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.
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
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
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
The team at Throwback is gearing up to run Community Play Dates from January 8th to February 12th, during this time players will have a chance to earn the coveted "Kill the Dev" achievement.
Play Dates will run on the following schedule (local times linked):
Smoking crack will now enter you into "crack time" where you will experience a brief burst of 4x slow motion! Crack time can also be entered with the off-hand shoulder button on Vive, and by clicking the thumb stick upwards on Oculus.
Two new enemy types: Stationary pistol shooters and unarmed, innocent people.
Ammo Regeneration: Ammo will now replenish itself in your fanny pack over time. Regen times vary from weapon to weapon.
Replaced ragdoll timer with max ragdolls control to basement settings menu. (CHECK THIS SETTING BEFORE YOU PLAY!)
Changes
Some shooter enemies will now use the environment to find cover.
Added new enemy pistol aiming animation and offset.
Improved watch face and added mission specific information (direction/distance to waypoint + obj. remaining).
Improved watch menu design and effects.
Added bullet impact sound effects.
Arena mode now begins with executing an unarmed person.
Gore effects happen from further distances now.
All weapons start locked and loaded
Temporarily disabled two handed stabilization for the pistol
Aggressive refinements to the graphics presets. Different presets now make a more noticeable difference in both visuals and performance.
Fixes
Fixed a glitch that resulted in the AR-10 not chambering correctly for some players
Minor fixes/alterations to several Raid outpost buildings
Other small optimizations and improvements added as well.
Snap turning can now be performed by pushing the thumbstick on Oculus or touching the thumbpad on Vive.
Various performance optimizations and bug fixes.
(Please update Steam to ensure the update installs.)
P.S. INDEX USERS, PLEASE NOTE: SUPPORT FOR INDEX IS COMING SOON!
I realize that there is a very slim chance that anyone reading this will be in this part of Northeast Tennessee, but if you are please come on down! The even takes place this Saturday, January 11 from 3 PM to 6 PM at the Johnson City Public Library in Johnson City, Tennessee. I will be giving a brief talk on interactive and procedural narrative, both generally and as it is specifically used in Arbitology: Dei Gratia Rex.
As I understand it there are plans to record the event. Should the video make it online, I'll be sure to post a link.
The GameGuru Buildings Pack contains a great variety of buildings, inside and out, for you to use to populate your game worlds! From sprawling cityscapes to idyllic towns and villages, there is something for every occasion.
If you want to get your hands on the GameGuru Buildings Pack, it's available on sale at the following link: