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Tales of Maj'Eyal

felipepepe

Codex's Heretic
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Joined
Feb 2, 2007
Messages
17,278
Location
Terra da Garoa
are the expansions seperate campaigns and do they have to be played with a new character each time, or can you play them all with the same character, as long as you don't enter High Peak (point of no return)?
Embers of Rage is a separate campaign that you must play with a different character, the other two expansions just add more content to the base game, like new races, classes and areas.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,689
Location
Perched on a tree
1 hour later and I can answer my own question: yes, Elandor can be beaten by a pure melee character. the "Execution" skill dealt massive amounts of damage, draining Elandor's HP rather quickly, after stunlocking him.
that ending though ...... it's ... something else, to say the least.

Good, i'd have advised to follow the anti-magic path and unlock their skill branch, not sure if you did, you just have to align with that village in the central east (first area, nor far east) and win a series of battles, the last one was quite tough as far as i remember.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
It's not *that* difficult, it's against an orc corrupter iirc and can be beaten fairly early on normal. Maybe after 2 or 3 T2 dungeons, depending on class and race.
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,121
Location
Bavaria
1 hour later and I can answer my own question: yes, Elandor can be beaten by a pure melee character. the "Execution" skill dealt massive amounts of damage, draining Elandor's HP rather quickly, after stunlocking him.
that ending though ...... it's ... something else, to say the least.

Good, i'd have advised to follow the anti-magic path and unlock their skill branch, not sure if you did, you just have to align with that village in the central east (first area, nor far east) and win a series of battles, the last one was quite tough as far as i remember.

I did not do that quest and in fact I didn't even do the quest you have to do in order to get back to Maj'Eyal. :D
in my defense: I thought the game was open-ended - it isn't. I let myself be fooled by the non-linear structure and the more classic-RPG-approach compared to Rogue and Nethack (the only roguelikes I finished (I know, Rogue isn't a roguelike...), until yesterday's victory in ToME). if I would've thought about it, I would've known that ToME being open-ended was unrealistic.

but despite having put over 20 hours into ToME, I'm not even burnt out on this game - normally I get burnt out at around 15-20 hours. and I could easily replay it now, quite a few interesting character choices - Cursed Ghoul for example. or simply an Archmage or Archer, to see if the game would be easier that way.
nonetheless I've got a pretty enormous backlog, so replaying ToME will have to wait.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
I'm surprised you managed to beat it so fast tbh. It usually takes a while for people to get accustomed to the game and complete it (kill the last boss).
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,689
Location
Perched on a tree
If/when you replay it, the alchemist is fun with his golem (he earns xp, you can revive him and he grows stronger as you do and improve his skill tree) or the archmage if you find mods to unlock everything the archmage should have access to, it's just me but i wouldn't play a gimped archmage, either his the master of magic or you're better off with the alchemist.
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,121
Location
Bavaria
I'm surprised you managed to beat it so fast tbh. It usually takes a while for people to get accustomed to the game and complete it (kill the last boss).

tbh I had nothing else to do the past week - and I literally mean nothing. I was playing all day. mainly ToME and a bit of Bard's Tale 4 (~8 hours) on the side. sadly I can't check my time anymore, since I selected "restart with same character" and now my played time is at 14 seconds. last time I checked, I was somewhat close to 27 hours. might be that I've gotten past 30 hours, but if so, not by much.


If/when you replay it, the alchemist is fun with his golem (he earns xp, you can revive him and he grows stronger as you do and improve his skill tree) or the archmage if you find mods to unlock everything the archmage should have access to, it's just me but i wouldn't play a gimped archmage, either his the master of magic or you're better off with the alchemist.

the alchemist has a golem? that's nice, that class is now also on my to-play list. playing a pure melee fighter was very tough at times, especially with the aforementioned teleporting wizards. I felt that playing a melee character was like an additional hard mode. so yeah, next up is probably an archmage, could be fun if I can be that teleporting, stunlocking, blinding asshole this time.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,313
My favourite class is the rogue after the class was re-worked. He doesn't feel as powerful as some of the big boys but there is a lot of ways you can build him.
Your standart high damage dual-wield crits, throwing knifes that consume a separate resource and can't be disarmed, various types of poison that works with both melee and ranged weapons, a customizable artifice skill tree. Stealth mechanic itself is not that amazing considering the nature of the game though.

