Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Tales of Maj'Eyal

Removal

Scholar
Joined
Jun 23, 2017
Messages
204
Necromancer/Lich update is out

https://store.steampowered.com/newshub/app/259680/view/2951507182446294445

Tales of Maj'Eyal 1.7.0 "Necrotic Translations" is out!
Huge free content update! Come play, our Necromancers are better!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.0 !
Now I promised a Necromancer rewrite some time ago, and it is now finally here! Rejoice for they are now more complete, fun and deadly than ever! (disclaimer: yes this means you'll also get murdered by necromancer NPCs ;) )
But that is not all obviously, this new update brings many new things, including 3 new class evolutions! Ok one of them is Lich being turned into one, but it's still much reworked!

An other huge thing is the translation framework. To be honest I never thought it'd ever exist, but in the end I found a way and with the help of Otowakotori and his team it is now up and running!
Simplified and traditional chinese translations are now in the game, with others currently in the work. Addons can also provide translations for new languages easily. Well .. easily as in easy to code, you still need to translate the tons of text ;)

Add to those the usual slew of changes, new stuff and fixes, obviously!
Also included are updates to the three expansions: Forbidden Cults, Embers of Rage and Ashes of Urh'rok.
Ashes ones being of note as it quite improves the Demonologist class with quality of life stuff, new seeds, reworked talents... Go check it out in the changelog below!

Don't forget that you can support ToME on patreon too if you wish :)

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. To stay on 1.6 until you finish your character I have made a new steam branch that you can enable it by right clicking on the game, selecting "Properties" then the "Beta" tab and then the 1.6 version.
And if you use addons, make sure they have a version for 1.7 or disable them; you don't want problems do you? :)
e1859d585e1830181d06383411a794535ee10d1e.png

