Preview: new birth screen
Hi fellow players!
Next beta is going to introduce a new birth screen which should hopefully be much nicer to use.
It also introduces "premades" which are a new way of handling quickbirth, more obvious to people.
Have fun!
One hundred thousands dead adventurers and over 12 years of playtime!
The Darkgod did it! He killed over one hundred thousands adventurers!
Since the inception of the profiles system in mid august last year the system has recorded over 4500 days of playtime, that is over 12 years and 3 months of ToME'ing. Over that same period 100000 poor adventurers lost their lifes in the many dark places of the world (or by blowing themselves up, it happens too!).
The realtime stats are located there: http://te4.org/game-statistics
Have fun my fellow players! And to you that are not yet players, quick go to http://te4.org/download !
- darkgod's blog
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Tales of Maj'Eyal beta28 aka "Beyond the Darkness"
As promised here comes T-Engine4 and ToME4 beta28 ! See http://te4.org/
Don't forget to help ToME by with donations( http://te4.org/donate ) !
Release highlights:
- Fixes most crashes
- Many smaller fixes
- Fixed character registration
- Much improved chat UI, scrollable, items/creature link ability, spoilers channel
- Various balance tweaks
- Reduced the length of the orc prides and hte high peak
- New unified and improved levelup screen
- New items tooltips with easy-compare feature
Expanded changelist:
- Confusion power is reduced by confusion resistance
- Many new zone specific creature tiles
- Reworked Aegis into a shield boost and replaced Contingency with Shielding
- It is now possible to create rings and amulets from unique gems
- Creatures inside the ring of blood can not see outside of it
- Reduced the four Prides to four levels instead of five
- Reduced the High Peak to 10 levels
- The Transmogrify menu option is correctly filtered
- Super high level psionic leeches can not get 0 cooldown
- Equilibrium and Paradox now show failure chance in the left pane
- Charsheet is on normal dialog background
- New levelup screen, merges both stats and talents and adds way more nice stuff. Thanks graziel!
- Dominant Will can not take control of dead creatures
- Exploratory farpotal exits can not be dug away
- Timeless does not affect timed effect with the "time" type
- Reduced chances of orc patrols
- Fix weird tiles/crash when coming back from the Fearscape or the Eidolon plane
- Conduit does not make resting infinite
- Oozes correctly reset their MOs when splitting
- Added a 10 seconds timeout to online character registration
- If a character has not been registered online the game is more lenient and can try again later
- Assigning a hotkey to a talent now removes the previous hotkey for that talent
- Mouse running will try very hard to avoid traps but if there is no way out but a trap it will walk through it
- Fix a rare random start crash
- Can not teleport outside the arena in the arena unlock
- Arena unlock NPC is now a bit more visible in Derth and will also ask the player to come talk to him
- Can not have two events at once in the worldmap
- Two new achievements related to the "room of death"
- Improved items tooltips with more color. Also when an item tooltip is show, pressing control will make it display the differences with your current equipped item for the same slot
- The Trapped! quest can only happen in some places now
- When using Dominant Will it is impossible to access the slave's inventory
- Fixed the error spam when freezing creatures
- Carbon Spikes will now regenerate over time
- Anomaly chance is now reduced by willpower like failure and backfire
- Switched anomaly and backfire chances
- Elite horrors will be more dangerous and have more hit points (but generally rarer)
- Carrion Worms are more dangerous
- Dredge Frenzy no longer costs paradox (preventing offscreen anomalies)
- Fixed precognition
- Fixed borrowed time timed effect tooltip
- Few typos corrected
- Paradox Mage unlock made easier, the future self will now cast Sever Lifeline after about 20 turns which ourights kill the target 4 turns later if still in LOS
- Disarm now requires a melee hit to work
- Dying while confused correctly removes sustains
- The last few creatures with a 20 FOV are now at 10 like the others
- The heart of the sandworm queen now grants unlockable harmoy tree if unknown, learns it if known and increases mastery if learnt
- When an NPC uses Feed on you, you get a debuff that goes away if the NPC dies or you switch level
- When changing list in inventory or store display the tooltip correctly updates
- When dropping items the inventory item description correctly updates
- Dark Tendrils correctly checks for pinning resistance
- Bosses whose artifact has alredy been generated will not be deprived of artifacts anymore
- Arcane Blades lost the Divination tree in favour of the Aegis tree
- rng.range, rng.float have now reversable parameters
- The Transmogrification Chest now correctly handles stacks
- Norgos correctly drops an artifact now
- Borrowed Time is now a time effect
- Random bosses/elites have a correct mastery level
- Fixed a crash when selling item stacks
- Rename wizard hat defender ego to aegis
- Cancelling Disperse Magic no longer casts it on you
- Unstoppable correctly prevents all healing
- Items and creatures can now be linked in the ingame chat
- Chat log can now be scrolled
- Clicking on a channel name will popup a big scrollable chat log
- There is now a "tome" and a "tome-spoiler" ingame channels
- When messages appear in the non-current channels their button will glow and the messages will not be put in the game log
- Ctrl+M shows the game log or the chat log depending on which window is active
- Shift+space allows to cycle through chat channels
- Gloves and Gauntlets artifacts now provide armour
- Levelup indicator in the left pane
- Fixed lore 2 of Lorekeeper Hadak
Have fun!