I noticed that i pay a lot more attention to what type of weapons i am using as this class. The first thing i like to do is to browse the shop for any dagger with a splash damage effect, makes life easier at the beginning. I also like to have a bow with a daze status effect, makes ambushes feel a lot more fair.

My skeleton rogue didn't went much far on nightmare, but this was definitely one of the most fun runs i had.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
There are some weapons you wouldn't immediately connect with certain classes. Like melee Wyrmic is best when using Mindstars, but they don't start with that tree and it's not obvious they are most suited to those. And it's probably the only way a Wyrmic is viable on Insane.
 

Major Seven

Educated
Patron
Joined
Mar 1, 2017
Messages
57
Tales of Maj'Eyal 1.6.0 "A Late Delivery from Avalon" is released! :bounce:


DarkGod said:
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? :)



changelog_tome.png


  • 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 ;) )
cults_header.png


  • 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
changelog_embers.png


  • 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
changelog_ashes.png


  • 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
plumpkino-transaction.png

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!
  • 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!
  • 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!
first-cosmetics.gif


A huge thanks to all those contibuted to help make this release the biggest release ever!
Have fun in Eyal!


Source: te4.org
 
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Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
Wyrmics probably needed a revision even though they were technically viable on Insane, but had only 1 build. The draconic trees were either very similar to each other or had a bunch of useless abilities. We'll see how that vim change alters the gameplay of classes like the Doombringer or Demonologist. I haven't played with the other classes which have been worked over, so I wouldn't notice a difference either way. Now it's only a matter of time until the patch comes to GOG so I can actually test it.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
I tried updating my GOG copy through the game launcher and it totally bricked my game, I had to manually uninstall the whole thing and reinstall to fix it (luckily I managed to keep my unlocks and saves). So, yeah, wait for the GOG patch if you are using that.
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,121
Location
Bavaria
ugh, change
rating_negativeman.png

better backup my installed copy of the game now, because playing ToME will never be the same again...

fake edit: or maybe not, DarkGod seems to have abandoned the DRM free humble download. last updated: Jul 16, 2015
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
A lot of these changes seem justified. People at the TE forum say the AI is quite a lot smarter than it was before, wyrmics did indeed need revisions/an overhaul, vim was kinda garbage-y, impossible-to-kill randbosses were removed, a lot of inscriptions were useless and are now changed, etc. The change log is huge lol.
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,121
Location
Bavaria
yeah, I'm not saying the change is unjustified. it's just my personality, I despise change - no matter if it's for the better or worse.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,313
It's been awhile since i last played, but the changes are not as big as i expected from what little i tried.

Summoner got a few abilities changed, i think? I don't recall the wild summon talent at least.
Anorithil now regenerates both positive and negative energy or was that the previous change i missed? He is still not fun to play as.
I failed to notice how wyrmic has changed, granted i didn't played as this class much.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
The patch has hit GOG but I haven't installed it yet, anyone want me to make quick notes about a class before I apply the patch to see the changes? I'm going to do it for wyrmics anyway.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,313
How exactly ghoul was revised? As far as i remember abilities are still the same.

I will probably wait until the next expansion arrives in order to return to the game properly.
Also, i forgot to mention a few big enough changes that i did notice, summoner now starts with psi-blades and we got some new status effect cleansing runes.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
I added the ghoul ability numbers and starting stats/experience penalty to my notepad, I'll report any changes.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
So, wyrmics have gotten mostly buffs to the base numbers of abilities, with one nerf that stands out - Sand Breath deals half as much damage as it did before. The Fungus tree has also changed, the Wild Growth talent no longer prolongs the duration of regeneration effects, it gives you passive +health, while Fungal Growth (which was mostly useless or even dangerous if you played with the classic UI) now prolongs the duration of regen. Ghouls have gotten buffs, the first talent now always prevents you from taking damage more than 50% of your (total?) health at once and Ghoul Rot has received both buffs to the numbers and you always raise ghouls with it now, no need to get it to 5.
 
Last edited:

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
It's a roguelike with an online chatroom if you want to log in. There's no multiplayer or anything like that.
 

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