New stuff, cool & shiny:
  • Full and total rewrite of the Necromancer class, no point in a list of "changes" as 95% of it is new or deeply altered :)
  • Lich is now a race evolution for Necromancers, with its own (obviously awesome) racial talent tree
  • New class evolution for Archmages: High Thaumaturgist, that focuses on using and enhancing beam spells
  • New class evolution for Sun Paladin: Fallen! Thanks to Recaiden!
  • Add language localization support, with simplified and traditional chinese as the first supported languages
  • Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
  • Add revamped bandit fortress vault
  • 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.
  • Add worms vault to dry lake of nur
  • Added 2 more rows of hotkeys for the mad people :)
  • Added Energy Alteration in the newly freed Meta tree that allows to change damage spells types dynamically, hopefully enabling some fun multi-elements builds
  • 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
  • Burb now has his own tile! All hail Burb the snow giant champion!
  • 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
  • Changed Adept to instead grant a flat +1.5 to all talent levels
  • 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
  • Eldritch Infusion now also provides a spellpower and mindpower bonus based on shields tiers
  • 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
  • Focused Wrath now also resets the cooldown of Mind Storm at talent level 5
  • 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
  • Malevolent Dimensional Jelly finally got its own tile! Now MORE malevolence!
  • Melinda has a new haircut (also available to players after unlocking redhair)
  • Merged Quicken Spells and Spellcraft
  • 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 :)
  • New minor demon, the onilug
  • 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 ;) )
  • Prodigies screen splits out evolutions from prodigies to better see them
  • 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
  • Reworked Swift Hands to provide 4 "ready" slots
  • Rewrote Aether Permeation to be a dispel protection and a spellpower boost
  • Stone Fortress now applies half the effect when it is not activated by the racial ability
  • Stone Vines now correctly check for mindpower instead of just willpower to apply debuff
  • Stone Warden's Shard is not affected by counterstrike
  • 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:
  • A few UI visual tweaks (buttons & frames)
  • Actors are cleaned of temporary effects upon death even if they do not resurrect, to prevent some effects from lingering after their deaths
  • Actors with inventory access disabled can not access stores either. Sorry!
  • Add cost to crude iron battle axe of kroll, rungof's fang, mummified egg sac and razorblade
  • Adjust formula for Dominate resistance penetration and change cap to 70%
  • Aether Avatar correctly removes physical and magical effects
  • Aether Avatar penalty only triggers for spells
  • Allow cancelling Temporal Form's anomaly talents
  • Altered Essence of Speed formula to be less punishing on high level NPCs and reduced its mana cost
  • Altered the Sceptre of the Archlich and the Ring of the Archlich to be more in line with new necromancers
  • Archmage's Wildfire, Storm, Ice and Stone trees are now available without an unlock (they still require a category point)
  • At level 6 Metaflow now increases the talent level of all spells by 1 for a few turns when casting them
  • Blacfire Aegis damage now checks the highest of mind or spell power
  • Blast can no longer randomly multihit
  • Blast damage now actually reduced by distance (up to 50% at max range)
  • Block has no effect against self inflicted effects to prevent some problems for Demonologists
  • Bone grab will correctly fail if not hitting target.
  • Buff Dawn's Blade
  • Buff maulotaurs
  • Buff Psychometry
  • Buff the celestial/radiance tree
  • Buffed Stone Vines damage
  • Cap Scoundrel's Strategies to 100% crit penalty
  • Change Mindrot damage to happen on base turn but be increased global speed to compensate
  • Crippling Blight shows the fail% in the icon
  • Detonating Charge is greyed out if pinned
  • Equipping a belt of undeath or similar immediately stops suffocation
  • Fearscape from tannen questline and from the coruption spell both count has "orbit" for the sake of Aether Permeation check
  • Fire Storm cant crit and deals a bit more damage
  • Fungal Growth should work with effects that can merge (like Bloodbath)
  • Give grushnak pride orcs -30% damage when randbosses
  • Give Spell Shield, Blinding Speed, Corrupted Negation, Unstoppable, Disperse Magic and Shadow Simulacrum a lower change to appear on ranbosses
  • Gorbat bamboo walls support displaying single tile walls
  • Grapple will check if target can be silence/slowed
  • Greater checkerboard vaults should again have correct vault door entrances and revamped it to be smaller and have a boss in the middle
  • Healing infusion can be used even at 0 healing factor (for the cure side of it)
  • Health warning effect now accounts for negative life
  • If a creatures that clone on hit that was worth 0 exp is cloned, it'll correctly still be worth 0 exp
  • Improve Pace Yourself
  • Increase minimum level for merchant tunnels event to 18, saving new players left and right!
  • Intimidated no longer prevents entering the worldmap
  • Levelup screen now accounts for bonus talent levels in the talent descriptions
  • Limit antimagic on early game rares
  • Limit fearscape on rares
  • Lost life warning input disabler now counts both max life and max negative life
  • Lumberjacks have grown in size
  • Make forest ruined building 2 vault more interesting
  • Make using item that can use talents respect the talent's usage conditions
  • Make Vor Pride's special vault have a slightly friendlier layout
  • Make worms vault a bit more reasonable
  • Marked for Death, Chromatic Fury, Haymaker and Bombardment can't be used by NPCs
  • Modify collapsed tower vault to make it more interesting
  • Move Blood Spray damage to after applying disease to avoids Virulent Disease being triggered and then immediately overriden by a weaker disease
  • Nerf Grand Arrival resistance reduction andd buff poison AOE damage
  • Nerf nature slow proc on egos
  • Nerf Rampage speeds
  • Ogres in elvala are now big
  • Prevent Bone Grab to be cast on oneself
  • Prevent getting prodigies you do not qualify for
  • Prevent learning traps from the library in Yiilkgur
  • Prevent Weapon of Wrath from showing on randbosses
  • Pride stair guardians are now rank rare instead of elite, which they already were in all but name
  • Random knockback VFX direction now matches effect
  • Reduce cooldown and mana cost of Inferno
  • Reduce damage taken requirements for prodigies that require those
  • Reduce freeze iceblock life
  • Reduce spawn rate of living weapons vault in halfling ruins
  • Reduce the size of eruan floors (but maintain total number of NPCs). Reduce eruan from 4 floors to 3.
  • Reduce the size of Reknor
  • Remove blighted summoning from gorbat, replace with grand arrival and rage
  • Remove digging from all vaults that currently require digging
  • Remove Heighten Fear antisynergy with Darkness and Predator
  • Remove negative resists from of madness ego
  • Remove negative resists from werebeast's ego
  • Remove negative stats from battlemaster's ego
  • Remove selffire from Corrupted Negation
  • Remove the burglar's ego
  • Shadow Grab now uses spell speed
  • Shadowstep is greyed out when pinned
  • Shield wand and Healing totem now work with Through The Crowd
  • Slightly buff glyphs by making them no longer prioritize yourself before enemies for placement
  • Slightly increase damage mod for knives
  • Slightly nerf caustic terror
  • Sludgenest walls-to-slime do not drop items
  • Somewhat reduce number of vaults in prides and add new unique vaults for them
  • Stalked will not prevent entering worldmap
  • Summoned creatures are always worth 0 exp
  • Switch chat channel is now unbound by default, as it's not used much and people ended up on different channels by mistake
  • The novice mage will not appear for any character whose birth faction is Zigur (so, for Krogs of Forbidden Cults)
  • Throw Bones does not hit allies
  • Toxic Death always spread Vulnerability Poison first and won't spread Stoning Poison to an enemy already stoned
  • Tumble targeting can now be freely moved around
  • Tune down Grand Arrival a little
  • Turn diggable walls into doors in some vaults
  • Tweak difficulty settings for nightmare (rare spawn rate increased from 6.77%->12.5%, zone level multiplier decreased from 50%->25%)
  • Update Dream Hammer mastery to the new scaling enjoyed by other weapon masteries
  • Update shattering shout to modern scaling formula and cap radius
  • Update the Arena death dialog to use the same code as the normal one (should fix a few bugs and inconsistencies)
  • Voidstalker cloaks correctly work only on foes
  • Yeek npcs are now small


Evil bugs being squashed:
  • Correctly sort savefiles in the load menu
  • Curse of Shrouds movement bonus now triggers when swapping places with an ally
  • Derth arena quest is now resilient to clones! BEGONE CLONES! YOU SHALL NOT PASS!
  • Disruption Shield correctly respects the radius increase from Aether Avatar
  • Effects that should be removed on level change will be removed even if they can't be removed. This requires no further explanation :)
  • Eyal's Wrath have correct duration
  • Fix (more) Possessors memory leaks
  • Fix a bug with Beyond the Flesh
  • Fix a bug with force using a talent at a specified level
  • Fix a couple of memory leaks.
  • Fix a possible recursion in damage type changing code
  • Fix a savefile bloating bug
  • Fix a small memory leak when visual hotkey feedback is enabled
  • Fix absolute resistance display in tooltips
  • Fix accuracy bonuses matching their effects
  • Fix Advanced Shadowmancy crits
  • Fix Advanced Shadowmancy tooltip damage
  • Fix an infinite loop between Flexible Combat and weapons with multi-attacks
  • Fix anomalies from not having cooldowns/not using a turn
  • Fix Arcane Dynamo proposing to attach to bad items
  • Fix Arcane Vortex and others from not doing their effects upon death
  • Fix Attune Mindstar exploding when used with a shield
  • Fix Blood Vengeance
  • Fix callBackOnHit damage going through Unstoppable
  • Fix Conveyance spells targeting
  • Fix Curse of Nightmare harrowing
  • Fix Cursed item curses from disappearing on level change
  • Fix Demon Seed spell of Ashes of'Urhrok from taking two turns when it auto-attaches a seed to your inventory
  • Fix Disruption Shield bug
  • Fix Dreamscape/Fearscape fizzling on summoners instead of summons
  • Fix Endless Woes disease and slow
  • Fix Endless Woes tooltip
  • Fix floor effects (among other things) staying beyond their welcome
  • Fix Form and Function
  • Fix Frantic Summoning not actually giving the full speed reduction
  • Fix Hold the Ground description
  • Fix Hold The Ground tooltip
  • Fix Kinetic Surge to let you self-target even with only one foe around
  • Fix Marauder, Archer, and Skirmisher not being taught poisons when siding with assassin lord for the first time to unlock the category on an account
  • Fix mastery and perfection egos overwriting each other
  • Fix Misdirection and Curse of Nightmares
  • Fix Mortal Terror description (crit chance)
  • Fix negative fortress energy
  • Fix npcs mistakenly thinking alternate Daikara lava is damaging
  • Fix over-generous calculation in Self-Judgement
  • Fix party display to not show the levelup icon for uncontrollable members
  • Fix Poltergeist duplicate uniques in the living weapon vault
  • Fix possessing various NPCs
  • Fix radius and target attributes for Vargh Redemption
  • Fix Range Amplification Device from Embers of Rage to work correctly on hymns and some other
  • Fix Rune: Blink description and line of sight bug
  • Fix save/reload bug in Hammer Toss
  • Fix Scattershot-type talents multi-hitting the player/breaking targeting
  • Fix Sentinel not putting initial talent on cooldown
  • Fix Shadow Feed mana regen at very high talent level
  • Fix Shatter Affliction rune description
  • Fix Shattering Shout bug
  • Fix shield's power being wrong in their name but right in their description
  • Fix skip learning a trap break player.restCheck
  • Fix Slow effect merging with itself but not actually updating the speed
  • Fix some timetravel abuses
  • Fix swashbuckler ego
  • Fix Telmur Ruins being too full of light
  • Fix temporary terrain destroying the portal to return to Maj'Eyal in the Fearscape
  • Fix Unseen Force to actually use getTalentRange so it works with RAD, fixed tooltip inconsistency
  • Fix using Multiply while assuming the form of a multiplying NPC (now it works!)
  • Fix Vargh Redemption AI
  • Fix weaver queen's portal being destroyed by temporary terrain
  • Fix Wild Summon duration
  • Fix wooden baricades to correctly show even when they are one tile long (fix for Embers of Rage)
  • Fix Wordly Knowledge description
  • Fix Worm Rot
  • Golem will correctly levelup when resurrected
  • Harkor'Zun is correctly classified as a demon
  • Lightning+daze damage type does not undaze if target is already dazed and it didn't re-proc
  • Make hasLOS properly respect Dark Vision
  • Make the death code resilient to entities without name
  • Perilous Cliffs should not be overridden by meteors
  • Phase Summon correctly moves the camera
  • Prevent randbosses with a fixed class from rolling that class a second time
  • Prevent removing talent levels learnt from items
  • Solipsism threshold fixes
  • Update harmony/one-with-nature to do what it says it does


Code, stuff for addons makers:
  • IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!.
  • Added a framework to know how a talent got activated (by action, forceuse, callback, ...) along with passing this into to the damage projectors
  • Chat files can now use <<<some text>>> to make said text into italic green and **some text** to make it bold. Because I'm lazy.
  • New "callbackOnResurrect", "callbackOnDispelled", "callbackOnDispel", "callbackOnSummonHit"
  • New Actor:udpateSustains() to force sustains to turn off and on again
  • New dispel framework, from now on do dispel effects as target:dispel(eff_or_t_id, source)
  • New hooks "Game:changeLevel" and "PartyIngredients:collectIngredient", "Zone:InfiniteDungeon :loadNPCs", "Combat:attackTargetWith :beforeArmor", "PartyOrder:define", "PartyOrder:execute"
  • New Map:removeEffect() method
  • New resolvers.register_callbacks to place callback directly onto actors
  • The damDesc talents function can now take a list of damage types and aggregate damage types can themselves define this list too
  • 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"


15294fc9a7ef98e399430c60b922179153ab6255.png

  • Applying Zero Point Energy on Temporal Vortexes will udpate their visual effect range
  • Atrophy will fade if source is dead
  • Digest effect from Slow Death does not losoe duration outside of combat, but does not provide insanity regen either
  • Fatebreaker can no longer self-target
  • Fix a case where the Godfeaster exit won't spawn/will be deleted and players will be trapped
  • Fix Font of Sacrifice tooltip and cost
  • Fix Shoes of Moving Slowly buff fade when you Bump Attack
  • Fix tentacled wings being able to hit more than once
  • Fix unsolvable illusory castle map generation
  • Fixed a rare-case infinite recursion with Fatebreaker
  • Font of Sacrifice will have a minimum height, to avoid not being able to show the equipment list
  • Mark of Treason will get more clear damage log
  • Prevent problematic interractions between spells like Temporal Reprieve and Forbidden Tomes
  • Prevent the books of binding to spawn on the entrance/exit in the forbidden tome
  • Raised Writhing One survival mastery to 1.3
  • Rifts and such empowered by Zero Point Energy will change their names accordingly
  • Safety check to make sure egress codes on the ground always go by 4
  • Updated icons for the Controled Horrors tree
  • Worm Nest now has a bonus when used by a Writhing One


