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David Gervais tiles mod v 1.1 for Tome4 Beta17

Here is a mod to include some tiles from David Gervais into Tome4 main module. The mod is far from complete, but right now most of the objects are done, and some monsters too.

Most of the tiles come from the work of David Gervais, under the Creative Commons licence CC-BY 3.0. I have hacked some of them to follow Tome4 universe; those new tiles are of course licenced under the same CC-BY.

In some few cases, I have added tiles from other sources. In each folder containing tiles, there is a "licence.txt" file describing what belongs to who.

Material decisions

I have made some decisions regarding the colors of the different materials. The idea is to decide at a glance what is the material of the object. I hope my choices follow this!

Metal

- iron: rusted red
- steel: base tile
- dwarven steel: darken gray
- stralite: golden
- voratun: blueish from base tile

Leather

- rough leather: light brown
- cured leather: brown
- hardened leather: dark brown
- reinforced leather: dark brown
- drakeskin leather: green

Wood

- elm: brown
- ash: gray
- yew: dark gray
- elven-wood: green
- dragonbone: dirty white

Progress

Here is the progress status:

Objects

90% done (some gems missing, some artifacts and maybe whips)

NPCs

5% (ants, bears and wolves are done)

Terrain

0% (not started)

Player

0% (not started)

Download

You can download this mod at:
http://www.elderlore.com/wp-content/plugins/download-monitor/download.php?id=4

Install

Unzip the file and extract the "data" folder to your "t-engine4-windows-1.0.0beta17\game\modules\tome" folder.

Beware that some regular files will be deleted and replaced. If you want to come back to the previous state of Tome4 beta17, install it again in the same directory.

Started Using GDB on the backend.

Not too complicated to use though in writing the .bat file (its been 20 years or so since I last bothered with .bats) I think I got one of the path's wrong because I got a message to that effect from the command shell though it does not interfere with the running of the program.

The error I am hoping to reproduce seems somewhat random so it might not come up at all. I am trying to get it to crash again on entering the name of a new character. So far it has happened twice now but no indication of why in the stdout.txt file and nothing at all in stderr.txt.

Stuck waiting for a fix...

Blah my dwarf Wyrmic finally hit level 10 and then got into the unknown tunnels quest and is now stuck. Seeing as how I had to lose about 20 previous characters to get one to level 10 in normal mode this is frustrating indeed. Hopefully the saves will be usable in this next version.

T-Engine4 / ToME4 beta17 aka "Wintertide" unleashed!

As promised here comes T-Engine4 and ToME4 beta17 ! See http://te4.org/

This is a "quick" release to fix a bad crash in beta16 and it brings along some fun goodies too!

(No, no Sher'Tul Fortress yet, it will be in next beta)

Release highlights:

  • Fixes crash & bugs
  • "Smooth movement" animations
  • Some quality of life improvments
  • Online charsheets now contain metadata; the website will be updated with search features
  • Change in the way the difficulty levels are named (again ;> )

Expanded changelist:

  • Inverted the list of zones in the first quest, by special request of Zonk !
  • Renamed talent Fire Imp to Ritch Flamespitter, to be more in line with the nature feel of the class
  • Improved War Hound melee damage and speed
  • Archery low ammo reminder does not identify ammo
  • Ammo counter added to the left pane
  • Removed the freeze image, it seems to lead to some .. crashes
  • Friendly NPCs will not take it lightly when attacked - without having to involve their whole faction
  • When talents do not have enough resources to be used they will be greyed out in the hotkeys display
  • Angolwen is now populted with NPCs
  • Fix typo in the Circles talents
  • Dropping items from the inventory dialog will correctly update the title
  • Can not use the stores in Zigur after attacking it
  • Change Old Man Willow to Wrathroot in the quest description
  • Optimized OpenGL code somewhat
  • Halflings are "small"
  • Fixed duplicate artifacts (hopefully, please keep an eye open for them)
  • Level feeling when entering a level lower than your own or higher
  • Improves the speed of Stone Prison crumbling
  • Fix absorption shields to not ignore the last blow
  • Faeros and Gwelgoroths are correctly immune to diseases instead of "deseases" :)
  • Meditation only affects wild gifts
  • Racial stat bonuses do not count toward the max of 60
  • Both base & actual stats are displayed in the leveling screen
  • Silly Aeryn will not talk about Numenor anymore
  • Fix the directions Aeryn provides
  • Renamed Strength & Willpower infusions
  • Shuffled the difficulty modes again. Now "Easy" is the old Discover; "Normal" is a multi-lifes mode; "Hardcore" is one life and the rest did not change
  • Catalepsy will not give too many "resist" messages
  • Eruan and the Charred Scar can scale higher
  • Can not avoid one of the possible outcomes of the endgame
  • The lost merchant can not block people in corridors
  • Birther.new() takes a new first parameter: either nil or a special title to display. *WARNING* modules need to update
  • The game will now display the current number of unlocked birth options and the max during character creation
  • Added Entity:setMoveAnim(oldx, oldy, speed) method to make entities move around the map with smooth movements. This is not used by default, modules can choose to use it or not
  • A new option (in the game options) is available to change/disable the "smooth movement" effect
  • Online charsheets now store some more flags that will later allow the website to be used to search for characters

 

Have fun and don't forget to help ToME by with donations!

ToME 4 Streaming Guide

I just uploaded a guide to the wiki for streaming ToME 4 on Ustream using freeware tools.

http://te4.org/wiki/tome4-streaming-guide

^Check it out here.

who carries whom?

sometimes i try to imagine what my character looks like. which involves amusing things.

so what the monsters see is a huge tree trunk with a midge of the non-swarming kind attached to it. the midge being gwydion the halfling arcane blade...

Donate to keep ToME4 alive

Hi my fellow players!

I have setup a donation page on http://te4.org/ to let you donate astronomical, or not, amounts of money to ToME and his creator - myself ;)

ToME/TE4 will always be a free open source game, but it would not bother me in the slightest if it could help me feed my family. If there are enough donations this could augment the amount of time I have to spend on ToME/TE4, for your own enjoyment!
Lastly if there is enough donations I also intend to redistribute some of it to the talented people that made the musics and the gfx (even though they did not ask for any, it would be kind IMO; and could maybe speed up the gfx drawing ;> ).

If you can not or do not want to donate but still enjoy the game, remember that a kind word on the forums is always appreciated too, keeps the morale up!

Please visit: http://te4.org/donate if you are interested in helping ToME go forward.

Thank you all

The Endless Sacrifice

I have been trying to unlock the skeleton race. I heard from a friend there is a chance of unlocking it every time a character dies to a skeleton, so I have created dozens of characters with the single mission of dying to skeletons. I have spent hours doing this. Is there any tips or tricks that could help me? I feel as if I am missing something. Also, can I remake the same character each time as the sacrifice, and does death to The Shade and the skeletal mold count?

OK... So NOW I want a house. Or at least a locker somewhere... ;)

I made the suggested Dwarven Fighter as my first character. Level 9. Doing pretty well. Maxing strength at each level.
Just found "Voratun Plate Armour". The first non-iron Plate I have found. Shivering with anticipation and delight I look at it. Glorious!!!

Except for one thing. Strength requirement of sixty. 60!!!! I am going to have to carry 17 Enc worth of Plate around with me for the next 10 or 15 levels!!! Cannot really be unhappy about that, but... Doh!!! The frustration. :)

T-Engine4 / ToME4 beta16 unleashed!

As promised here comes T-Engine4 and ToME4 beta16 ! See http://te4.org/

Not everything I wanted to have is in this release but my life is a bit complicated currently, not much free time until the end of the year, so those 118 lines of changelog will have to do ;>

Release highlights:

  • Online automatic character-sheets: all your characters will automatically be uploaded to te4.org
  • New class: the Doomed
  • New trees for Anorithils
  • FOV code speed improvment
  • Persistent hotkey assignements when quickbirthing!

Expanded changelist:

