My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.1 ! 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.

On this day (baring timezone and delays shenanigans ;) ) the first line of code of the game is now 10 years old!

To celebrate this tremendous anniversary the 1.6.1 release is quite beefy in terms on content for a "patch release".

It includes many fixes and changes, most notable are probably the full rework of the four Prides with better and more diverse layouts, tilesets and mechanics. They also got leaner with smaller levels and much less laggy with vaults put into sublevels!

But that is not all, that is not even the biggest thing! A few months ago I announced that a big update to Embers of Rage was coming. And it came! With this update our orcish friends have discovered new ways of maiming and mayhem!

The Annihilator class is coming. Using both a steamgun and a shield, they wield terrible powers of destruction on the battlefield. They can create a powerful mecharachnid companion, create both hostile and friendly turrets, equip a set of heavy weapons (flamethrower, boltgun, shockstaff), equip a rocket launcher and even more fun stuff!

"Woha DG, this is great!" Yes it is my dear minion but .. this is not all!

Unbeknownst to most of you I've also built a new .. thing for Embers of Rage. I've always wanted a steamtech "mage" class but could never figure how to make it. Well, I did; by introducing a new feature: class evolutions.

Class evolutions are prodigies that once taken changes the rules of a class, orienting it towards new grounds!

The costs for them are heavy, a prodigy point obviously, but usualy also talent points, or even category points.

As a test ground for this feature, the first class evolution available is the Technomancer (Archmage).

Once learn, Technomancers will learn to create an arcane dynamo tinker to put in a robe that will enable all their technomancy spells to work. There are three categories of technomancy (with one unlocked for free when taking the evolution): Occult (focusing on tearing apart reality with a steamsaw, doing arcane and temporal damage), Galvanic (focusing on creating death fields between galvanic rods, doing fire and lightning damage) and Terrene (focusing on the deployment of tiny cryogenic spiderbots that can harass and debuff your foes but also protect you).

Technomancers are the first and for now only class evolution available, but if this proves to be a well-working idea; many more can and will come!

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

Fixed some more leaks in Possessors

Update damage display on talents to new stun damage penalty

Also fix typo in Fire Dragon Shield description

Fix Mark Prey bloating savefiles

Fix a bug that could leave confusion effects permanent

Remove Elemental Surge from Vor

Remove Acidic Skin from Gorbat

Fixed some zones not being able to generate randbosses

Increase the minimum level on several antimagic egos

New tiles for Stone Wall spell

Rewrote/re-imagined the layout & tilesets & sizes of the four Prides. They should now be more interresting, smaller and way less laggy

New Gameplay option to display a warning and stop receiving key/mouse input for 2 seconds after loosing X% of max life in a turn (disabled by default)

Increased the visibility of Agony effect to reduce tedium of checking target to see the debuff

Changed Curse of Nightmares to not use hateful whispers as it provided anti-synergy with the efficient way of playing

Fix blighted summoning not working with some wild summons

Swap blink and shatter afflictions for Ogre and Shalore

Swap blink and shatter afflictions for shalore

Nerf psychokinetic and grasping ego damage

Fix stormbringer's ego giving massive movespeed bonuses

Disruption Shield (and its Aegis effect) changed to a recharging absorb shield that once depleted continues to work (up to a point) by using mana

Golem's three rush talents now have greater range and pass through friendlies

Golem's Eye Beam is now always maximum range and does not hurt friendlies

Circle of Sanctity correctly deals light damage

Fixed Temporal Form auto-damage bonus not fully going away at the end

Shadow Senses allows you to always see your own shadows, even when blinded

Naturalistic and Corrosive gloves ego use the new wyrmic breaths instead of npcs ones

Fixed reseting charms cooldown with Metaflow

Fix learning/unlearning Solipcism on Adventurers

Fixed exiting the fearscape in Tannen's quest after a save&reload

Updated Dream Hammer weapon mastery

Daneth's Neck Guard properly gives physical resist

Fortress quest is given upon inserting the rod even if it was somehow missed

Fixed Frenzied Focus when used by a NPC using TK-worn gem

Sanity check Aether Avatar against addons

Fixed a bug with Piercing Gaze

Fixed an error on the MTX UI when the game's internal browser is not available

Sudden Growth now can trigger effects affected by direct heals

Greater Checkerboard vault has had a revolution! It now features a new sort of incredible new mechanical contraptions: doors!

