Posted January 13, 2020
high rated
CHANGELOG Patch 1.6.6 "Vaulted!" (13 January 2020)
*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
Embers of Rage
*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
Forbidden Cults
*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
Ashes of Urh'Rok
*Halved the experience penalty on all races
*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
Embers of Rage
*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
Forbidden Cults
*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
Ashes of Urh'Rok
*Halved the experience penalty on all races