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Tales of Maj'Eyal 1.6.6 "Vaulted!" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.6 ! See https://te4.org/

This release is rather big, with quite some focus on reducing the felt "godmode" of the AI and some corner-cases of scalings.

1 / 1 · 100%
  • Madness mode starts with more gold and HP. But don't worry you'll die anyway

  • Fixed (perhaps) some perma-ressource loss due to sustained talents

  • Worldmap ambushes npcs and graveyard coffin npcs are now of rank rare instead of elite, which they already were in all but name

  • Right click on the inventory icon on the toolbar will bring up the ingredients list

  • Reduce Blink Rune cooldown

  • Unflinching Resolve now cleanses in a set priority order and works on disarms instead of wounds

  • Ranged Arcane Vortex proc scales with material level

  • Increase base damage on Shadow Combat but reduced high end damage

  • Reduce scaling on Total Thuggery

  • Feed no longer prevents entering the world map

  • Fix Tentacle Totem always adding to player party

  • Reduce duration of Primal Infusion by 1

  • Clarify Gloom tooltip

  • Fix weapon damage display on Actor tooltips

  • Fixed a few bugs with Cursed Sentry

  • Any error now dumps a copy of the log into TENGINEHOME/4.0/tome/error-logs/'date'.txt

  • Reduce AI chase accuracy during Burrow and Movement Infusion

  • Daikara meteors do not remove special features (like weird pedestals) anymore

  • Reduce Howl rank on Gorbat

  • Fixed Mitosis not worked with negative life

  • Prevent Shriek and Howl from scaling with difficulty

  • Coup de Grace correctly restricted in range

  • Crystaline Half of Stone Wardens will only cast Rain of Spikes when a target is available

  • Spacial Tether correctly works with duration increase/reduction of the effect

  • Simplified main menu's new game option, with dev mode on it always shows a list of modules, without it only shows if more than one is installed

  • NPCs don't pass target if they haven't seen it for 7 turns (down from 10)

  • NPCs only pass aggro if they have had their target in their actual FOV at least once

  • Improve drops from pride uniques

  • Buff Summoner's Pheromones to increase damage received from their summons

  • Mindstars now randomly roll either as nature or mind damage (except for fixed artifacts) and give an Attune Mindstar talent to swap them to the other damage type

  • Tinker switching is now correctly affected by Switf Hands prodigy

  • Added vauls contest submissions! Several new and redesigned funky vaults for you to find and die in! Thanks to Helminthauge, Nsrr, Orange, Razakai, Recaiden and Starsapphire!

  • Add failsafe for if one of the Pride's orbs of command somehow didn't spawn

  • New artifact: The Far-Hand with teleport immunity and ability to teleport yourself away, or a foe

  • Brawler rares now use the same base unarmed damage as a player, instead of the one from the base NPC type; to prevent problems arising on some npcs taht have very strong base melee

  • Banned Predator talents from random NPCs

  • Disruption Shield correctly explodes once your mana dips below 50%, for whatever reason

  • Teleport and Phase Door now become less accurate with distance to target when used by the AI

  • Slightly increase numbers for Combat Accuracy

  • Target passing between NPCs is now based on rank, the lower the rank the less likely to alert

  • Savefiles now contain a "last_log.txt" which contains the last 2000 lines of well .. log. This is the actual game log, not the ingame message log.

  • Resistance penetration is capped at 70%

  • Halved the experience penalty on all races

  • Nerfed Freeze a little to prevent high level oneshoots

  • Trying to put a tinker in an object that refuses it will not add a few stats anyway (fixing Galvanic Retributor for example)

  • Spells cast by items (like on spell effects) will not trigger Aether Avatar penalty

  • Increase save rewards from escorts

  • Updates to visuals and sounds of some talents

  • Remove linear scaling from Spell Shield

  • Combat:attackTarget() returns total damage done

  • New hook "Actor:tooltip"

  • Add an ActorTalent.deactivate_on property for things that disable at various events

  • Add Actor:getCombatStats to get weapon properties for a given object

  • New method game.state:dynamicZoneEntry() to easily make new dynamic zones in events, vaults, ...

  • Dynamic zones can now be set to reload lists instead of saving them, using zone.embed_lists

  • In developer mode all generated maps' entities are now checked for upvalues. Beware evil code! Beware!

  • Developer mode: ctrl+shift+alt+right click on an NPC to move it around

1 / 1 · 100%
  • Add Steampower to Actor tooltips

  • Change Automated Defenses Boltgun/Flamethrower to be PBAOEs instead of asking for targets

  • Fix Shockstaff object cloning

  • Heavy Weapons deactivate when leaving combat, running, or resting

  • Link turret weapon mastery to the summon talent level

  • Increase steam cost of all turrets

  • Remove armor penetration from Incendiary Rounds

  • Cap and reduce fear chance on Incendiary Powder

  • Increase Rocket Pod steam drain

  • Reduce armor penetration on steamguns

  • Limit Rocket Pod to 2 missiles

  • Ban Heavy Weapons and Artillery from NPCs

  • Fixed an error in a lore note of the pocket of time

  • Remove Weapon Automaton tinker (pending its upgrade to be actually working, likely in next update)

  • Change turrets to hardcode their physical power, accuracy, and steampower to the casters at time of summon

  • Turrets die when their summoner dies

  • Reduce the base life and life rating of turrets

  • Add icon overlay display for Stormstrike

  • Increase Grenade Launcher cooldown from 6 to 9

  • Add Magical to Boltgun Safety Overload effects

  • Fix Safety Override doing friendly fire

  • Change Weapon Expertise Boltgun to fire 4 attacks and disarm

  • Fix some no_energy tags

  • Fix Automated Defenses Shockstaff occuring at the start of next turn

  • Fix Shockstaff automated defense counting more than the weapon damage dealt

  • Allow Shockstaff Automated Defense to work at melee range

  • Schematics will not transmog anymore

  • Buffed Flashpoint

  • Halved the experience penalty on all races

  • Update the steamgun ego pool to load the base ranged pool and add a few new egos on top of it

  • Gauss Cannon always targets the farthest enemy

  • Fix Mecharachnid remembering the wrong weapon type to reequip on chassis change

  • Fix Mecharachnid not always teleporting when its summoner leaves combat

  • Mecharachnid will almost never use basic attacks

  • Mecharachnid will only escape via talents

  • Mecharachnid targets enemies that damage its summoner if it has no target

  • Remove the Mecharachnid on unlearn

  • Heavy Weapons now attack as part of their activation

  • Boltgun now generates steam on hit instead of reducing saves

  • Remove steam cost from Heavy Weapon basic attacks

  • Remove Taunt from Flame Turrets

  • Fix AED tooltip

  • Demolition nerfs

1 / 1 · 100%
  • Writhing One's Worm that Walks can now be renamed (use the orders menu)

  • Shoes of Moving Slowly correctly combine with Shoes of Moving Quickly even with curses (requires a new pair of both after the patch)

  • Light of Revelation only works on foes

  • Somewhat reduced the rarity of most Forbidden Tomes

  • Halved the experience penalty on all races

1 / 1 · 100%
  • Halved the experience penalty on all races

Have fun in Eyal!

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