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.
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Madness mode starts with more gold and HP. But don't worry you'll die anyway
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Fixed (perhaps) some perma-ressource loss due to sustained talents
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Worldmap ambushes npcs and graveyard coffin npcs are now of rank rare instead of elite, which they already were in all but name
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Right click on the inventory icon on the toolbar will bring up the ingredients list
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Reduce Blink Rune cooldown
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Unflinching Resolve now cleanses in a set priority order and works on disarms instead of wounds
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Ranged Arcane Vortex proc scales with material level
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Increase base damage on Shadow Combat but reduced high end damage
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Reduce scaling on Total Thuggery
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Feed no longer prevents entering the world map
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Fix Tentacle Totem always adding to player party
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Reduce duration of Primal Infusion by 1
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Clarify Gloom tooltip
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Fix weapon damage display on Actor tooltips
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Fixed a few bugs with Cursed Sentry
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Any error now dumps a copy of the log into TENGINEHOME/4.0/tome/error-logs/'date'.txt
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Reduce AI chase accuracy during Burrow and Movement Infusion
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Daikara meteors do not remove special features (like weird pedestals) anymore
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Reduce Howl rank on Gorbat
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Fixed Mitosis not worked with negative life
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Prevent Shriek and Howl from scaling with difficulty
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Coup de Grace correctly restricted in range
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Crystaline Half of Stone Wardens will only cast Rain of Spikes when a target is available
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Spacial Tether correctly works with duration increase/reduction of the effect
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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
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NPCs don't pass target if they haven't seen it for 7 turns (down from 10)
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NPCs only pass aggro if they have had their target in their actual FOV at least once
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Improve drops from pride uniques
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Buff Summoner's Pheromones to increase damage received from their summons
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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
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Tinker switching is now correctly affected by Switf Hands prodigy
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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!
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Add failsafe for if one of the Pride's orbs of command somehow didn't spawn
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New artifact: The Far-Hand with teleport immunity and ability to teleport yourself away, or a foe
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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
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Banned Predator talents from random NPCs
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Disruption Shield correctly explodes once your mana dips below 50%, for whatever reason
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Teleport and Phase Door now become less accurate with distance to target when used by the AI
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Slightly increase numbers for Combat Accuracy
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Target passing between NPCs is now based on rank, the lower the rank the less likely to alert
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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.
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Resistance penetration is capped at 70%
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Halved the experience penalty on all races
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Nerfed Freeze a little to prevent high level oneshoots
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Trying to put a tinker in an object that refuses it will not add a few stats anyway (fixing Galvanic Retributor for example)
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Spells cast by items (like on spell effects) will not trigger Aether Avatar penalty
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Increase save rewards from escorts
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Updates to visuals and sounds of some talents
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Remove linear scaling from Spell Shield
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Combat:attackTarget() returns total damage done
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New hook "Actor:tooltip"
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Add an ActorTalent.deactivate_on property for things that disable at various events
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Add Actor:getCombatStats to get weapon properties for a given object
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New method game.state:dynamicZoneEntry() to easily make new dynamic zones in events, vaults, ...
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Dynamic zones can now be set to reload lists instead of saving them, using zone.embed_lists
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In developer mode all generated maps' entities are now checked for upvalues. Beware evil code! Beware!
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Developer mode: ctrl+shift+alt+right click on an NPC to move it around
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Add Steampower to Actor tooltips
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Change Automated Defenses Boltgun/Flamethrower to be PBAOEs instead of asking for targets
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Fix Shockstaff object cloning
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Heavy Weapons deactivate when leaving combat, running, or resting
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Link turret weapon mastery to the summon talent level
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Increase steam cost of all turrets
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Remove armor penetration from Incendiary Rounds
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Cap and reduce fear chance on Incendiary Powder
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Increase Rocket Pod steam drain
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Reduce armor penetration on steamguns
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Limit Rocket Pod to 2 missiles
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Ban Heavy Weapons and Artillery from NPCs
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Fixed an error in a lore note of the pocket of time
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Remove Weapon Automaton tinker (pending its upgrade to be actually working, likely in next update)
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Change turrets to hardcode their physical power, accuracy, and steampower to the casters at time of summon
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Turrets die when their summoner dies
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Reduce the base life and life rating of turrets
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Add icon overlay display for Stormstrike
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Increase Grenade Launcher cooldown from 6 to 9
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Add Magical to Boltgun Safety Overload effects
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Fix Safety Override doing friendly fire
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Change Weapon Expertise Boltgun to fire 4 attacks and disarm
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Fix some no_energy tags
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Fix Automated Defenses Shockstaff occuring at the start of next turn
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Fix Shockstaff automated defense counting more than the weapon damage dealt
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Allow Shockstaff Automated Defense to work at melee range
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Schematics will not transmog anymore
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Buffed Flashpoint
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Halved the experience penalty on all races
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Update the steamgun ego pool to load the base ranged pool and add a few new egos on top of it
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Gauss Cannon always targets the farthest enemy
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Fix Mecharachnid remembering the wrong weapon type to reequip on chassis change
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Fix Mecharachnid not always teleporting when its summoner leaves combat
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Mecharachnid will almost never use basic attacks
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Mecharachnid will only escape via talents
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Mecharachnid targets enemies that damage its summoner if it has no target
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Remove the Mecharachnid on unlearn
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Heavy Weapons now attack as part of their activation
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Boltgun now generates steam on hit instead of reducing saves
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Remove steam cost from Heavy Weapon basic attacks
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Remove Taunt from Flame Turrets
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Fix AED tooltip
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Demolition nerfs
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Writhing One's Worm that Walks can now be renamed (use the orders menu)
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Shoes of Moving Slowly correctly combine with Shoes of Moving Quickly even with curses (requires a new pair of both after the patch)
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Light of Revelation only works on foes
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Somewhat reduced the rarity of most Forbidden Tomes
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Halved the experience penalty on all races
- Halved the experience penalty on all races
Have fun in Eyal!
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