Decrease ring crafting costs for non-unique gems

Remove critting from ego charms and nerf damage

Increase cost and cooldown of breaths

Reduce damage and penetration on Chromatic Fury

Remove stat gain from Wyrmic Guile

Fix Primal Infusion not removing effects

Nerf Shadow Grasp damage

Buff Flexible Combat to 50%

Display randelites/randboss classes even outside of dev mode

Improve Striking Stance damage bonus

Restore exponential bonus to weapon damage

Reduce the early randboss damage penalty

Clarify Mirror Image description

Warshout now checks mental resist instead of physical

Yeek quickened racial activated at 70% life instead of the 30% advertised in its description

Heroism now gives the bonus for missing life it says it does instead of only giving a bonus to stat contribution aspect

Disabled escape AI from Spellblaze Crystal

Removed 300% cost modifier on Gates of Morning shops; instead Slazish Fens items have a 20% sell value modifier to prevent celestials from starting with high tier items

Updated Sun Paladin betray rewards to give augmented mobility talents instead of mobility talents

Fixed Painful Agony getting people stuck with antimagic when eating antimagic people

Fixed a bug preventing your from being prevented from respecing in combat ;)

Gesture of Pain now procs "Talent on hit(mindpower)"

Fixed recalling out of sublevel maps (like hidden vaults, event maps, ...)

Reduced minimum level for randbosses to spawn to 8

Fixed a bug preventing Fireflash from damaging the caster, even without Spellcraft

The way out of the yeek islands now opens after the first zone done

Reduced minimum level for rares to appear to 4

Increased Dark Torrent range to 7

Fixed saving in the Slumbering Caves

When making a new character the game will check if there is the same addon installed twice and refuse to start (and it won't work anyway), clearly explaining why and how to remove one of them

Fixed Divine Glyphs to not make the character explode in a glorious stream of errors. Also renamed Divine Glyphs to Empowered Glyphs. Divine does not really exist in Eyal

Fixed a bug that allowed to spawn the Worm that Walks without spending a point in it

Fixed Transcendent Electrokinesis interaction with Brain Storm

Shatter Afflictions rune now goes on cooldown when cleaning only crosstier effects but a much much reduced one (-75%)

Fixed hotkeys dispaying 0.5 cooldowns

Fix Frenzy permanently reducing defense

Briagh's Lair is actually shown on the map when Zemekkys tells you so

Fixed Skin of the Many to work on whitehooves

Adept prodigy now forces all known talents to update their passive effects (fixing notably Possessor's body storage count)

All robes now provide a bit of resist all instead of defense and robe egos buffed a little

New shimmer mirror feature: loading & saving whole shimmer outfits (save independently of savefiles so you can import them on other characters too)

Auto-bugreports will now include the game version a character was MADE in

Allow world map entry for various Cults detrimental effects

Fix Tentacle Trees always generating en masse.. again

Nerf/fix Drem Frenzy working on prodigies and passives

Prevent Entropy gain from healing out of combat

Update Drem starting inscriptions

Fix The Maggot deleting an escort from some builds

Prevented Fonts of Knowledge from reseting on meteor impacts

Fixed the worm that walks not coming back up after self-destructing

Fixed tentacle trees event, when they turn into a randboss they move you out of the way

New class: Annihilators! Ride around in your mecharachnid battle-tank, lay down turrets of doom, equip a mighty flamethrower, launch rockets, and MORE!

New class evolution: Technomancer! An Archmage's high level evolution that combines arcane power and steamtech

Removed Displacement Shield from Qog's Essentials (because it requires a target) and made the activation instant

Emergency Steam Purge now only uses half max steam, deals less damage and cannot crit

Fixed healing salves to correctly trigger on heal effects

Psionic Fog correctly ignores allies

Fixed Tinker Cave not always appearing when it should

Fixed Lifeless Rush not providing full stacks if you had some already

Fixed Solidiy Air volume

Updated all remaining wpeaon mastery talents to 1.6 standard

Update stores to 1.6

Fix outdated Block talent levels

Improve Doomelf starting inscriptions

Nerf Hardened Core and fix tooltip

Fix run/res autodeactivate on several talents

Fix Fire Haven floor event not being resolved

Fix Pitiless targeting, improve its effect duration increase cap and clarify tooltip

Fix Haste of the Doomed working without LOS

Remove Link of Pain from The Black Plate

Change Surge of Power heal to be flat instead of a % of max HP

Fix Fiery Grasp damage type

Fix Demonic Party not counting demon subtypes

Fixed Demon Statues from reseting at meteor impact

Have fun in Eyal!