WTH transmogrification chest?
I just broke the game yesterday.
With the transmogrification chest, you can destroy plot items by clicking on them in the inventory and using the "transmogrify" button. In fact, it can even destroy itself. That would be an interesting topological exercise to say the least.
VIDEO -- Yiilkgur remade in Minecraft!
This didn't take too long; only a couple of hours. Sorry for the terrible quality. I used INVedit and Minecraft 1.6.5 SSP.
- pteriforever's blog
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VIDEO -- Yiilkgur remade in Minecraft!
This didn't take too long; only a couple of hours. Sorry for the terrible quality. I used INVedit and Minecraft 1.6.5 SSP.
- pteriforever's blog
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Tales of Maj'Eyal beta27 aka "Orbituary"
As promised here comes T-Engine4 and ToME4 beta27 ! See http://te4.org/
Don't forget to help ToME by with donations( http://te4.org/donate ) !
Release highlights:
- Many important bugfixes
- New Archmage starting zone: the Abashed Expanse
- Replaced Nature tree with Aegis tree
- Various balance tweaks
- Adventurer parties now can drop alchemist quest ingredients
Expanded changelist:
- When the player has the transmogrification chest a new "Transmogrify" option is available in the inventory item menu
- Most lore notes will not popup if already known (aka: via the sher'tul fortress library)
- Spell sustains will correctly disable when learning antimagic
- Freeze cooldown is now always 3 turns higher than the freeze duration. Damage increase accordingly so no loss there
- Ice Storm got a new, much cooler, effect
- Flameshock when using Burning Wake will leave a trail of fire of the correct shape
- Recalling out of the dark crypt on lvel 4 or before wont wrongly grant the Savior achievement
- Reduced the cost and cooldown of Ice Storm and Tidal Wave
- Fixed tactical infos for Fire Storm, now NPCs will use it
- Random zones from the Exploratory Farportal will not let you get out of the normal level range, nor let you miss the way back home
- Left pane now shows the kind and status of temporary effects in the tooltips
- Replaced the Nature tree with the Aegis tree
- When frozen the movement keys will do autoattacks to the ice
- Grids can be made passable by projectiles but not actors using pass_projectile
- Storm Wyrms/Drakes are not lonely fellows anymore, they have escorts just like all other drakes
- If the Eidolon is removed by any means from the Eidolon Plane it will instantly come back
- Human, Halfling and Elven archmages now start in Angolwen
- All non zone specific NPCs now have a proper tile!
- Archmages starting in Angolwen can now go into the Abashed Expanse
- New zone: Abashed Expanse, a part of Eyal torn away and thrown into orbit far above the planet
- Frozen now splits damage 40/60 instead of 25/75. Also while frozen you can not get any new detrimental status effects (the existing ones are kept however)
- Manaflow cooldown reduced
- Manaflow and Manasurge runes are now disabled while a mana regen effect is active (just like life regeneration effects)
- Drain will not work on oneself anymore
- Toxic Death will only spread to foes
- Fixed the jewelry creation
- Fixed the "black map" bug
- Fixed some achievements when not using shockbolt tiles
- Adventurer parties encounters are now correctly hostile
- Fixed One With Nature
- Corrected Flameshock description
- Rebalanced many Brawler talents
- Brawlers have a new talent in finishing moves (Concussive Punch)
- Removed Rushing Strike but Brawlers now can learn Rush more easily
- Finishing moves may now be used without combo points but at reduced effect
- Pugilism talents that used to grant more then one combo point now
- grant their additional combo points at talent level 4
- Increased damage scaling on most brawler striking talents
- Unarmed Training is now a class tree and based off cunning
- Conditioning tree now requires strength to learn instead of con
- Reduced Spacetime Tuning Cooldown
- Gloves & gauntlets should display correct damage mods
- Damage Smearing will now convert all damage except temporal damage into temporal damage over time rather than arcane damage
- Adventurer parties that wander the worldmap have been busy slaying stuff, they can now have ingredients for the alchemists quest
- Fixed Silent Blade
- Removed nightmare mode achievements (since nightmare mode is no more)
- Fix Arcane Eye at level 5
- No random lore appears in the random zones or in the islands of Rel
- Non-moving creatures will not try to flee
- Dominant Will correctly appears in the right click menu
- Fixed a rare combo of talents that could make a brawler random boss enter an infinite loop
- Telekinetic Leap respects the talent range
- Fixed the random crash/weird textures when coming back from the Eidolon plane
- Fixed Huge Appetite achievement
- Movement tutorial appears once again
- Frozen tooltip updated to clarify that it blocks teleport & heal
- Missing tooltips in the character sheet
- Fixed vertical doors in shockbolt tiles
- The "room of death" is the Vor Armoury is guarded by sealed doors
- Chrono worlds will now clear on level/zone change
- Paradox clone debuffs will now prevent the player from leaving the level or zone door to the past no longer increases paradox but may cause anomalies while active
- Six new vaults from the vault contest and a new unique for the winner, Burbs Lull
- Fixed a leak of particle systems
Have fun!
- darkgod's blog
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The dangers of a new world
My level 45 Skeleton Shadowblade ( Roguelike ) had everything he needed to beat the game. With the first pride already defeated I decided to look for a clean amulet, as I managed to save the Jewel Master for the first time and wanted to try it out.
So I jumped into the exploration farportal to get more nice items and a white amulet, only to end up in a sandcave full of multihued dragons of all ages and liches.
After defeating the first drakes, I kept getting harassed by shadows, summoned by the liches. Dozens of shadows, arriving in packs every few turns, no matter where I tried to hide.
Survival still was possible, even with the shadows constant assault draining my ressources.
But then I tried to get rid of the first liches, without full stun resistance to protect me from the ice, I became lenient from my victories against the pride, the constant onslaught of the shadows and the lichs with powerful ice spells brought me down ( from outside my view due to a corner ).
And so ends another promising tale with a tragic end in the probably most dangerous exploration level possible.
- Dekar's blog
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Revenge
since the last beta, a lot of my characters got killed by the permafreeze combo of shade, rhaloren boss, wrathroot... Now, for the sake of revenge, my shaloren archmage toke down those unfair enemies with their own weapon... "c'mon dude, why don't you attack? oh sorry, you are completely and defenslessly struck in ice, poor baby. Where is your god now?" *evil laugh while fireballing everything that moves*
- Galmir's blog
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Always extinguish your golems in public places!
Alchemist golems have a fairly buggy move called molten skin. It is the final ability of its "magic" skill tree. Here is my advice: skip it.
1. The golem will not use this ability if you are within its aura radius because it believes this will damage you. (It is the same reason a hydra will not use it's breath attack if a friendly is in the way)
2. 10ish damage/round at level 12 is pitiful damage.
3. The golem will use the skin in town, like say, a town where the locals are quick to anger like the Gates of Mourning. It will nick one of the guards and you'll find that your game is now over because the entire town hates your guts.
Until next time, please observe the no flaming golems sign.
