merge behavior

Nerf From Below It Devours

Change WTW speed penalty to spell and phys speed instead of global speed

Replace Warborn with Drakeblood Strike

Fuel Pain now removes infusion saturation.

Fix Wrath of the Wilds description

Adjust values on Drake-Infused Blood and increase penalty for phys

Move Krog dual wield talent to Drake-Infused Blood

Add an acid aspect to Drake-infused Blood

Consume Whole now resets the cooldown of Digest

Increase the damage on Dissolved Face

Increase Reality Fracture rifts to 3 from 2

Add a failsafe for The One that Hunts not despawning

Significantly redesign the Hypostasis of Entropy fight

Fix Terrible Sight not reducing defense

Redesign Suspend to work as it was basically bugged to work anyway

Dramatically increase the talent level of talents gained from Painful Agony

Remove cooldown from Inner Tentacles

Increase Digest execute requirement from 10% to 20%

Reduce Digest cooldown to 12 from 15

Reduce Consume Whole cooldown to 14 and clarify insanity gain

Revise The Home Which Is Not

Add a self destruct to the Worm that Walks pet

Fix Monolith Armor deleting itself

Fix Grand Oration AoE display

Fatebreaker's damage redirect now lasts a full turn

Nihil, Atrophy, and Jinx will now be removed if line of sight with the source remains broken for 2 turns

Fix Atrophy triggering on sustains

Reduce Entropic Gift insanity gain from 20 to 10

Increase insanity gain of Netherblast from 8 to 11 and increase base damage

Reduce cost of Spatial Distortion from 20 insanity to 10

Reduce weapon damage of Defiled Blood to 10%

Rearrange the order Doom prophecies are learned in to Ruin, Treason, Madness

Increase damage on Prophecy of Ruin

Increase the level range and remove material tier from some of the forbidden tomes

Significantly revise and bug fix The Writhing Ring

Reduce WO Worm that Walks global speed to 80% from 100%

Fixed tentacle trees event to only be usable once and not block movement

Fixed the Font of Sacrifice to correctly only offer 3 choices, not the debug version 20 ;) I hope you all enjoyed the bug while it lasted!

Demented can be used in Embers of Rage campaign

Fixed Dead Hide

Fixed Solid Shell

Bosses in tier1 zones will not try to escape (following 1.6 change)

Steamgun Mastery & Psyshot talenst give Shoot talent when learnt

Update escorts to 1.6 standard

New artifact: the Laser Powered Giant Smasher

Added correct attachement spots for Orcs. How the hell did I miss that!

Update for 1.6 cosmetic options

Shoes of Moving Quickly now have a player doll tile

Much more fitting door opening sound for doors in the GEM and the Palace of Fumes

Tinker escort in the infinite dungeon will give a teleporter to the tinker's cave

Set Kruk Cloak as a cosmetic item

Update for ToME 1.6 combat training talents

Disabled Sawrd

Fixed size category of the pre-endbosses

Fixed Nimbus of Enlightenment

Tinkers in Age of Ascendancy campaign start with the tinker's cave on the worldmap

When Tinker's Cave is placed, it's location is now random like any other zone encounters, to prevent it being over-rideable or orveridden

Sawbutchers start with known Steamsaw tinker

Gunslingers and Psyshots start with known Steamgun tinker

AAAs can not be sent to Kruk from other campaigns

Wheel of Fate marked as not usable by NPCs

Bosses in tier1 zones will not try to escape (following 1.6 change)

Rogroth and the Planar Controller can equip their artifacts

Bleak Outcome debuff expires when the source is killed

Clarify the range of Fearfire Mantle

Fixed Overwhelming Fear lost message

Plaguefire explosions will only affect foes



DarkGod turns evil: Microtransactions, but the good kind!

So let's say it upfront: no pay2win to be seen in there!

Now that this is said let's get into more fun details. So if there is no pay2win, what will there be?

Many things! Mostly fun and/or cosmetic stuff as could be expected:

Additional Online Item's Vault space. Any purchase of the game, expansions, donations, ... already provides vault space, but this is for even MOAR!

Various cosmetic themed packs. These will include shimmer appearances for most items, plus sometimes/usually additional cosmetic options for playable races. "But DarkGod, I want to have racial cosmetic options without giving you more money!" Well, fear not for 1.6 does bring in a ton of those for free anyway. The more, the merrier! Oh and do not go around thinking you'll expansive cosmetic items one by one! No my good minions, a pack is about 2€ and usualy contains are 50 items appearances and a whole set of racial customization options!

Well, fear not for 1.6 does bring in a ton of those for free anyway. The more, the merrier! Oh and do not go around thinking you'll expansive cosmetic items one by one! No my good minions, a pack is about 2€ and usualy contains are 50 items appearances and a whole set of racial customization options! Community events! Now for something a little different. In Tales of Maj'Eyal community events are temporary stuff that are sent by the server to any currently playing character. The server randomly sends two of those, called the Bearscape and the Lost Land of Poosh, to players automatically. There are many more, like seasonal ones, or ones only I can push when I feel like it. Now players will be able to acquire the ability to trigger either the Bearscape or Poosh themselves, in addition to the random server pushes that are not changing . But wait there is more! They are still community events, so whenever somebody buys and triggers one, all players currently online will benefit !

. But wait there is more! They are still community events, so whenever somebody buys and triggers one, ! I don't like pay2win. I really really don't. So instead of doing pay2win, I've decided to add a pay2die system instead! If you think your character is too strong, that nothing can kill you as you stride effortlessly through the toughest of foes, just buy this option and get a few level 500 god-level horrors randbosses summoned on you! Death is guaranteed! You can even boast online by showing off what horrible horrible creatures are about to kill you!

To be perfectly clear: this is just a way for people who want to support the game to do so while getting a few cosmetic/fun stuff out of it. The game itself is free/cheap and will keep on being so because making my game accessible to more people is something I truly believe in. Also I'm an evil god of darkness, thus I want to reach as many minions as possible; you know to eat their souls and stuff... :)

The first three cosmetic packs are now available: Pyromania, Iron Throne Couture and Plumpkin Daper!



A huge thanks to all those contibuted to help make this release the biggest release ever!

Have fun in Eyal!