Wyrdthief Guide
Regarding http://te4.org/games/addons/tome/fated-beta :
Just got finished doing a bit of in-depth testing of a new tree (not uploaded, as of writing), and I realized that the class could actually use a bit of a guide.Birth
The obvious first question is race-- and the obvious answer is Halfling. Starting bonus to Luck, Cunning, and Dexterity; save bonus racial.Other decent options are Dwarf, Cornac and Thalore.
As far as creating your character? The starting points aren't always the best place to put your points (in discussion with Fayd about that right now). Steal Luck isn't so useful until you actually get a way to spend your fortune. Felicity is a great tree (if you want to go that route), and it's not supposed to be unlearnable-- but it is. My bad :)
The temptation when playing a class from an add-on is to rush to their special talents. With Wyrdthieves, that just doesn't work. Their special talents don't shine until later levels-- they certainly won't keep you alive long enough to reach higher levels! The good old rogue stand-bys are the way to go for your early levels. A starting character cannot afford to ignore Lethality, Dual Weapons, or Dual Techniques, and that's where your beginning points should go. These are your offensive melee options, and they're essential.
Weapons
With the talents you can learn, and the places you need to put your points, there aren't really any options besides dual wielding daggers. That's the only way you're going to be able to do decent damage.Infusions
A couple of good regen infusions are good for starting out, but you'll probably want to replace them with shielding runes ASAP. A teleportation rune is also essential. Wild infusions are great-- you haven't got much in the way of status clears or immunities.Escorts
Arcane all the way baby. They'll always give you good stats. If you happen to get an early Temporal Explorer, there's nothing wrong with a free point in Dreamwalk though. Since you don't have any natural mana regeneration, you're better off avoiding any of the spells.Luck and Fortune
Several Wyrdthief abilities debuff an opponents Luck and add it your own Fortune. Your Fortune has pretty obvious effects-- it's how you spend your talents, it affects the strength of various passives such as those from Felicity. Many talents exist that scale with your Fortune: often, these talents can become detriments when your Fortune is below its midpoint. Talents in the Disaster tree actually scale with your bad Fortune, which means that they typically have no effect when you Fortune is above its midpoint, and the most dramatic effects when your Fortune is zero.It's easy to miss the effects of the Luck debuff. Luck affects Defense, Accuracy, Crit Rate and Damage, Ranged Defense, and Trap avoidance-- all of the the things that Felicity affects. Fayd's model was to have your extra fortune (above the midpoint) give 1/6 of a point of luck via each talent point in each tree of Felicity. (That's no longer the case for Turn the Tables, which got nerfed to be in line with other crit bonuses.) So remember, every time you debuff an enemy's Luck, you're doing something significant and useful.
Felicity vs Disaster
You've got two choices, and they're largely incompatible. With Felicity, you get large passive bonuses that scale with your Fortune-- something that means you'll want to keep your Fortune in the top quarter of the bar, because those bonuses can go negative when your Fortune drops below its midpoint. With Disaster, you've got free Fortune whenever you're below your midpoint, but your goal is to spend your Fortune as quickly as possible, so that you debuff your opponents for larger amounts! These builds aren't totally incompatible-- a bit of Bad News can be a nice insurance policy for your Fortune, and you don't need low Fortune to benefit from an Unlucky Streak, but for the most part, you'll want to decide whether to play Felicitously or Disastrously at the beginning of your game, and stick to that.With Disaster, it's worth remembering that almost all of the talents scale with both your bad Fortune and your bad Luck. Bad Luck is handled a little strangely-- it bends the curve. So if you're at 0 fortune, it doesn't matter what your luck is, you'll get the same scalar. But at, say, the bottom quartile of Fortune, your Luck can have a large effect on these talents' scaling.
Talents
A lot of Wyrdthief trees aren't totally obvious at first. Let's go over the talents specific to them.Certainty
Okay, so this one is obvious. It's worth noting that increased talent level reduces the cooldown as well as the duration and number of effects.Denied
This is going to be essential at lower levels. When all of your opponents are melee attackers, Denied can nicely fill in the spaces between regeneration infusion or shield runes, giving you the few extra turns of melee invulnerability that you need to have a shot at killing Bill the Troll (no Certainty in that prospect stated or implied).Vetoed
This is one that needs a little thinking about. Guaranteed saves? What's not to like? Well, how about the fact that an awful lot of attacks don't actually grant any saves. Or the fact that it's ridiculously hard to predict which turns you're going to need to save against effects. Vetoed is a great ability, but it's hard to use.Guaranteed
Who doesn't love guaranteed criticals? Use with Unlucky For Some to get a good starting boost to your Unlucky Streak.Destined
+ 2/+2 to useful stats. Great. Non-diminishing returns, worth taking to five, if you feel like pursuing Certainty.
Thievery
Steal Luck
If you're playing a Felicitous build, this is your source of Fortune. If you're playing a Disaster build, this is your source of luck debuff. Either way: you don't need Steal Luck at level 1, but you're going to need it by level 50. As long as you're doing that, why not invest a few extra points to get the bonus damage?Steal Weapon
Depending on when you gain it, an AoE disarm can be incredibly effective, or pretty blah.Steal Heart
This is your summon. One less bad guy to worry about, one more for your opponents to worry about. Don't bother to use it on skeletons or mummies (or elites). And watch out for the death explosion. It uses your spellpower against their mental save, so you're going to need some Magic to make it work.Steal Life
For a melee build, this is essential. The damage bonus is large, and you're going to need the heals. For Felicitous builds, watch out for the rapidity with which it drains your Fortune; for Disastrous builds, watch out for it running out of Fortune and terminating!Grace
A Felicitous line with a couple of great escapes.Serendipity
Make them hit themselves when they miss you? Sure, why not. Considering the potential Defense of a felicitous build, this is a great way to chew through melee attackers.Dance with Destiny
A lightweight movement infusion, combined with a passive move bonus, this is where Grace starts to be specific to Felicitous builds. The passive bonus is randomly applied, and there's no way to predict whether you'll benefit from it on any given turn, but it can be extremely powerful-- and at low Fortune, extremely detrimental.Caution
A bit of insurance on your Stealth is never a bad thing-- but even if you're not improving Stealth, you'll probably want a point in this to reach the next talent:Now You See Me
A great escape. Phase door combined with invisibility means that even if you don't land where you wanted, you'll have a good chance of getting away (especially when followed with Dance with Destiny!). This ability is useful enough that even Disastrous builds might be willing to accept the penalties of Dance with Destiny.Grand Larceny
Definitely maybe. While this gives you some powerful AoEs, you're likely to benefit more from mastery of one of your existing talents. (Which is largely because talent points mostly give linear returns, which is partly my fault...)Heist
Steal Luck on a different cooldown, with an AoE. Great for Felicitous or Disastrous builds.Sticky Fingers
Can end up giving a tremendous amount of gold-- that you can turn in for Big Prizes in Last Hope. Probably not the best talent in the line, but a decent one nonetheless. Don't bother trying to farm-- the Developers have done everything they can to discourage this behavior :)Steal Armor
Not an AoE, but a tremendous resistance debuff. Frequently nothing but a waste of Fortune, but in the case where you need resistances debuffed, nothing else comes close.Spontaneous Combustion
Short lived, highly damaging DoT, with a damage type few can resist.Dealer
All of these talents require decks to use. That's not as much of a drawback as it might seem-- given the egos on decks, you might just want to be wearing one anyways.Hit Me
This isn't enough damage to be overpowering-- it's a little bit extra, at low levels, but it scales with the level of your deck, and with your dexterity, and pretty linearly with talent level, because each additional level makes this talent act, not more powerfully, but FASTER. The real point of this ability lies when you start to find some egoed or artifact decks, which can use powerful damage types.Bluff
Even if you don't want to go any further, this line can be worth pursuing for Bluff, which is something rather like a targeted phase door+trap. Just don't use it on anything too close-- it leaves a trap behind which can damage you.Underhanded Dealing
This is all about stacking the deck. High talent levels only reduce the Fortune cost and failure rate. If you're a fan of Hit Me, and you see a king on the bottom of your deck-- well, if your top card was a deuce, you've just done six times as much damage. Not to mention the potential value of actually knowing which damage type you're going to be dealing next. But the real power comes when used in conjunction withDealers Choice
Massive combo damage for Hit Me. These combos are almost impossible to pull off (without cheating), but if you do, you can expect some of the most obscene damage numbers in the game. Royal Flush? That boss is nearly dead.Gambler
Where Dealer lacks raw damage, Gambler delivers.Throw the Bones
Chance of AoE, chance of 100% resistance penetration, large range of (relatively basic) damage types, linear damage scaling. All of that's worth a little bit of risk of self damage.Snake Eyes
Five turns of DoT is perfectly reasonable for a ranged attack, and a bit of extra damage (at no additional Fortune or energy cost) is always appreciated.Bad Break
Only for the risk averse-- or those that want the next talent.Impossibly Lucky
Cheating? Maybe. This is your huge cost, huge payoff ranged ability. AoE, massive damage, complete resistance penetration.Felicity
Saved for last because it's so fundamental.Fortuitous
Some reduced fortune cost (which you'll want if you want to pursue the rest of this tree), and an incomparable Defense bonus (that turns into an incomparable Defense penalty at low Fortune). High levels in this talent can render you impervious to melee damage.Good Graces
And again, incomparable accuracy bonuses (or penalties)-- this talent should be an either/or with Combat Accuracy, because you should never need both.Charmed Life
The saves are great (and essential, and part of why I recommend Dwarf). The luck bonus is easy to ignore, but Luck raises your base and maximum Fortune in addition to its other effects.Turn the Tables
If you're going Felicity, go all the way. This gives you awesome critical boosts (again, or penalties), and a chance out of bad Fortune. Just pop the talent and spend spend spend!Disaster
For the unlucky.Bearer of Bad News
The movement speed bonus is great (too bad it doesn't stack in any useful way with the bonus from Dance with Destiny). This constantly steals Fortune (and thus debuffs Luck) from all foes within its radius-- but in proportion to how little Fortune you have. It will never take you above your midway point. That makes the Fortune drain a bit of a mixed bag: sure, it's free Fortune, but every bit of Fortune reduces the effectiveness of the luck debuff (and movement speed buff).Unlucky For Some
So you've got a bit of crit pow buff (scaling with target's bad Luck), but the fun part is the streak. Your crit rate goes up every successive time you crit-- approaching, but never reaching, 100%. So you can potentially take a 2% crit rate up to 100%, without other investment (and if you're careful, can use some Guarantees to get you there). But watch out, because if you ever fail to crit, the streak disappears, and so does your bonus. Note that this is the only talent in the tree that doesn't depend on your own bad Fortune-- worthwhile even for a Felicitous build.Black Cat
The potential debuffs are pretty large-- global speed penalty, cross-tier effects-- but it's remarkably difficult to use. You can't cross your own path, or you destroy it. You need quite a bit of speed to get your opponent's to cross your path rather than just tracing it to you, and even if you do, you have to be careful that they don't cross it back the other way (which undoes the debuff). But if this is your kind of talent, you can get some serious benefit out of it. (Note that the path duration scales with bad Fortune-- if you're above the midpoint, no path will be made.)Master of Disaster
Yup, all talents. That includes bump-attack. Anything they do that targets you has a chance of being retargeted to somebody nearby. It decides on a target (from a list weighted by bad luck and distance to you), and then creates a chance based on that target's bad Luck (mostly). So you've got a serious incentive to keep the Luck debuffs as powerful as you can.Dual Weapons
Dual Weapon Training
Your first point doesn't look very good, but this tree gives, strangely, accelerating returns. 5/5 asap.Dual Weapon Defense
Part of the reason your Defense can get so high. Mostly, you'll only want this at a low talent level.Precision
Utterly worthless.Momentum
Nice talent, but you're unlikely to have the Stamina to maintain it for long.Dual Techniques
Dual Strike
Pretty essential for the early game.Flurry
Your main melee damage dealer.Stealth
Easy to miss. You haven't the health or armor to take many hits. Stealth is a very good idea.Dirty Fighting
A few more good ways to spend your stamina :)Lethality
Lethality
A must have. You're probably going to need to raise both your dexterity and your cunning-- but never your Str. But don't feel like you need it at level 1.Combat Training
Thick Skin
A must have at 5/5; you'll probably require a small arsenal before you can reach the Con requirements.Armor Training
Fortune is modified by Fatigue mods. You'll probably want to avoid this tree.Combat Accuracy
Between Good Graces, luck debuffs, and your own naturally high Dexterity, you probably don't need any points in this tree.Dagger Master
5/5 ASAP.Suvival
Heightened Senses
Pretty important for a stealth build.
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Benchmarking Lua
Just out of curiosity, I decided to see how much I had to worry about optimization in Lua. I downloaded a Lua binary from http://code.google.com/p/luaforwindows/ and ran a few tests.
Fresh boot, AMD dual core 2.6ghz. In case you're curious, that's a pretty old computer; it was at the price-performance sweet spot when I bought it, but parts are going to start failing soon.
local time = os.clock(); for i=1, 10^7 do if i==0 then break end end; print(os.clock()-time)
0.422
Note that this basic loop consists of 1 increment, 2 compares, and 1 jump. Every loop that follows is going to be the same, except sometimes they have 1 less compare (the if in the middle of the loop). I can run it more than 20 million times in a second. If I was doing this in ToME, I wouldn't notice any difference in framerate until I did it around 2*10^4 times every frame. That would drop my framerate from 30 to 29.
local time = os.clock(); local p; for i=1, 10^7 do p = math.sqrt(i) end; print(os.clock()-time)
1.766
Takes about four times longer to do a square root loop. I could only do 5000 square roots every frame before affecting Lua framerate.
local time = os.clock(); local p; for i=1, 10^7 do p = i^0.5 end; print(os.clock()-time)
1.11
Huh, that's funny. For the non math inclined, i^0.5 is the exact same thing as sqrt(i). I repeated this several times to be sure-- sure enough, ^0.5 is faster. And, I might add, easier to type, and easier on the eyes. So adjust that square estimate to 9000 a frame until we affect framerate.
local time = os.clock(); local p; for i=1, 10^7 do p = math.sin(i) end; print(os.clock()-time)
2.281
Slowest yet. Looks like I could get away with 4000 sines. I'm going to assume tan and cos work at similar speed (maybe not a safe assumption in light of the surprising square root discovery!)
local time = os.clock(); local p; for i=1, 10^7 do p = math.exp(i) end; print(os.clock()-time)
2.484
About the same as trig. Can't imagine wanting to do a lot of this.
local time = os.clock()local p = "test"; for i=1, 10^7 do if p~="test" then break end end; print(os.clock()-time)
0.422
Comparison of strings isn't any slower than comparison of numbers. That's because of how Lua handles strings. p is a pointer to a string; "test" is a pointer to the exact same string.
TL;DR: Unless you're writing display code or pathfinding code, there is almost nothing you can do that will noticeably impact the performance of ToME. Don't worry about speed-- worry about having your code do what it's supposed to do, and do it clearly.
Tales of Maj'Eyal 1.0.1 available on OSX
My dear OSX minions,
You too can now enjoy 1.0.1 on your favorite OS !
Go download it: http://te4.org/download
Have fun!
- darkgod's blog
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New awesome, timed, ingame event!
My fellow minions,
Today I have decided to add a new, *awesome*, event online!
Be sure to play while logged in, you might get a new quest from a certain Anne Buryset.
But beware you will only have 40 *real time* minutes to finish it!
Trust me, the rewards are well worth the effort!
Enjoy, my minions, for your DarkGod never fails to provide!
Tales of Maj'Eyal is available on Shiny Loot!
Hi my fellow minions!
I am happy to announce that Tales of Maj'Eyal is now available on Shiny Loot: http://www.shinyloot.com/tales-of-majeyal
Have fun deaths in Eyal, my minions!
Evil deed: I wasted 200 years of mankind's time!
From the stats at http://te4.org/game-statistics:
Total play time: 200 years 237 day(s) 3 hour(s) 4 minute(s)
Yes, ToME made mankind lose 200 years, and it keeps counting!
I am so pround, my evil plan of world domination is coming along just fine!
Carry on my minions, carry on!
It was the perfect run...
Had been through everything and was going to save the Wayist.
All was good, then I got distracted by events... Somehow I stumbled on the keyboard and opened the door I wasn't ready to open.
Remember, when you have a plan, at least make sure you have what the plan require beforehand!
At least, I still have not died once. The Wayist will have to wait another me.
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死在我手中的初级法师
这几天准备重新开始玩法师,结果人类法师总是死在初级迷宫的巨人手里。而我却毫不吸取教训,总是认为是意外。
初级的法师真的很脆弱,控制技能少,法强还不高,一旦吃了控制技能实在很危险,森林的巨人看来以后要放到初级迷宫的最后打。
加油!我的人类奥术法师!
Tales of Maj'Eyal 1.0.1 aka "Nature's Wrath"
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.1 ! See http://te4.org/
This is the first release since V1 and it brings you much new goodness and improvements!
Enjoy and have fun in Eyal!
Note for windows users: the download link is now a download of the launcher/installer which will take care of keeping your game up to date for the next versions. If you place it in your V1 folder (the music version) it will update it to V1.0.1 with a much smaller download. Enjoy!
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
And do not forget to vote for ToME on Steam Greenlight!
Release highlights:
- Improved UI, notably the chat, allowing you to join custom channels, read multiple channels at once, ...
- New spell effects
- The Oozemancer: a new class, inherently antimagic, dedicated to protect Nature against the assaults of arcane forces
- New zone: the sludgenest
- A huge list of improvements to many classes and features!
Expanded changelist:
- Lowered damage taken requirements of Corrupted Shell and Cauterize to 15k
- Marauders start with Combat Veteran tree unlocked
- Meteoric Crash doesnt stun the caster
- Sun Paladins in Arena mode have a tile
- Temporal Form in addition to increasing paradox also increases the willpower for determining failures & paradox effects by +600
- Reflection Shield rune got it's own icon
- Glowing Chests will not interrupt AE after being openned
- Gesture of Pain correctly checks stun resistance
- Slaves in the Ring of Blood will have all status effects removed when freed
- Disarming Trap now does acid damage too
- When a trap expires without being triggered it refunds 80% of its stamina cost
- Aligned field in registration form
- Fixed Gestures description
- Added a lore popup when wielding an antimagic item as an arcane user
- Added a lore note when killing Ukruk in the ambush, explaining what and why he does what he does
- New lore inthe caverns leading to the valley of the moon
- Added a paper on why sea travel is impossible to the library of Last Hope
- The Demonic Orb of Many Ways can not be used on the High Peak farportals
- All cleansing egos are antimagic
- Stoning Poison does not turn to stone is removed early
- Impending Doom is affected by spell save
- Can swap position with patrols
- Buffed some lesser used artifacts
- Prevent adding more points into Lichform once transformed, as it is useless
- Petrified Wood can be used by the golem with bonuses
- Elemental Surge correctly tiggers from 200 damage, not 300
- Alchemists can not loose Create Alchemist Gems by unlearning Extract Gem
- Talents can be set to require confirmation before use
- Improved talents display to show if a talent has been set with automatic use or confirmation
- Hide In Plain Sight correctly state it takes no turn
- Trapped! quest fails if you somehow escape without killing the assassin or siding with him
- Learning a talent from tree still locked from an escort will not reset mastery
- Note that Fearscape drains vim and ends when reaching 0
- Fixed Flexible Combat to work with weapons
- Great Mummy Lord learnt the Tricks of the Trade prodigy
- Made it clear Nightmare achievements are only when playing Roguelike
- Lowered Irresistible Sun damage a bit
- Easy, Normal and Nightmare mode players are immune to instadeath attacks (but not Insane ones, they are insane after all)
- You Shall Be My Weapon! now only requires being 'big' but ad additional benefits for sizes over it
- No need to use the orb of scrying to id artifacts anymore
- Fixed You Shall Be My Weapon! not triggering its cooldown
- Fixed ambient music in Gorbat Pride
- Increased zigur parties rarity a bit
- Better blood of life description
- Fixed permanent accuracy loss from "Disable" status effect
- Circle of Death and Rigor Mortis can crit
- Impending Doom now "only" reduces healing factor by 100% instead of outright preventing healing
- Doomed talents can now proc mind procs
- Crystaline Focus correctly removes spell save bonus
- Added a failsafe to the staff of absorption quest
- Glyph of Paralysis checks for stun resistance
- Added an ignore option to the chat
- Orc Corruptor in the antimagic test can not crit anymore with spells
- Dream Crusher now (correctly) gives bonus damage and physical power to the dream hammer
- Thought Form Defender resist all bonus from thought form unity reduced
- Dream Forge tree is now generic
- Forge Shield block value reduced, sustain cost increased
- Forge Armor armor and defense values decreased, psi on hit increased
- Reduced Solipsism conversion ratios
- Reduced Balance conversion ratios
- Reduced the save check power on Dismissal
- When the Master resurrects he gloats a bit
- When reaching 0 air you now start suffocating instead of outright dying. Suffocating makes you loose life very quickly and can not be prevented by shields/absorbs/...
- Alchemist gems are now transmogrifiable
- Fixed lore not registering in the library
- Defiled wands now increase max vim instead of procing vim restoration
- Brawlers now get the Mobility tree at 1.2
- Added a confirmation prompt when entering the High Peak
- Added chat channel number aliases (1, 2, 3, ..) and usable quickly by /1 /2 /3 ...
- /r in the talkbox will switch to talking to the last person whispering you
in the talkbox when whispering will cycle between all last whisperers - Changed the color and format of whispers when displayed
- Fixed wrong order of loading chained superloads of addons
- Fixed loss of resists/... in some rare conditions when being fed upon
- Sustained talents can now have a "callbackOnAct" method that gets automatically called each turn when sustained
- Drain does not restore vim from your own summons
- Added /join and /part commands to the chat; you can join(and create) any channel you wish (name must be letters & - _ only)
- Added a list of current channels to the options
- Channels are now remembered and will reconnect when the game starts
- Checkboxes now have the box before the text (this is reversable by adding a check_last=true parameter when creating them)
- Fix wild summon:spider healing reduction
- Mind Speed will correctly apply to wild gifts too
- Smoke Bomb cost reduces with level
- Maybe fix the invulnerable after death bug
- Blighted summoning adds Magic to necrotic summons
- Can not drop plot items
- Can not give items to Norgan anymore
- No NPC use talents can not be automatically used either
- Phase Door Rune now also grants a buff that increases defense, resist all and reduces status effects duration
- Invisibility Rune does not prevent healing anymore
- Taint of Telepathy now only reduces mindsave by 10 but also increases mindpower by 35
- Acid Wave Rune now also corrodes the targets
- Lichform does not change donator tile if used
- Can not give items to escorts
- Screen will turn greenish when healing is impossible
- New option to save & exit
- Escorts will never run away further than 10 tiles
- Fixed unlearning talents
- Heat Beam rune now also removes a random physical effect
- Frozen Spear rune now also removes a random mental effect
- Vision runes now also grant ESP for a certain type of creature
- Insidious Poison infusion now also removes one detrimental magical effect
- Greatly increased damage of Wild Growth infusion, it also provides a big boost to armour & hardiness
- Halved the cooldowns of Wild Growth infusion and Taint of Telepathy
- Lightning rune has a higher max potention damage than other runes
- Boss NPCs that can move through walls will have easier time tracking the player; so they wont get lost in walls so much
- Lethality crit chance bonus works for all kinds of weapons
- Fixed Cease To Exist effect tooltip
- Wearing the cloak of deception will make NPC call you human instead of undead
- Slime Tunnels generator will not validate the level unless the 4 pedestals are present
- The Slime Tunnel pedestals now have a nice friendly popup when steped upon to activate them: I'm so nice!
- The Slime Tunnel pedestals now invoke a powerful nasty guardian when activated: I'm so evil!
- Lacerating Strikes is now a costless sustain
- Shivgoroth Form on autocast will not error out in the ring of blood
- Dig spell has turned into Pulverizing Auger; a beam of physical damage that also digs. It switched places with Mudslide in the tree to become tier2
- Stone Wall now also deals damage, cooldown and mana cost slightly lowered
- Body of Stone now also affects Pulverizing Auger and is instant cast
- Can not teleport to the farportal rooms on the side of the last battle
- Irresistible Sun has a particle effect
- Sending an item to a party member correctly marks it as removed from the chest
- Last Stand now also heals you of the amount it increases life and augments the point at which you die (going below 0 like a heroism infusion)
- 2handed weapons now show up with a different tile on the player doll
- Glowing chests are displayed open once opened
- New achievement for saving all the lumberjacks
- Increased cooldown of Spell Feedback
- New UISet:Minimalist:Toolbar hook
- Dominating a headless horror eye will not make the player blind
- Randarts dropped by randbosses should be better
- Reset UI positions requires a confirmation now
- Combat:attackTargetWith now gets a crit parameter
- Improved Body of Fire tooltip
- Dream characters do not get saved to the vault
- Fix Shadow Veil
- Fixed Energy Absorption description
- Glowing chest guardians are hostile in the dark crypt even if you previously sided with the Grand Corruptor
- Restart as same character will preserve addons used
- Having many addons may be faster now
- Harkor Zun fragments have independant health bars
- Deflection tooltip updates correctly
- Upstairs from the temple of creation (2) correctly connects
- Can not recall from Tannen Tower
- BigNews displays higher up on the screen
- Pacification hex checks for stun immunity
- Sacrificing oneself at the endgame is now duly noted in the death message
- Wards are not spells anymore
- Can not loose the savefile by saving on a golem while the master is dead
- New invis shader on the actor
- Player can always see her/himself when invis
- The Grand Corruptor wont trigger his chat while the timeline is fractured
- Unlocking the UI will prevent mouse actions on the map
- The transmogrification chest can be found in Bill's lair too
- Cauterize and Corrupted Shell only require 7500 damage taken
- Becoming a Lich while wielding the Scepter of the Archlich will not give you lower mastery than normal on Star Fury
- Thaloren talents are marked as nature gifts
- Yeek talents are considered psionic
- Devourers' Gnashing Teeth can not make the target bleed if it failed to hit
- Hydra's Grand Arrival will not damage other summons
- New command line parameter to change where TE4 stores data: --home /foor/bar
- Wearing antimagic items as an arcane character will give you a visible debuff to notice of the spell failure
- Psiblades now increases mindpower/willpower/cunning on the mindstars by a % too
- Lure is immune to poison
- Zones can have a "on_loaded" code
- Passive talents can be placed in the hotkey bar, they cant be used obviously but they'll show their cooldowns if any
- Swift Hands prodigy also makes wearing/taking off items not take a turn
- Fixed transfering stacks of items between party members
- Fungal Blood is now instant use, scales more with Constitution and allows on heal effects (such as fungal growth)
- Staff Mastery is trainable in Angolwen
- Mindstar Mastery is trainable in Zigur
- Pearls when used as alchemist bomb do a much more powerful liting effect, able to remove magical darkness
- Correctly flagged some non-metallic artifacts as non-metallic
- New icon in the "main bar" to access talents
- Fixed meteors making staris disappear in the temporal rift
- Fix golem getting multiple stacking high peak buffs
- New particle effects for Warshout, Battle Cry, Shattering Shout, Aura of Silence, Bellowing Roar and Mind Sear
- Smarter autoexplore
- Diagonal targetting in a single dug out line should work
- Storming the City quest will note when urkis is dead
- Sped up parts of the movement algorithm
- Fixed Elemental Surge lightning description
- Revisionist History switches to a special talent to cancel the effect so that you can set revisionist history on auto-use
- New temporal tier 5 artifact staff
- Buffed thorny skin totem, wands of firewall and conjuration, torques of the clear mind, mindblast, thermal shield, charged shield and kinetic shield
- Funfacts do not show for modules unless requested
- Through the Crowd talent can now also prevent all friendlyfire
- Dragonskull now has acid resistance
- Buffed a few artifacts
- Two new nature oriented artifacts
- New class: Oozemancers, who are Nature's answer to archmagi, able to use slime and ooze against their foes, they are also inherently antimagic
- New zone: the sludgenest, it can randomly appear on the worldmap after level 30, Thaloren always get it. Beware you'll be slimed to death!
- Elemental Split can not be used while already split
- Dwarven Unity Crystal Half attack will not hit the caster
- Eldritch Vines now add arcane damage
- Volcanic Rock now makes Deeprock Form also increase arcane dam/pen
- Boulder Throw now makes Deeprock Form also increase nature dam/pen
- Stone Spikes can crit (all 4 separate components)
- Rockwalk and Rockswallow cooldown is reduced by talent level
Have fun!
7drl 2013: The start
So if you don't know today the seven day rouge-like contest starts today, and like last year I am participating. So This year I am calling my game Iron and Steam (which tells you there will be iron and steam in the game). My vision currently is a version of mount and blade set in a steam punk world. You will also get to build steam powered robots. That and a wilderness map are the only 2 features I am sure about so yeah.... Regardless I am starting at 6pm est on 3/10 and have 168 hours. My progress and final attempts will be posted at http://te4.org/games/iron-and-steam . To my fellow participants I wish you the best of luck, and to all others enjoy the new rouge-likes.
- Goblinz's blog
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