Go Back   Angband Forums > Angband > ToME

Thread Tools Display Modes
Old November 12, 2013, 01:09   #1
T.o.M.E. maintainer
Join Date: Apr 2007
Posts: 130
DarkGod is on a distinguished road
Tales of Maj'Eyal 1.0.5 "Mental as Anything" is released!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.5 ! See
Your launcher should automatically update your game so no need to redownload it all.
This release is *huge* and I hope you'll have as much fun exploring it as I did creating it!
Enjoy and have fun in Eyal!


Don't forget to help ToME by with donations ( ) !

Release highlights:
Huge improvements to many visual effects, spells and tiles
Combat log reworked to be far more readable, log heals, shiedsl, absorbs
New special effects for each point accuracy over defence
New difficulty mode: Madness, for those that mastered Insane
Training room in the Sher'tul Fortress
Faster saves
New Archers tree: Excellence (new tree), Poisons and Traps
Many new hooks and tools for addons/modules makers
Infinite scaling: talents should scale much better past 5/5
Tons of rebalancing and improvements to many talents, objects, artifacts and zones
IMPORTANT: saves are not compatible from 1.0.4

Expanded changelist:
Added a graphical effect for healing and regen effects to most of those effects
Using Aegis on shields will visualy change them
Damage shields, absorbs, ... are now noted in the log
Heals are now noted in the log
Venom drakes can now appear in the noxious caldera and in gorbat pride
Flat damage cap% is now applied after shields
Disruption Shield now partially absorbs the hit that makes it explode
New "punches" sounds for barehand combat
NPCs can use Shoot Down
Adventurers start with both gloves and gauntlets
Unarmed 0.6 attack speed is bound to Empty Hands, not to being a Brawler
New Actor:checkPool method to facilitate learning pools/... on talents learnt
Adventurers now learn Empty Hands when learning barehand talents
Swords, axes, maces, staves, daggers, whips, tridents, bows and slings now have special "unique" effects when hitting a foe for each attack you have over their defence
Player can now tag objects with a name; tagged objects can not be dropped, destroyed or transmogrified until the tag is removed
Fixed actor execution loop to crrectly resume at the next actor after the pause: aka this should fix Through the Crowd
Automatic talents will be used in order: instant ones first, then higher CD ones first. Only one non-instant talent will be used each turn
Orcs will search your buddies for the staff too
Stone Walking and Gem Portal do not fail due to melee autotarget
Corpses (from the curse) coming out in the middle of an attack will not be destroyed by said attack
Improved combat logs
New achievements for Normal (Roguelike), Nightmare/Insane/Madness (Adventure)
Achievements list onyl shows the ones for the current difficulty to reduce clutter
Add range to the map tooltip
Temporal Augmentation Robes talent level reduced
Nerf Colaryem a little
Most summoned actors do not drop loot anymore
Buffed starting gold to 15
Marauder's Thuggery tree is now Generic
Marauder's gained Bloodthirst tree (1.1, locked)
Staff Mastery & Mindstar Mastery trainings now respect previous knowledge and do not screw you over
When leaving a level with a dominated npc it will be freed from the control instead of waiting for your return
Torment ammo doesnt have wielder bonuses and instead gets combat bonuses
archery_projectile is now available to addons
Alchemists can now unlock a golem replacement: the Drolem !
Drolem is buffed a little
Tannen's Tower level 4 has a different LOS system, making the Drolem obscure more of the field again
Nourishing Moss tactical infos fixed
Female Dwarves can unlock some cosmetic facial pilosity (because the lore says so!)
Keybinds are displays more succinctly, so [A]+[S]+Keypad 6 will now appear as ASk6
Actor's on_takehit and hook "Actor:takeHit" now get a parameter that telsl them the damage type, if available
New Fortress feature to unlock for 50 energy: training room!
Fixed mind talent procs happening more than once per turn
Runic Golem can not be unlearnt
New GameOptions:tabs hook
New melee "whirlwind" effect
New effect for Tempest
When leaving a level all player originated projectiles are removed
Ward talent lists available wards
Wraithform now teleports if you end up in a wall
Applied infinite scalingto prodigies
Gem Golem can not be unlearnt
Temporal Clone can not be used out of range
Aether Beam and Gravitic Trap can not be placed in walls
Nature's Pride goes on cooldown even if there was room for only one treant
NPC are less confused by being LOS'ed
Rares should be more interresting/powerfull
Allow Gestures to respect Gloom status effects
If the Weird Pedestals event can not generate an artifact it will make a randart
Lost merchant will not generate antiamgic items for arcane characters
Clarification to Heightened Senses/Infravision tooltips
Scaling Bug fix in Darkness talent radius
Scaling fix to hate generation
Fixed typos in NPC definitions to prevent unintended agro
Fixed bug in BattleTrance
Fixed Grim Resolve not curing poison/disease
Fixed Vimsense power when used with items
Fixed tactical ai info for Mindlash talent
Fixed character sheet to correctly show archery damage based on ammo
Added addons url to the addons menu
UIs can now have special mouse cursors
Added two new hooks to the boot module "Boot:load" and "Boot:run"
Fix maestrom
Fix necrotic aura
Infinite scaling applied to npc talents
New gfx effect for Frostdusk
New hook "GameOptions:UIs" to add new uis to the ui selector
UIs definitions are now loaded from files in /data/gfx/ui/definitions/ so that addons can add new ones
Attachement spots for particles can be read from a file per tileset
Fixed Projectile class subclassing
Tooltip for projectiles now shows who cast them and their self/friendly fire status
Wards are now correctly colored by damage type
Projectiles can be fired over chasms in the alt-maze
Meteoric Crash can now crit (using the highest of spell or mind crit chance)
New Uttercold visuals
New Wings of Flames graphics! Find them!
Argoniel learnt how to use Irresistible Sun
Applied infinite scaling to afflicted
New Flames of Urh'Rok gfx effect
Juggernaut effect is now correctly classified as physical. For Zonk, with love
Brawler's combo points last two more turns
Fixed Pulverizing Auger in some zones
Shields now "wooble" when hit
Fixed crystal set proc
Fixed slight particles display position error
Added a slight outline to currently moused over item on the map
New starfield shader is hungry, so a new video option to enable volumetric shaders is added. It is *off by default*, turn it on if you trust your GPU
Fixed strange graphical artifacts around some texts
Text outlines are much better now with shaders enabled
Improved shields shader
When disarmed the weapon will disappear from the character doll
Buffs with charges (like Combo points) now display their charges
Buff/debuff remaining time is correctly centered
Added the Excellence tree to Archers, granting them more utility and survivability
Venomous Strike works with ranged weapons too
Implode has a distortion effect
Archers now get access to both Poisons and Traps trees
Poisons now work on both arrows and shots
Distortion tree got .. distortion shader effects
Irresistible Sun got distotion effects
Added distortion effect to meteor crashes
Added options to disabled "advanced" and distorting shader effects
Improved water display (with a shader)
Applied infinite scaling to chronomancy
Particle systems can have a subparticle attached
New fireflash and flame effects
New Gravity Well effect
Fast Curse Dispel is considered an important achievement
Applied infinite scaling to corruptions
Particle systems can now define a global use_shader={type="foo"} to attach a shader
Particle systems can check availability of shaders
Particle systems can now also the background that is under them, allowing things like distortion effects
New distortion effect for the Repulsion Blast and Gravity Spike
The final artifact from the final fight now requires less to wear so you can bask in its glory
Applied infinite scaling to celestial
Weapons can have multiple masteries talents, the best is used
Added "Chat:load" and "Chat:add" hooks
Through the Crowd now also makes you like being in the crowd, +10 all saves for each friendlies in sight
Infinite scaling applied to psionics; solipsism mechanics have been adjusted
Temporal Form only converts 50%
Reduced Guardian of the Wood all resistance bonus
Buffed artifact ammos
Highscore core is less ToME-centric
New difficulty mode: Madness (locked). More high level foes, stronger, with much more rares, more randbosses and a unique "Hunted!" debuff!
Block is only used in melee by tactical AI
Fixed bloated ooze damage absorb when using only one ooze
Added an option to disallow online event pushes (but why would anyone do that is beyond me!)
Online events can now happen in the Infinite Dungeon too!
Thieves NPCs are now correctly competent with a dagger
Dominant Will works on elites
Burnt to the ground achievement is now achievable
Prothotipe's Prismatic Eye correctly imbues its spell proc whem imbued on an item
Grappling correctly checks no_breath
Mitosis & Call of the Ooze correctly respect maxes
Bear NPCs stats changed to str/con
Bloodspring triggers at 15%
Steamroller makes Rush cost only 2 stamina
Revisionist History lasts 20 turns
Corrupted Shell increases life by 250
Fungal Blood also removes up to 10 magical effects
Never Stop Running cost reduced to 12
Vital Shot cooldown reduced to 10
Windblade radius increased to 4
Superpower grants 50% of strength as mindpower
You Shall Be My Weapon and Massive Blow cooldown reduced to 10
Windtouched Speed increased to 20%
Mental Tyranny now only converts 33% of the damage
Temporal Form prodigy temporal damage is now always *current* highest +30%
Swift Hands prodigy allows wear/takoff for free only once per turn
I Can Carry The World! prodigy also granst 20 strength
Talents can now have properties: callbackOnAct, callbackOnActBase, callbackOnMove, callbackOnRest, callbackOnMeleeHit, callbackOnMeleeMiss, callbackOnArcheryHit, callbackOnArcheryMiss
Altered/tweaked/improved many artifacts, keep your eyes open for new fun stuff!
Special effects on artifacts can now be described with wielder.special_desc
Achievement for killing all 4 slime tunnel bosses
In cheat mode one can shift+left/right click on buffs/debuffs to adjust duration
Ruined Dungeon can have a different set of clues
Added infinite scaling to techniques
Ruined Dungeon will not generate without the 6 guardians
Orc babies do not drop loot
Traps disarm & detection power scale with level
Ruined Dungeon orb summons do not drop items
Sludgenest wall poping slimes power now gradualy increases. Staying inside is not advisable.
Added 5 achievements for staying in the sludgenest for many turns (one every 100 wall slime pops)
Improved look of the huge sandworm burrower
Yaechs and Nagas in Murgol lair have dropped damage by 35%
The Ritch Hive Mother dropped damage by 30%
Chant of Light now also increases fire damage
Golem Power now also adds mastery with staves, daggers and exotic weapons (but not mindstars)
Fixed Star Shot
Prodigies dialog allows to unselect
Huge tweaks to many ego items to make them more interresting
Changed Evasion talents to not let characters become melee immune
Applied infinite scaling to the cunning tree
Saving happens in a separate OS thread, making saves much less painful
Zones can have a temporary memory cache. ToME uses it to keep the last 3 visited zones (and associated levels) in memory, making switching between them much faster
Bathe in the Light now provides a damage shield to all affected creatures and fire damage to all damage creatures
Precognition dissipates when switching level
NPC will not use automatic talents with hostile targets
Eldritch eyes do not affect a yeek when they are destroyed when dominated
Really, do not annoy Linaniil ... but if you do you get an achievement
Yeeks can not dominate themselves
Diggers now provide a dig talent and can be used while carrier instead of wielded
Bone Shield looses a charge only if the damage is > 0
Meteoric Crash stun chance uses spell or mind power, as the damage does
Fixed anmalice proc
Protective Aura correctly grants physical saves
Combat Training talents split into two lines
Object tooltip now shows which talent mastery affects them
Last level of Reknor can not have obelisks and such
Added "alter_level_data(zone, lev)" possible callback for level creation
Alternate Daikara has pyroclasts falling whe nthe players getin range 6 instead of 3 and the last level has more trees
Alternate Sandworm lair has more giant tunnelers
Alternate Norgos lost Frozen Feet and the shivgoroths got a little damage penalty
Alternate Maze "normal" horrors have been replaced by temporal ones
Nerfed Shardskin damage and changed his talents a bit
Air bubbles have a more explicit description
Killing an aquatic horror will fill the surroundings with air bubbles
Reduced Maleable Body effect
Converted all wild gifts to infinite scaling
Diggers should be instantly usale even at high speed
Upgraded LuaJIT to 2.0.2
getCharmPower now takes a first parameter "who"
Objects from worldmap ambushes and farportal zones grant less money
Birther can apply data to the party
Easy mode now also halves all detrimental status effects
Fixed traps in immediate melee mode
Cavern generator can place doors
Doors can have a "door_sound" field to tell which file to play when opened
New hook "UISet:Classic:Resources"
Fixed Prox halfling Feet when used on a halfling
Allow quests to be in addons data folder, referncing them like zones with an "addonname+" prefix
Chagned the particle effect for aerther vortex (thanks umbrall)
In zones with walls on grass you can see small leaves of grass extending over the walls
New dirt road gfx in the trollmire
Roomer generator can now understand the = symbol to define tunnels, if not present it defaults as it did before to the floor
Upgraded the grass to look like nice foresty grass
Fixed stealth/invisibility: npcs could go straight to the target (it still hindered them though)
Updated grass to look more like grass and less like golf terrain
Ctrl+P (by default) now allows disabling/enabling all automatic talents
Tentacles can not be summoned out of range
Ambuscade shadow can not teleport
When a summon dies/disappears, any NPCs targetting it will start looking for the summoner
Added "infinite scaling" methods
Applied infinite scaling methods to all spells
Eggsack & crystal shard summons do not grant exp when killed
Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
Ghoulish Leap cooldown reduces with level
Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
Animate Blade / Crystal Shard summons do not drop items
Leveling up/down Mimic removes the effect
Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
Buffed the Eternal Night set
Timed effect duration reduction from Time Shield and other such effectsonly affects detrimental ones
Fixed Doomed unlock
Removed Rain of Death vault
Pulverizing Auger max range limited to 10
Thalore Blight resistance reduced
Fixed Receptive Mind debuff
Rockwalk does not break Body of Stone
Eldritch Stone now grants mana regen on rest
Fix Deeprock Form preventing unlearning last talents
Eldritch Stone now is affected by Aegis
Eldritch Stone graphics updated
Stone Wardens automatically unlocks Wilders
Elemental Split only takes a turn if at least one half got summoned
Mountainhewn Deeprock correctly grants immunities
Eldritch Stone durations scale with talent
Eldritch Stone effects have 100% chance to trigger
Eldritch Stone effects apply power is based on the highest of spell or physical power
Stone Wardens Stone Half now correctly knows Stoneshield
Angolwen shops are finally free from their gfx glitch
Mindlash psi cost now increases the more it is spammed
Boosted Stealth initial value
Lost Merchant artifact creation list is split into subcategories
Birth screen will not spin the CPU madly
Target tactical info now looks better!
Addons in chardump will be stoerd differently to make the Vault able to search them correctly
Wraithform has a graphical effect
Increased font size on main menu
Heat Beam Rune, Frozen Spear Rune and Insidious Poison Infusion will not affect crosstier effects anymore
Resting will not spam the log with messages about party members healing
Long chat dialogs will scroll
Archery launchers can now have a damage multiplier and an on fire callback
When in underwater levels the screen will very slightly .. hum .. wooble
Buffed Mind Parasite
Reduced Mucus equilibrium regen
Natural Acid and Corrosive Nature now have a cooldown
Mindslayer spiked shields have a new gfx effect
Added a hook "GameOptions:generateList"
Add new hook "ToME:runDone"
New awesome graphical lore for Nur, made by "Impy"
New achievement for winning the game without ever going west.
When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
Shatter won't stop at the first non-frozen foe it finds

Have fun!
DarkGod is offline   Reply With Quote

Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Tales of Maj'Eyal 1.0.4 aka "Cabalistic Gesture" DarkGod ToME 0 May 20, 2013 19:20
Tales of Maj'Eyal 1.0.0RC4 "The End" DarkGod ToME 2 April 14, 2013 17:01
Tales of Maj'Eyal 1.0.0 aka "And the Sky Full of Stars" DarkGod ToME 8 January 2, 2013 16:04
Tales of Maj'Eyal 1.0.0RC3 "Game of Candidates" DarkGod ToME 0 December 26, 2012 00:12
Tales of Maj'Eyal 1.0.0RC1 aka "The Mathematics of Tears" DarkGod ToME 17 December 20, 2012 22:31

All times are GMT +1. The time now is 03:28.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.