Release highlights:
Savefiles from 1.1.5 are not compatible, added a message to display this with a link to download 1.1.5
New smaller tactical overlay
Huge number of graphical improvements
Many new/rebalanced egos and artifacts
Numerous improvements to many classes: Mindslayer, Brawler, Sun Paladin, Berserker, Alchemist, Archmage, Oozemancer
New class: Skirmishers that blend slings and shield
Change to ammo, it now automatically replenishes on move
Improved Nightmare/Insane scaling & difficulty to be somewhat more fun
Many new quality of life improvements for melee starts
Ingame installation of new addons/modules
Many new quality of life improvements for addon makers
New death screen, this is important as people die a lot
Friend list to stay in touch with your buddies
Expanded changelist:
Shadowstep must have an actual target
Removed Aim rooting effect
Fixed Dismissal on crit
Zigur is no longer hostile by default towards the Keepers of Reality (mostly because they never heard of them)
Disruption Shield now displays the current absorbed value
Bathe in the Light now works on undeads too
Improve shaders performance in some cases
Myssil learnt how to breath underwater
Replaced Frozen Spear rune with Biting Gale rune
New social feature: Friends! Simply right click on somebody's name to friend/unfriend her/him. You will then be notified of their coming & going and have them listed in the talk to list even if they are not in the same channels(or even game) as you. This is a very simple feature for now and will probably be enhanced later.
New super-awesome fireflash effect
If the rod of recall somehow drops in an unreachable spot it gets added to the player's inventory directly
Overhauled Mindslayers
Moved graphical mode selection to the game options
Added a new UI option to alter the tactical borders into little flagpoles
Added a Tiles.sharp_scaling parameter; if set to true the entities textures will not be interpoled by OpenGL
Command Staff does not change the melee damage element of the staff anymore
Added a free rank of armor training and iron mail to Cursed start
Fixed the UI sometimes being affected by invisibility shader or suchlike
Infinite Dungeon should load much faster
Infinite Dungeon can now spawn shivgoroth and undead rats (including everybody's favorite Rat Lich)
Object properties special_on_hit special_on_crit and special_on_kill can now be merged by egos
Spacetime Tuning now lets the user set a prefered paradox level and when resting it will rest towards it
Buffed Toxic Death
New birth custom tiles
Added base weapon talents to some melee classes to make starting less annoying
Nerfed the damage of low level rogues and crystals
Healing Infusion now heals for a bit less but is instant
New particles blending modes: SHINY(rename from the existing ADDITIVE), ADDITIVE and MIXED
New awesome gfx effect for starfall
Increased number of arrows in quivers
Buffed iron & steel weapons to make melee/archery start more fun
Big movement speed effects like lightning speed, movement infusion, .. now display a fractional effect to see how close to end they are
Made on_wear and on_takeoff be passed the slot the item is in
Set definitions set_list, on_set_complete, and on_set_broken can now be tables of several different actions to take for different set ids
Made set_list able to be a function
Sets can now check against a specific inventory slot
New awesome gfx effect for Bone Shield
Shock will reduce stun resistance if the target resists the daze
Changed the Water and Ice trees to apply/interract with the new Wet effect
If Freeze is used against a friendly target the cooldown is halved
Deep Mindslayer rework
Savefiles from 1.1.5 are not compatible, added a message to display this with a link to download 1.1.5
Leaves Tide correctly respect bleed immunity
Fixed addons loading to load hooks last, thus avoiding seemingly random addons imcompatibilities
Orbs of Command can not be re-used on pedestrals to summons bosses duplicates
Fixed talking to Tannen after defeating him
New UI option to select tactical overlay mode (same as shift+t)
On OSX the log is now sent to te4_log.txt just like on windows
Added new UI options to control the fullscreen stun & confusion notifications
Many new artifacts
Improved Unarmed Discipline
Random artifacts now have a 25% to pick a non-physical damtype of one of their themes
Improved actor tooltip
Improved/changed many egos
New player-doll special display for some artifacts
New earthen missiles and ice shards graphical effect
New graphical effect for curses
The Heart of the Sandworm Queen can now be corrupted to gain a new talent category: Vile Life
New graphical effects for some corruption spells
New visual effect for hexes
Unlearning Shivgoroth Form while transformed correctly works
Multiple graphic improvments to celestial spells
New ground effect to materialize what zone Aether Breach can happen in
New class: Skirmishers that combines slings and shields into a powerful symbiose!
New map effects for most old boring squarish ones
Map effects and particles effects on the map can now be attached to a specific z-layer
Fixed ListColumns to be includable in UIContainer
Added a method ActorTalents:updateTalentPassives(tid)
True Grit banned from NPCs
More brawlers and Sun Paladin updates
Reduced the critical damage power on egos
Buffed many charms
Colored temporary effects by type in Actor tooltips
Added Actor:checkClassification which checks if an actor is in an arbitrary set of classifications
Changed die_at to show actual negative HP
Minimalist UI now shows a timer left for summons
Gem pouch, shot bag and quivers now show up on the character doll
New UI option to display the tactical healthbars on the side or the bottom
New smaller tactical borders and healbars that feel less bulky (old display can be switched to with shift+t)
Tactical display settings remembered between save & reload
DamageType can now define a tdesc which gets passed the dam value and returns a string
Power checks on melee/archery egos and some damage types redone: they usualy use the higest of your spell/mind/accuracy power
Damage conversion only converts if the source damage is different
Improve ego items generation when antimagic filters are on
Load Game menu should be somewhat faster
Reduced Stun to -60% damage and 3 talents on CD
Mana no longer restored on levelup if Disruption Shield is active
Change to ammo! Now moving or waiting a turn will reload ammo automatically (based on items bonuses & talent level)
Reload talent is now instant, reloads a bunch of ammo at once but disarms you for 2 turns
Combat Accuracy now uses a non linear scaling, like most other talents
Reduced Intuitive Shots power
Many ego items changes & updates
Changed Insane scaling to be closer to Nightmare talent scaling, the same rare scaling as Madness, and a 20% HP bonus.