bff6e32e86885ea11e5760ec28a016ee4555a556.png

  • Add a limit of 65% projectile deflection to automated cloak tessellation
  • 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
  • Adjust radius scaling for Sawfield
  • Adjust scaling for Blacksmith to modern scaling conventions
  • Arcane Amplification Drone disappears upon level change and deals slightly less damage
  • Autoloader gives Shoot talent
  • Changing Chassis will unwear tail weapon if there is no available candidate
  • Correctly show non-tiered ingredient amount in Create Tinker UI
  • Create Tinker correctly takes a turn, if a tinker was made
  • Damage Shield will use the new `getShieldDuration` and `getShieldAmount` interface.
  • Fix Death From Above wrong movement speed
  • Fix Exoskeleton bug
  • Fix Innovation bug
  • Fixed Automated Defenses for Boltgun to deal the correct damage
  • Fixed boltgun from consuming two charges
  • Fixed Lock On and Upgrade to have a range
  • Fixed Rocket Pod shots to not use steam as the cost is already in the sustain
  • Fixed salves from being affected by Device Mastery
  • Fixed Sawwheels when leveling up
  • Fixed steamgun talents will get correct check usage conditions
  • Fixed yeti mural paintings to correctly act like walls
  • Flame Jet can't be used while disarmed
  • Flamethrower will correctly use a flamethrower sound
  • Galen's Flowing Robe correctly only resets spells
  • Gardanion, the Light of God extra prodigy is not used up by the boss wearing it anymore
  • Give Net Projector a sane scaling function
  • Heartrend won't eat your damage increases
  • Leveling up Innovation correctly update all existing worn equipment
  • Lock On get correct skill req
  • Magnetism tree will now use correct shield's combat data
  • Make technomancy work with Mirror Image (somewhat)
  • Mecharachnid does not reset custom talent usage upon death
  • Nerf saw horrors when randboss'd
  • New Blood of Undeath artifact
  • New Master of Disasters replaces Rak'Shor's Cunning as the cunning prodigy
  • New unique: the Gunsnake; in loving memory of all those gun snake rares that are no more in 1.7!
  • New visuals for lightning web
  • Prevent psyshot rares from picking a useless talent for them
  • Rak'Shor's Cunning is buffed and becomes a race evolution
  • Ramming Bot will correctly set iceblock HP
  • Remove spine of the world from High Priest
  • Rocket Boots correctly deactivates at 0 steam
  • Shockstaff correctly uses Autoloader damage bonus
  • Steamsaws are now visible on mecharachnids
  • Subcutaneous Metallisation will show correct cooldown in talent info.
  • Undead Drake spells are classified as necromantic powers


a4580d7eeea26a7eb5e7c80f993f7aba2f6b1f1a.png

  • Added Onilug statue
  • Adjusted Demonologists and Doombringers masteries to be more in line with the base game
  • Bind Demon can now summon from seed in either the equipment or inventory
  • Bind Demon list is now sorted by demon tier and level
  • Blackice no longer requires being in melee and reduces both fire and physical resistance
  • Blighted Path damage now works at range and offers a third option to create a reflective shield
  • Buffed Acidic Bath a little
  • Buffed Champion of Urh'Rok body effect
  • Buffed Doom Tendrils damage
  • Changed Forge Giant mainhand seed from Inferno to Doomfire, an AOE like before but that uses vim, deals more damage and is demonfire so demons inside are healed by it
  • Corrupt Light now counts all unlit grids, even if they were unlit before the spell
  • Corrupted Daelach now has a special demon seed
  • Dark Reign now has a chance to trigger from any darkness damage (caused by talents)
  • Dead demon seeds can still be worn for their passive effects
  • Demon Seed now always applies the seed debuff to the target (the chance to actually get a seed is determined at death)
  • Demon Seed spell now upgrades the level of existing seeds instead of creating duplicates. When it does it also heals and resurrect the contained demon
  • Demon Seeds are now sorted by inventory slot and then demon name
  • Demonic Madness auto block can not fail
  • Disabled friendly fire on demon minions
  • Dolleg main body seed is now Pain Affinity, upon taking blight damage you gain a short burst of all damage affinity
  • Dolleg mainhand proc chance increased
  • Doomed Nature now also works on psionics
  • Draebor now has a special demon seed
  • Dread End now triggers on any damage, including darkness
  • Fiery Grasp will check if target can be silenced
  • Fiery Portal now only works for the caster, and if a creature is on the other side it'll be swapped
  • Fire Imp, Wretchling, Quasit and Water Imp ring seed buffed a little
  • Flame Leash pulls creatures in order
  • Grim Future now eats stacks of Bleak Outcome to increase your spellpower and deal darkness damage
  • Harkor'Zun now has a special demon seed
  • Improved Forge-Giant and Champion of Urh'Rok ring seeds with more regen and bloodcasting
  • Increased damage of Doom Tendrils and gave it proper icon
  • Khulmanar, General of Urh'Rok now has a special demon seed
  • Kryl-Feijan now has a special demon seed
  • Lithfengel now has a special demon seed
  • Nerfed Fiery Cleansing a little
  • New set of seeds for Onilug demon
  • Ominous Shadow now eats stacks of Bleak Outcome to turn you invisible and change your damage/penetraion to darkness
  • Plague-Fire Scepter is now one handed (with a little lower magic scaling)
  • Planar Controller now has a special demon seed
  • Reduced the life penalty of downscaled demon levels
  • Replaced Quasit's body seed with Juggernaut
  • Reworked shield seeds for fire imp and wretchling to be defensive aggregates of multiple types
  • Reworked shield seeds for water imp and quasit to be offensive aggregates of multiple types
  • Rogroth now has a special demon seed
  • Shadowmeld now also provides a chance to ignore physical and magical debuffs
  • Shasshhiy'Kaish now has a special demon seed
  • Shattered Mind and Tale of Destruction now work like other vim sustains and do not disable at 0 vim
  • Slightly reduced Uruivellas body bonus
  • Sligthly increased cooldown and cost of Farstrike
  • Stripped Life swapped to Weakened Soul which reduces damage from any target affected by Bleak Outcome
  • Suffuse Life becomes Doom Concordat, granting a random demon summon upon entering combat, healing demon seeds on kill and healing yourself when a demon is summoned or killed
  • Thaurhereg weapon seed now offers a castable silence effect
  • Walrog now has a special demon seed
  • Added hook "DemonicPact:updateSeedsList"



9b27253058d7c2ca393dd2f7adaac569e0fd89b1.png

As a passing remark, it is this time of the year again where Eyal is invaded by evil plumpkins!
So just log in and if you smell plumpkins .. well, be ready for anything!

And to celebrate that, rexo made four new UI skins (spectre and plumpkin themes, each with two variants)! They are now available in the cosmetic list of the MTX inferface, with a huge discount to boot!
Also .. it kind of makes sense to release them alongside with the Necromancer update, doesn't it ? ;)


A huge thanks to all those that contributed to help make this release!
And a special mention to Otowakotori for his (and his fellow teammates) amazing work on the translation framework.
Have fun in Eyal!
 
Last edited by a moderator:

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,948
Pathfinder: Wrath
The necro is completely redesigned. I couldn't find the lich form anywhere?
 
Last edited:

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
7,530
Location
Kelethin
Cooool! Do you think it is worth waiting for patches on the Necro or has he had people test it already?
 

stony3k

Augur
Patron
Joined
May 8, 2007
Messages
470
Strap Yourselves In
The necro is completely redesigned. I couldn't find the lich form anywhere?
Lich is an evolution of Necromancers not an independent class
Yeah, I know. Before this patch, the lich form was an ability you put points into and then you transformed into one when you died. Now I can't find it at all.
I'll need to play through as a necromancer, but here's what DarkGod said
"But DarkGod where is Lichdom?!" Well, it's not here anymore! Lich is now a prodigy, like a race evolution. The requirements for it do not change however you still need to do the quest and all.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,258
Tried it a bit, new necromancer is very easy to understand at a glance. Reminds me a bit of a rogue rework somewhat, i see a lot of good options to invest your points into.

