As promised here comes T-Engine4 and ToME4 beta4 !
OSX binaries will come hopefully tomorrow and the linux binaries are suspended for now until I find a good way to make them.
Release highlights:
- Fix the random crashes that could happen, you should be safe now!
- Changed ALL musics, please give them a try, they are very much worth it!
- Two new zones
- A new class
- Much balancing and fixes
Expanded changelist:
- insane mode cannot cheese stats
- fixed crash on some platforms when entering levels (or even just randomly)
- hostile encounters in the far east
- fix achievement "that was close"
- fix savefile code on OSX
- Static map generator can use getMap() function inside maps to access the Map object and change it directly
- the far east map central mountain is under a particle shield, where the High Peek will be located
- staves are 2 handed
- cannot wield a 2handed weapon + 1 offhand
- new musics by Celestial Aeon Project
- music volume setting
- ego staves of wizardry and rarer and more expensive
- OpenGL shaders support (not used yet)
- changed the C map code to handle multiple textures (mainly used for shaders)
- more orcs in the moria
- arcane power is a sustained effect and level 1
- manathurst is level 2
- mages now start with arcane power instead of manathrust and lightning instead of corrosive vapour
- some monsters now have escorts
- new troll: the mountain troll thundered (elite)
- New class: Anorithil! We stand between the darkness and the light
- Rush & Blinding speed switched position to make rush easier to get
- New talent "Heightened Senses" in cunning/survival tree (2nd position)
- monsters now have lite(does not show)/infravision/
- stealth/invis now prevents the monsters from targetting you
- light makes it obvious where you are even if stealth/invis is active
- stealth disables light automatically (invis does NOT)
- a warning pops up if a monster targets you while stealthed or invis
- stealth gives 1 invrafision
- stealth more powerful at level 1
- fix zone loading (does not recompute level)
- level decay works correctly
- tactical mode active from birth, stays on between saves
- changed trollshaws as the starting zone
- flyers are not seen unless seen
- most zones have a 5 level range now instead of 11
- New zone: Carn Dum, same tier as Old Forest, Maze, Sandworm Lair
- scrolls & potions have gradual chance of destruction based on damage done
- money is now auto-picked up
- nerf angmar' fall a bit
- fix fire & cold breath to do more damage
- fire drake summon is immune to fire
- turtle summons now get a shell shield talent
- minotaur summon now uses its abilities more often and last longer
- jellies summon now have more life
- fix lightning breath for hydra summon
- resting/running is impossible if loosing air
- fix summoning targetting
- player does not get infinite energy while controlling a summon
- allow dual (or more) egos engine-side and in ToME
- knockback breaths/balls will not do multiple knockbacks
- mage quest can now accept rings/amulets too, if mages are unlocked the staff of Angmar Fall will be enough too
- new zone: Unremarkable Cave (random encounter in a specific location of the far east)
- Ego items powers are based on the material level of the base object. A mithril weapon will get better bonuses than an iron one
Have fun!
- darkgod's blog
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