Marked all the forced starting areas that aren't optional as having no rare spawn.
After having played tome at least 5 hours, the New Game menu will always display, to make the link to grab other modules visible
Huge visual update on trees & forest
New cosmetic option: bikinis and mankinis!
New achievement: win the game without ever taking off yoru bikini/mankini
The New Game menu shows a link to additional games
Reshape Weapon can not be used on mindstars anymore
Reduced staves accuracy effect bonus to 2.5%
Reduced the power of Leaves Tide a bit
Added a generic web rendered: a module or addon can render UI, or parts of UI in html5/css3/javascript now.
Improved the news section on the main menu, it now will show more info and is fully clickable.
Other player character sheets and profiles will display ingame directly.
The link to the addons page in the addons menu will now open ingame and allow direct installation of the addons.
Added ingame credits
Added some new .. things .. to spice up Ardhungol
New lore added to Ardhungol
Altered the cost and effects of the Superiority tree
Berserkers lost 2handed weapon offense and cripple trees, replacing them with two new (similar-ish) trees.
Altered Warcries costs and effects to make them more interresting
New Sun Paladin tree "Radiance"
Damage types internal representation changed so that addons can not mess up savefiles. This however *breaks all savefiles* to save the future ones!
Big rework of the Brawler's Grappling tree
New two handed weapons tree "Crusader" for Sun Paladins
Buffed Sun Paladin mastery of Sun tree to 1.3
Existing Celestial/Sun tree renamed to Celestial/Sunlight
New Celestial/Sun tree
Add color.unpack method
Minimalist UI can have level specific "addons"
Updated whip & punch sounds
Big brawlers update, removing some unfun talents in favor of better ones
Trees and some big plants will gently swing in the wind
Game will save when a ressurection option is used, to prevent loss in case of crash
Much improved Wintertide
Undeads now start with a Heat Beam rune instead of phase door
Pressing tab when typing a player name as the first word of a sentence will try to autocomplete it
New achievement to avoid death many times
All fullscreen effects can be enabled at once now (underwater, blur, wobbling, ...)
Added a tweening engine
Updated base orc doll
Zone:checkFilter can now use a "define_as" filter
New fullscreen effect for stuns/dazes
Revamped Brawler's Finishing Moves tree to make it more appealing
Many new artifacts
Tiles attachements can now be defined per-addons
Entities add_mos can have an "auto_tall" property to autoset display_y and display_h corresponding to the tile geometry
Fixed bamboo huts
Switch Place correctly consumes turn/cooldown/stamina even if used against a creature in a wall
Limmir will be added to the party during the quest
Fixed Turtle Grand Arrival with Through the Crowd
Body of Fire projectiles do not hurt the caster
Reduced damage mod on staves to 80%
Channel Staff provides a 20% damage mod bonus to the staff firing
Fixed technique talents speed when using gauntlets
Fixed quakes
New awesome effect on body of ice and stone skin
Added social links to the main menu, to the forums, facebook and twitter
Auto hit/auto crit attacks now use a better mechanism that is not affected by actualy hit/crit chance
Altered many Oozemancer talents to make them a little less overpowered and more fun: Slime Spit, Poisonous Spores,
Mitosis, Call of the Ooz, Reabsorb, Oozeroots, Mucus, Indiscernable Anatomy, Natural Acid, Unstoppable Nature,
Acidbeam, Corrosive Nature, Corrosive Seeds, Acidic Soil, Moss Talents
New talent tree for Oozemancers "Eyal's Fury"
Split the artifacts into "generic eyal ones", "maj'eyal ones" and "fareast ones"
Fixed vim on kill and equilibrium on vim when usnig a variable vim cost talent
Zones can now easily define subclass'ed generators
Change zone and Grant quest debug commands now handle correctly zones and quest provided by addons
Shoot can be added a cooldown with talent_cd_reduction
Death dialog now also has graphical cues of possible ressurection options
Dialog titles can use the outline shader now with setTitleShadowShader method
New Death dialog art, more .. death-like !
Linaniil flees less
Overhauled Alchemists, giving them many new trees and interresting options
Arcane Power costs less and also adds arcane resistance
Sunder Armour now also reduces saves and shatters damage shields
New Map:enableFBORenderer to allow map effects to turn into nice overlays instead of plain quads.
Retch uses a much cooler map effect gfx
Fixed psionic distortion effects
Adds a log message when damage is avoided with lightning infusion
Tweaked some artifacts
Nerfed Ak'Gishil a little
More powerful chat text templating available
Added a "Birther:donatorTiles" hook
Aether Beam now has a chance to not be disarmed
Integrate a web brower, allows to install addons much more easily
Fixed callbackOnFoo on multi-level passive talents
New callbacks "callbackOnWear", "callbackOnTakeoff", "callbackOnHeal", "callbackOnTakeDamage", "callbackOnStatChange" , "callbackOnDealDamage", "callbackOnDeath", "callbackOnKill" and "callbackOnTalentPost"