Blogs

ARRP 2012: The Fylish Island!

For this year's ARRP (Annual Roguelike Release Party) I have decided to not do a ToME release, but instead release a new content for it, without requiring users to even download something!

Every 30 minutes for the one week the server will push a new zone, Fylish Island, automatically to all characters.
It is a level 20/25+ zone, with 3 levels, a custom lore and chat and a very very very special reward!

Have fun, and be sure to be logged in to get it!

Help shockbolt!

Shockbolt, the awesome man that generously did all T4 tiles has started a kickstarter.
Go check it out, help him, he deserves it :)

http://www.kickstarter.com/projects/vortexgames/game-masters-campaign-the-fantasy-art-kit

Thanks!

Sneak peak at b43 new feature:Prodigies!

At level 40 and 50 you get to learn a prodigy. They are single points talents, not bound by class. So any class can learn any of the 42 possible prodigies, given they meet the requirements (a stat >= 50 and usually something else).

A few examples:
  • Massive Blow: deal big weapon damage + knockback, if a wall is it i is destroyed, does more damage
  • Meteoric Crash: all your spells have a chance to call down a meteor that deals damage, spawns lava and stuns
  • Garkul's Revenge: Deal 1000% damage to all constructs and 20% more to all humanoids
  • Temporal Form: turn into a gwelgoroth and cast anomalies
  • Eye of the Tiger: each spell/mind/phys crit reduces the remaining cooldown of a spell/mind/phys talent
  • Fast as Lightning: moving very fast in the same direction for 3 turns lets you pass walls
  • Draconic Body: Your body hardens, when pushed below 30% life you are healed for 40% of your total life.

Sounds fun ? well there are mannnnnny more to discover!

New website theme!

Today I switched te4.org to the new theme, made a while ago by our good Shockbolt!

It's not finished, some stuff needs mor polish but the general idea is there!

Have fun!

Tales of Maj'Eyal on Steam Greenlight: go vote!

Hi,

Version 1.0 has never been that close, the next beta will be the last to add new content, after that it's feature freeze to hammer the bugs before V1.

To celebrate that and prepare for the future, I submited ToME4 to the steam greenlight project, so please go vote for it and pass the word to your friends!
http://steamcommunity.com/sharedfiles/filedetails/?id=93674769

Thanks

OSX version of b42 is up!

As the title says :)

Little b42 bugfix

If you downloaded b42 before this post, please redownload it, it has a few bugfixes you might like :)

Sorry about the mess!

  • whips his testers*

Tales of Maj'Eyal beta42 aka "Dreaming my dreams"

As promised here comes T-Engine4 and ToME4 beta42 ! See http://te4.org/

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

 

Release highlights:

  • New event/zone: the Dogroth Caldera and various associated subzones
  • New class: Psionic / Solipsist: The world is but a mere projection of your thoughts you are all powerful! Or are you?
  • Better levelup interface
  • Reaver improved
  • Rogues get a new Scoundrel tree
  • Archmages get a new Aether tree
  • New "minor" events; like special features in some zones
  • Better shield graphics ahoy !
  • Infinite Dungeon improvements
  • Many bugfixes & polishing

Expanded changelist:

  • Spinning beam trap has a max damage and will not trigger from pets
  • Spinning beam trap now does not increase damage when stepped upon but instead switches damage type. All possible damage types now have a special effect
  • Reavers's Corrupted Strength talent now also provides a free melee attack on spellcast
  • Fixed levelup screen
  • Teleport: Angolwen will not instantly teleport when cancelled
  • Stat tooltips in the levelup screen display their effects in realtime
  • If there is room on the screen a new pane will appear in the levelup dialog to replace the tooltip
  • Summoner's summons are now based on mindpower, can crit and melee ones have dexterity increases for accuracy
  • Overriding/removing/.. complex traps will correctly remove them
  • Rare items ultra high powers is harder to get
  • ESP on rares is more .. rare
  • New achievements for many events
  • New events
  • Crystal Focus & Heart can not be applied on rare items
  • Gems can not be put on rare items
  • Old battlefield event can not be re-entered
  • +all resist gems power reduced
  • News tiles for the new artifacts & creatures of b41
  • Fix the tier of alchemists lamp
  • Fearscape orbital invasion platform is redder
  • Events can not happen on stairs
  • Fearscape restores coords even to dead actors
  • Killing the Grand Corruptor after destroying Zigur is now correctly accounted for
  • Fixed gnaw
  • Fixed crosstier effects on gestures
  • Fixed unarmed mastery physical power
  • Many new musics
  • Closing/Opening is talent tree is correctly remembered
  • Fungal Growth will not trigger for small heal effects
  • The Maze corridors are now 2 wide
  • Lowered the size of the Maze a bit, but with the same number of foes
  • Ardhungol levels reduced in size
  • Targetting ignores map padding, making it betetr with an heavily loaded UI
  • Bone Shield cost and cooldown much reduced
  • Bone Shield number of charges increased a little
  • Fix flame/shock hands
  • Fixed scatter shot
  • Fixed gloves speed display for brawlers
  • Fixed sacrifice description
  • Tooltip properly moves out of view
  • Charsheet link is properly clickable
  • Fix an other UID issue, the last one I hope
  • Buffed Spellblaze Echoes, Feathersteel, Burning Star, Dragon-helm&Scale Mail of Kroltar, Temporal Augmentation Robe - Designed in Style, Zemekkys' Broken Hourglass, Trident of the Tides, Petrified Wood, Lifebinding Emerald, Lunar Shield, Duathdlen Heart, Pendant of Sun and Moons, Unsetting Sun
  • Mousing over an item in the log will show the tooltip
  • Ghouls exp penalty reduced to 25% from 40%
  • Unlearning partially a talent will not make it un-autocast
  • Levelup screen changed to have class & generic talents side by side
  • In the levelup screen talents will grey out when unlearnable
  • Pary frames now show if the party member can be leveled up
  • Fix corrupted strength
  • Fixes the 'Restart the same character' option in the death dialog from properly restarting your character if its name contains any non-alphanumeric characters.
  • Outdoor events can not happen in the halfling ruins
  • No traps will spawn on the last level of the halfling ruins
  • Resists of 0 will not be shown in the tooltips
  • Foo Masteries provide the correct amount of physical power
  • Made mind, temporal, arcane, and conversion effects much rarer on randartifacts and rare objects
  • Made mind conversion egos less common
  • Nightmare horrors are rarer now and spawn at higher levels
  • Sun Flare radius and description should line up
  • Fixed Shattering Impact and damage conversion interaction
  • Many new artifacts and a new unique horror
  • Added an 'add' parameter to combatPhysicalpower and combatSpellpower
  • Show correct talent level in inscription dialog
  • Display sliding rock trap after it is triggered
  • Remove blurring effect as soon as confusion is cured
  • Fix the wrong "block" and "attack speed" compare color
  • Change talent info when current talent level is 0 (not learned)
  • Fix Spit Blight description
  • Levelup screen shows both base & current stats
  • Added temporal resistance to the Girdle of Preservation
  • Paradox will no longer increases when anomalies can't occur
  • Fixed confusion immunities effect reducing confusion power
  • Fix Tornado casted on a target with Gloom/Sanctuary
  • 4 new achievements for killing certain bosses first
  • Fixed a bug where some parts of the UI could disappear out of screen
  • Particle effects will always appear on top of actors, even for moddable tiles actors or for tall actors
  • Particles can have shaders attached
  • New shader-enabled damage shield effect
  • Fix levelup tooltips
  • Charge Leech description will not include random crits
  • Added 3 hooks (Object:descCombat, Object:descWielder, Object:descMisc)
  • All Last Hope weapon merchants can train martial combat
  • Fix farportals lightnings
  • Lichform quest is now considered completed in Infinite Dungeon & Arena campaigns
  • Lichform also grants Celestial/Star Fury at various power
  • When Mind damage is saved against it still deals half of it
  • New artifact available only in the Infinite Dungeon: the Potion of Martial Prowess which can teach shoot & the combat training tree
  • Arcane Eye level 5 correctly sees throught stealth & invis
  • Fix scrollbar positioning
  • Tooltips will autoscroll when too big
  • Tooltip can be "locked" by pressing shift+l
  • Scrolling is "smoother" in long textzones or lists
  • Various misc UI improvments
  • New artifact in the Infinite Dungeon to learn antimagic
  • New psionic class Solipsist - Create and destroy with your thoughts, manipulate and enter the dreams of others, overcome the world with the power of your mind
  • Ressource bar shaders will only load as needed, speeding up game load
  • Disruption Shield uses the new shield shader effect
  • Aegis works on Disruption Shield
  • Demon/Naga invasions can not happen in Reknor
  • Fearscape/Dreamscape can not be used on the sorcerors in the charred scar
  • Fearscape/Dreamscape correctly restore minimap
  • Fatigue is correctly not factored in for sustains
  • New rogue tree: cunning/scoundrel
  • Two new high level artifact daggers
  • Complex traps are never auto-activated, they all need a trigger
  • No traps on the last level of the High Peak
  • Removed many traps from vaults that had too much
  • Mindslayer shields upgraded to the new shader
  • Level 20 mindslayer tress brought back to level 10
  • Psi-archery removed
  • Fearscape Invasion zone will look better on map borders
  • Hourglass counter now has a description depending on the counter
  • Improved the look of wildfire/tempset/uttercold/crystaline focus visual effects
  • Eel-Skin lightning scales with mindpower and triggers on wild-gifts
  • Summertide phial does not grant arcane stuff anymore
  • 'Building' generator is now working
  • Prevent temporary terrains from overriding one an other or "loosing" the default terrain
  • Master Summoner now has a particle effect
  • Archmages, Mindslayers, Necromancers and Summoners birth screen particles updated
  • New jungle ambient sounds
  • Desert sounds & ambience for some zones
  • Faster auto-explore
  • Dungeon ambient sounds to some zones
  • New event: the Dogroth Caldera will sometime appear on the worldmap. What do you dream of finding inside ?
  • Many new creature sounds
  • Defense reduction from Block will not let off-guard effect trigger
  • Many new "minor" events. A minor event is a simple feature on a level, usualy with a field of effect. Like a font of life in the trollmire that increases life/stamina/equi/psi regen around it
  • If a foe fails to appear in the antimagic arena, it will try again
  • Infinite Dungeon will now also have events
  • Death message is now shown after the damage message
  • Fix Shadows in the shadow crupt
  • *Perhaps* fix the particle error log spam
  • New archmage high level tree: Aether, an advanced arcane tree. Lock by default but given to all archmages
  • Version scheme changed for the tome module, now uses the same version as the engine (aka 0.9.42 instead of 3.9.42)
  • Golem picking up gold is given to the alchemist
  • Reavers free melee blow only works on active talents, not sustains
  • Fix black entity icon in tooltips

Have fun!

Looking for video editor

Hello fellow players!

I'm looking for some competent video editor that could make an entertaining gameplay trailer (so base on real gameplay video footage) for ToME4.

Thanks!

ArmoredSkeletonWarrior the level 64 skeleton bulwark, and interesting game in the infinite dungeon

Recently I just finished a run in the infinite dungeon on a character that now holds the record for level achieved there, and probably also for depth. The character was, as the title shows, a skeleton bulwark, which is a great combination for its racials and stats.

I figured I'd post this since I reached a depth of about 88 or so, and I think I set a record. After playing this character I've realized some things about the infinite dungeon and the game in general, but first I'll talk about the run itself.

I started about 5 or 6 skelly bulwarks in the ID before I got one of them going strong. I find that opening vaults is the only way to keep a character I high enough level to stay ahead of the uniques and keep them strong enough to survive, and this is what killed most of those early ones. Once this char got going however, it was nearly unstoppable. I had one death relatively early, around floor 30, but that was due to some bad luck in vaults, and my own failure to realize that I should have bought a second TP rune with one of my unspent cat points (instead of leaving it sitting in my inv). The death itself was caused by the entire floor filling up with dreads since some dreadmasters escaped from a vault, and that led to me running around the whole level fleeing and trying to survive. I did but I died once.

My character really got a defining trait later on, when I built to deal arcane damage almost exclusively in melee. By making a crystalline voratun mace and wielding the lunar shield (which does arcane damage) I achieved this, and could have had an arcane damage mod of over +70% with equipped items. I never actually made crystalline voratun platemail, since I'd had the heart but never found plain voratun platemail.

At this point my character was doing rather well, but I'd run into a few bosses that even I had to flee from, one being a multihued drake with corruptor talents that could fearscape me, I didn't even want to fight that thing. The other was a rogue bulwark (both of these had something else, but I can't remember) with 100% armor hardiness and so much armor I could barely do any damage, it also had a 1600 damage heal. Obviously a melee character couldn't kill either of those.

Despite those I was doing very well, steamrolling anything that came in my path, even one of the pride bosses, which I found in a vault. My other two deaths came around this time, around floor 70+. My second death was to a unique greater demon that I summoned from a vault, thinking I could probably kill it. It had insane stealth that never broke, shadowstrike with +250% damage and one shotted me. I ran and survived but was down to my last life.

I continued and things got stronger and stronger, I killed a level boss that had so much armor I couldn't damage it in melee, and killed it with activatable items. And then around floor 88, I met my killer. It was a rare shadowblade orc necromancer. I didn't realize it was a threat until when I tried to tp away, it followed, thanks to shadowveil(a shadowblade talent), it gained 82% resist all, always tp'd to me and did immense damage. I couldn't have survived, without changing my build drastically.

After dying finally, I realized some things about my build. I had armor training at 4/10 and the tree had 1.9 mastery. If I'd but a cat point into the tree, and maxed the skill I think I could have survived. I had less than 70% armor hardiness for the whole game, and melee enemies are what killed me every time. Melee enemies were also, for the most part, the hardest to kill. I had about 140 armor, when I died, if I'd had 100% hardiness and 190 armor, none of those enemies would have even been able to damage me, and I would have survived much longer. Its a rather interesting lesson really.

Playing the ID really makes me appreciate the main game which is so much more balanced. One other random thing, demon telepathy saved my life against corruptors, giving me an early warning about anything that could fearscape me. I hope this was rather interesting to read, I'm thinking I'll do a slightly different version of this build next beta, to see how far I get.

Syndicate content