Like, the sheer amount of debuffs Dread can put on enemies works really great with that ability that deals damage based on how many debuffs your enemy has, even if you invested only one point into the later ability.
Skeletons seems to me a bit more reliable compared to ghouls/ghasts, granted i didn't try to invest seriously into the ghoul tree yet.
I can't recall if necromancer could do it before but there is one ability in your generic talents that allows you to passively sense any nearby undead. Skeleton archers can't surprise you anymore, pretty cool.
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,609
Location
Winter
Any good info or some sort of pointer guide for someone starting new? Had this game for ages and I should probably get some mileage out of it.
 

Rafidur

Learned
Joined
Sep 12, 2019
Messages
411
Try archmage, they're easy to unlock, versatile, and have very powerful defences.

Usually spreading points around is better than 5/5ing a few skill. You can respec the last... 4? So put them in a spell you don't intend to use long term.

Spend some inscription slots on stuff that can cure status effects, these are usually how you die especially on higher difficulties. Aim for high stun/freeze res on items and passives.

You can right click on spells to set up autocast conditions. For example auto shield when an enemy is in melee and the rune is available. I like to do that with most instant spells and inscriptions.
 

TwoEdge

Scholar
Joined
Jan 27, 2017
Messages
237
Any good info or some sort of pointer guide for someone starting new? Had this game for ages and I should probably get some mileage out of it.

The official forums and wiki are very good sources of information. Unfortunately, the most prolific and knowledgeable guide writers have been absent for a couple of versions, so there's a lot of outdated info floating around, but the fundamentals are solid. Here's a good place to start:

http://forums.te4.org/viewtopic.php?f=64&t=46389
 

Reader

Scholar
Joined
Jan 28, 2018
Messages
191
Any good info or some sort of pointer guide for someone starting new? Had this game for ages and I should probably get some mileage out of it.
As being said wiki is outdated. It may lead to frustration in some cases like Zone Order for example. Forum has better Zone Order guide.
Also it may sound annoying but you should really just play. Then, after some deaths, just go to the forum in Character Report and ask why your char sucks and other more specific questions.
I did that and got very long, detailed and good answers.
 

Bara

Arcane
Joined
Apr 2, 2018
Messages
1,320
I tried to find if there was any new news about the upcoming dlc. Best I could find was Allosaurus may show up.

Though he is working on a a new debugging console to help modders
 

Reader

Scholar
Joined
Jan 28, 2018
Messages
191
Yeah.
But Inner Demons improved too.
Waiting for a nerf because for now it was guaranteed death for me.
 

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
7,530
Location
Kelethin
Is there a gap in the content from 25+? I cleared everywhere but it put me at about level 26 and all I have left is The Master who is 37 or something. I can grind a bit and kill him but wondered if I missed something.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,948
Pathfinder: Wrath
The Master is 37? Isn't his level range like 23-35? Also, don't let the critical path's bosses' levels scare you, they are made to be defeated. There is no gap in content. People say the Master is difficult in general, but I wouldn't necessarily say so. He doesn't heal, so escaping and coming back works.
 
Last edited:

MWaser

Arbiter
Joined
Nov 22, 2015
Messages
607
Location
Where you won't find me
The Master is 37? Isn't his level range like 23-35? Also, don't let the critical path's bosses' levels scare you, they are made to be defeated. There is no gap in content. People say the Master is difficult in general, but I wouldn't necessarily say so. He doesn't heal, so escaping and coming back works.
The Master is doable, but he got quite a bit more difficult since the Necromancer Update.

Still easier than that bitch Cynthia though with her one-shot Rigor Mortis though.
 

Reader

Scholar
Joined
Jan 28, 2018
Messages
191
cleared everywhere but it put me at about level 26
Your race? There may be exp penalty.
Also yes, grind is not the biggest factor. It's artifacts, talents, infusions, tactics (i used tp rune for example to take a breath. Yes, Master finds you very quick but even a couple of turns may help) and rng ofc.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,948
Pathfinder: Wrath
The harshest xp penalties were reduced in one of the recent patches. Skeletons have the biggest penalty at -20% xp, everyone else is around 10-15%. So if he's indeed behind on the levels, it would be 2ish levels at most, not 10.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom