Blogs

Odd happenings with 26b

For some reason, after creating a character the game begins to register the character indefinitely. With this box open, and no sign of it leaving, I am not able to play.

Ambush Glitch

Sorry for all the complaining I've been doing recently, but I found another game-ending bug. So, I died in the ambush you get after finishing Dreadfell. Was the fact that I had already killed Ukruk important? Normally they'd just take the staff and run off leaving you alive, but I'm assuming they wanted to avenge their glorious leader so that's ok. Anyway, I came back, and found everything but the trees turned black and only the orcs right next to me visible. I died a second time, and this time the trees were gone too, as well as the way to the worldmap. Just me and the orcs in an empty black void of nothing.

(As a side note, if you've upgraded the RoR shouldn't it take you to Yiilkgur and _THEN_ dump you into the ambush when you go back to the surface? If you try to use the portal to escape, maybe it could stop you and give you a message like "You feel uneasy carrying about the staff. You should bring it to Last Hope before something bad happens.")

Hmmm

Not seeing my most current (version 25-26) characters on here. Not sure why. Do I have to finish with them before they update?

Exploratory Portal Weirdness

Ok. I really like this new feature, but there are a lot of strange things.

First, the boss guarding it repeatedly oneshotted me when I first encountered it -- I came back to the game to find that it was a glitch and it doesn't do that normally.

Second, the levels seem to be completely nonpersistant -- What happens if you leave the level with the portal out on it?

Third, there are stairs up on the first level to "Randomplace(0)". And stairs up on the resulting level. And before you know it you're bashing level 5 monsters in "Randomplace(-16)"

This is in b26.

Tales of Maj'Eyal beta26b aka "Nature's Grace Oups!"

As promised here comes T-Engine4 and ToME4 beta26b ! See http://te4.org/

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

 

Release highlights:

  • Important bugfix when going into the sandworm lair using shockbolt tiles
  • Savefiles from beta26 are compatible

Expanded changelist:

  • Fix a bug in the sandworm lair when using shockbolt tiles
  • Added some missing tiles to objects
  • Fix tactical AI trying to shoot through walls
     

Have fun!

Major Problem in b26

Ok. I've encountered a major problem. Quite simply, stuff doesn't respawn like it usually does. I'm pretty sure this is unintentional; it's not in the list of changes. Once you've cleared out a zone, monsters never repopulate it.

Thoughts? Advice? Anyone?

Tales of Maj'Eyal beta26 aka "Nature's Grace"

As promised here comes T-Engine4 and ToME4 beta26 ! See http://te4.org/

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

 

Release highlights:

  • Many bugfixes
  • Balances tweaks
  • New generic tree: Harmony
  • New rogue class tree: Poisons
  • Overhaul of loss of control effects: stun & freeze, to be much more interresting
  • A huge amount of new NPC tiles
  • Random zones
  • Random bosses
  • Better UI
  • More Sher'Tul Fortress functions

Expanded changelist:

  • Trollmire treasure quest will successfully complete
  • Optimized the savefile code to not save base and computed entities lists as they can be reconstructed from data files, making savefiles quite smaller
  • The hidden trollmire level now has a correct entrance spot
  • NPCs now do not regen when coming back to a level
  • Objects now do not regen when coming back to a level
  • The Shertul Fortress gains a new function: the exploratory farportal; a new subquest will trigger when it reaches enough energy
  • New shertul fortress function: rod of recall attunment
  • Random artifacts are now made up of 3 egos (instead of 2) + some random properties
  • Fixed the Emancipation achievement
  • New achievement: "Take you with me"
  • Achievement popup now displays an icon associated to the achievement
  • Achievement list now can list all achievements, even those not done yet (not all are fully readable however)
  • Achievement list can now show progress for certain achievements (like Pyromancer, Cryomancer, Reaver, ...)
  • The endgame artifact now has a neat particle effect attached
  • Equilibrium wont reset to 0 on levelup (it will respect sustains)
  • Fix a rare particles crash
  • Coming back from the Eidolon or Demon plane will not make many turns pass for actors
  • Random parties of (hostile) adventurers can be met on the worldmap
  • Tons of new tiles!
  • Strike and Dig have switch places
  • Strike now deals more damage
  • Creatures that levitate can not be pinned
  • Fix a bug when reloading while an archery projectile is in flight
  • Overhauled Frozen effect: You now get to act every turns but can not teleport, heal or move. The ice now has HP which can be damaged to make it go away. All your attacks can only damage the ice (not creatures) and creature attacks damage you for half their value and the ice for half
  • AI will not target/stop attacking invulnerable creatures (like those affected by Time Prison)
  • Update charsheet dialog to show more info
  • Stunned effect overhauled, you do not lose control anymore, instead damage is reduced by 70%, movement speed by 50%, a few random talents are put on cooldown and talent cooldowns do not decrease while stunned
  • Freeze spell duration now increases with talent level
  • Buttons will provide a visual feedback when clicked
  • Update dialog title works again(new method updateTitle)
  • Dialogs will try to not go over game window size
  • Moves tooltip window if it obscures view
  • Drop dialog now not closes after each drop
  • Emotes are now displayed over fog of war
  • Skeletons talents have been improved; Sharp Bones have been replaced with Resilient Bones
  • Big new lore, detailing the various races. Look for the first pages in Last Hope and find the rest
  • Silence wont prevent sustained talents desactivation
  • Burning Hex wont trigger when de-activating sustains
  • Fixed the Storming the City quest: gwelgoroths will have the correct level now
  • Scintillating Caves and Rhaloren Camp wont give the shaloren starting quest if you do not have it (cosmetic change)
  • Soul Rot now has correct requirements
  • The Eidolon can now send you back to the worldmap is desired (and if possible)
  • Improves Retch and switched places in the tree
  • Paradox Clone now can regulate his paradox levels
  • Ambushes work even while standing on zone entrance
  • Fixed a rare bug when patrols chase players on the worldmap
  • Harno the messanger should correctly pop even if Golbug is killed on the Demon Plane
  • Negative HP creatures should correctly die
  • Can not try to use an orb a second time on a portal in the endgame
  • Limmir will always make sure to provide a gem on his own when making an amulet
  • Rune of the Rift/Time Skip will not heal the target to full
  • If an alchemist player is cloned, the golem will be faction aligned with the clone
  • New method font:draw(string, max_size, r, g, b) that is the same as TString:makeTextureLines() & countLines() combined, but it works on plain strings and it is *fast*
  • Log & Flying texts now have a small shadow to outline the texts
  • Added very slight shadow to most UI texts, making them more readable
  • Modules can enable text shadows on the UI by doing: require("engine.ui.Base"):setTextShadow(0.6)
  • New "Building" map generator
  • New poem in the heart of the gloom
  • Base vision radius of NPCs reduced to 10, like the player
  • Thaloren-Tree Longbow range correctly set to 10 instead of 18
  • Life regeneration effects now disable other regen talents while active, to prevent wasting them
  • Vor, Gorbat and Rak'Shor prides have been upgraded, they now feature entrance doors, guards, random elites & bosses
  • Objects that randomly fire a talent on hit wont check ressource or cooldowns
  • Bloodcaller, the reward from the ring of blood, is not an arcane artifact anymore
  • Adventure mode deaths will only be reported once the last life is expanded
  • Equilibrium & Paradox bars on the left pane fill with failure chance instead of a meaningless log
  • New achievement: Huge Appetite
  • Eldoral Last Resort range fixed
  • Fixed Hurricane description
  • Level 5 Arcane Eye should work even while blinded
  • Blodo Spray correctly handles its disease chance
  • Hate is not affected by fatigue
  • Fix norgos lair level changers tiles
  • Hymn of Moonlight and similar talents wont activate on the worldmap
  • Creatures in the Heart of the Gloom wont have the radiant fear talent
  • New NPC in angolwen that provides a bit of lore and new lore in angolwen's library
  • New lore: a rogue's poem
  • New lore associated with the Spellblade and Eden's Guile artifacts
  • Time Prison correctly stops even fast actors
  • Eight new high level monsters
  • Fixed problem with Shattering Charge
  • Greatly improved Mindlash. Focus mindslayers should be much more fun.
  • Removed much of the moat around the bandit fortress vault to make navigating around it less of a pain.
  • The new game window can now be told to force loading of an incompatible module (which will usually work anyway)
  • Alchemist's golems can now self destruct when the alchemist is dead
  • Renamed the demon plane to the Fearscape
  • Fixed drawQuad (it would randomly start using a texture when when told not to)
  • Every level of the High Peak is now guarded by a random unique
  • Added a message log dialog which supports page up/down, home/end, up/down and mouse wheel. Activate it by clicking on the log or pressing ctrl+m
  • Upped Lightning and Chain Lightning damage
  • Shock cooldown increased to 4
  • Nature's Touch healing buffed
  • New wild gifts talent tree: Harmony
  • The sandworm queen heart now provides Harmony instead of Sand Drake tree
  • Both Summoners and Wyrmics can unlock the Harmony tree
  • Added .. mouse gestures. Yes right! Find them in the keybinder menu. You can now bind mouse gestures to any bindable actions!
  • Module makers can use gestures easily with the engine.ui.Gesture class
  • New lore about the Fearscape
  • Found lore is now also saved in the player's profile, for later use
  • The Sher'tul Fortress now possess the Library of Lost Mysteries, where you can instantly learn all lore known by any of your previous characters
  • Non-hostile boss-level creatures will now have their own tactical border
  • New tree: Cunning / Poisons
  • Rogues might want to try siding with the assassin lord
  • Tooltip will now tell you if there are more than one item on the ground
  • Button clickable area expanded to fit actual display size
  • Text in ListColums and Tree UI elements is now bouncing from left to right when overflowing
  • Fixed a memory leak
  • Elementals levitate
  • Improved talents levelup screen
  • Regen rate is now displayed in the left pane bar
  • Undeads correctly start at level 6 of the blighted ruins
  • Derth arena and trollmire treasure quests now correctly finishes

Have fun!

Died... in town!

So I thought after accepting the alchemist's quest that I'd check out the river encircling the town... well, I made it toward the northeastern side, and found that I was drowning, and didn't have enough air to make it back to dry land! So much for my character's questing...

Screenshots section of Te4.org

This should probably be on the forums but it's now blocked at work. I think the spam auto-added it to the blocked sites :-(

Anyway, so this is really a concern and idea in one:

Concern:
  • Update the screenshots to that of the latest version of the game (cause the current lot is really old), and separate game versions, so one could see graphical progression, or at least a break
Ideas:
  • Create a functionality to upload screendumps via the game.
    • It could be done as text and can be re-rendered on the website with "cached" images after those were loaded. Particle information might be sent too, and it could all be re-rendered on the web?
    • Or just make it .jpg :-)
  • Create a web functionality to upload screenshots for "trusted" users.
  • Screenshots should include game version and module being played.
  • Screenshots of Bugs should be marked as screenshots of bugs. So as not to display them as "advertisement" for the game.
    • Bug screenshots could have the functionality to circle/arrow the area that indicates the bug.

The rise of Gladoc

This is sorta like a day in the life but is more of a backgound for Gladoc, the first deathknight. over the course of the story I will probaly bucher some history but hopefully not to much Preface/intro
  I guess it has been a long 26 centuries, full of pain, suffering and sacrifice.  By all the Shertul I never thought I would be around this long.  When I was growing up I was wondering if I was going to see the next full moon let alone my next birthday.  Now the idea of a few orcs posing any threat to me is just Laughable.  I, Gladoc, Death’s right hand man and one of the most powerful beings in this world.  I can count the number of people who pose a threat to me alone on one hand.  But back then I was Gladoc the farmhand incapable of fending off an even a lone wolf let alone an orc.  I was born in 7463 of the age of Allure – right before the famous spell blaze that has shaped the world.  And the spell blaze shaped me just as much.  It was the spell blaze that allowed me to become one of the greatest beings after the Shertul.   Like anything good I have paid the price for all of this power.  Friends have died around me and countless enemies have before me.  During the spell hunt I opposed those who try to extend their life beyond normal means and now I am just that.
Chapter 1: the beginnings of survival 
 During the first two decades of my life orcs where everywhere even though the war was around 50 years old.  You would think that after 50 years one side would lose but the humans stilled clung to victory.  At this point in the war there was no unified command to speak of.  Sure there was some lord with a few hundred troops under his command but that was about it.  The only thing that prevented them from winning was that the orcs had no leadership to speak of.  If Garkul had been around at this time there would be only orcs and trolls in the world.  
 I was born among some human farmers and was raised in the village of Erobrad until I was about 8.  The village had no defense besides the 30 or so farmer militia men.  It was pure luck that Erobrad had survived as long as it did.  While the town militia could fend off about 5 orcs without too much trouble.  But there where bands of orcs numbering in the 30-70 range that could have wiped out the village with no trouble.  You see two orcs could beat 3 human soldiers barely.  Those same orcs could take out 3-4 militia men if they were trying.  The orcs were just so much stronger than us and much better equipped and trained. Sure the orcs couldn’t make well-crafted weapons very well but that does matter when it is swung with enough force to cut a human in half.  The only thing that we had on our side was organization. This allowed us to survive from small bands of orcs that marauded the country side. 
 When I was eight Erobrad was destroyed,  completely destroyed.  One of the larger bands of orcs had located the town and decided it would be fun to loot it for that day’s entertainment.  I think there was 45 orcs in that band.  With the manpower at our disposal there was no way we could hold out. We would have better luck stopping a sword blow with our bare hands then stopping that attack.  To make matters worse they were able to surprise us.  They had  a few orcs capable of quietly eliminating the sentries the town had posted.  Then the rest of them came through the town with torches ready to burn everything.  When this happened I was at the town well drawing some water to make soup.  The adults told us if we heard orcs to find the nearest spot to hide in and hide until we saw another human.  Well I headed that advice and jumped into the nearest possible spot I could hide in: the well.  The town well was only about 20 feet until the water level.  After the drop I was able to cling to the walls and stay silent while listening to the town being butchered above me.  Hiding in the well did have one drawback though and that was the fact that the orcs dumped corpses down the well to poison the water.  The first corpse dropped was almost enough to startle me into giving away my position.  I lost track of the number of corpses they tossed down but it was enough to bury the water. 
 So here I am scared to death, wet and buried in corpses.  Sadly I was not strong enough to push aside any of the bodies trapping me in the well.  After two days of being trapped I began to lose conscious and was near death.    What happened next was pure luck.  Soldiers came to the town.  Even better was the fact that they needed the well.  So when they started pulling corpses up they found me.  The soldier who pulled me out of the well and stuck some bread down my mouth was Fioril, one of the younger soldiers in the company.  After I ate and drank a bit I was brought to the leader of the company: captain Murcyn.  I was given a simple decision – go with them as a cooks assistant or be abandoned in the wilds.                                      
 

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