  • Can not be stuck on tannen tower
  • Positive energy is magic!
  • Z'quikzshl the skeletal mold has been demoted from Boss to Unique rank
  • The Rod of Recall is now dropped by Bill. Rejoice!
  • Many typos!
  • Removes mentions of some left over tolkienian names
  • Warning about the crypt danger
  • Custom mouse cursor support (disablable in the video options)
  • Infusions & Runes can be used while silenced
  • The game now computes "keyframes", those are the number of reference frames displayed. Simply this means that particles effects and such that are dependant on being called 30 times per seconds now work independantly from actual FPS.
  • Game:display() now receives a "nb_keyframes" parameter, it should be passed to to the map an other such things (see the example module, it is easy to update, although technically not needed)
  • Requested FPS can be changed in the video options
  • Do not pop artifact quest in the ID
  • Maximun OOD creatures set to 6 in the infinite dungeon
  • The Ruined Dungeon is now persistant
  • Reduced the power of melee projection on randarts
  • Artifact bows/slings have default ammo
  • Fixed Dark Ritual
  • Inscriptions are now displayed in character sheet and dump
  • Creating a new incription slot correctly consumes the infusion/rune
  • Made it clear that overriding an inscription deletes the old one forever
  • Added new lore to Tol Falas, I am sure you'd love some undead poetry, wouldn't you?!
  • Renamed Tol Falas the Dreadfell
  • Infusions & Runes items now have a more descriptive name
  • Infusions & Runes variable values should scale better with levels
  • Randart themened name will be determined by the theme that has the higher powers in the randart (out of the possible theme names, not all themes have names)
  • Wild Infusion will only clear detrimental effects
  • Fixed spell crit multiplier increase
  • Aeryn in the endfight is a big biffier
  • Fixed cooldown for Cursed's Rampage
  • Disable equipment destruction by elemental attacks
  • Greatmauls now have the same attack speed as other weapons
  • Fixd the duplicate hotkey binding in the third hotkey page
  • Bad (online)profile data wont prevent load
  • Twilight gives the correct amount of Negative enegy
  • Forbid lore items in place of unqiues
  • Wands of trap destruction are much more effective now
  • Renamed Stalactitic Missiles to Earthen Missiles
  • Improved antimagic quets description
  • Switched Explosion Expert and Alchemist Protection
  • Talent category points now increase mastery by 0.2 but can only be sued once per category (instead of twice 0.1)
  • Ametrine correctly lights the target area when used with Throw Bomb
  • Fix bone shield, probably
  • Fix Brandish description
  • Runed Skull wont prevent using Imbue
  • Fixed Martyrdom
  • Added an achievement for killing Harkor'Zun
  • Corrupted talent description update
  • Gave a unidentified name to all artifacts
  • Reworked Nightmare and Insane difficulties. Instead of weakening the player they will generate much nastier monsters. You have been warned.
  • Demon Plane can only be cast on or by the player
  • Bow & Sling specific talents only work with bows or slings
  • Fix random/rare crash when saving
  • Fix Vestments of the Conclave
  • Sand tunnels will be strengthened by a second tunneler passing by
  • Improved the speed the NPC FOV calculation, should lag less on crowded big levels
  • Absorption shield talents now provide more info in the corresponding tooltip when activated
  • Demon Plane should not work on players possessing creatures
  • Updated online profile creation to work with the new te4.org website
  • Even if bosses are killed by non-actors (like traps or suffocation) the player gain exp
  • Using magic will correctly put on cooldown all antimagic talents
  • Hate regen (loss) lies on an exponential curve. Above 10 it falls very quickly. Below 5 it falls pretty slowly.
  • Hotkeys assignements are now remembered when doing a quickbirth
  • New achievement for killing Bill at character level one
  • Fix Geomancer's life rating
  • Reading lore does not randomly turn the font italic or bold
  • Renamed Trollshaws to Trollmire
  • Advanced Golemancy requires higher level
  • The Demonic Orb of Many Ways is identified as such when discovering the trickery
  • Entities can have a "__position_aware" flag to tell the map code to store their position in x/y properties
  • Infusion/Rune scaling is shown in talent info
  • canProject() returns 2 additional values, the explosion coords
  • Great many typos fixed by greycat
  • Improved talent tooltips
  • Demon Plane can not be used in zones forbidding worldportation
  • Domniation Hex is removed if the target is damaged by the caster
  • Automatic character sheet upload to http://te4.org/ each time the game is saved. The charsheets are then visible online, with colors and tooltips!
  • Character Sheet dialog now provides a link to the online character sheet url
  • Increased healing from shield of light on the lower end
  • Rebalanced shield of light positive energy drain (now drains up to 2 per hit instead of a flat 3)
  • Fixed Brandish targeting
  • Rebalanced Providence (lower duration but more healing, should encourage investing more then one talent point into it without it being worthless at one point)
  • Fixed Simulacrum and changed it a bit, added some cunning scaling
  • Made twilight scale off cunning
  • New Anorithil tree: Eclipse
  • New Anorithil tree: Circles
  • Fix the onslaught on Zigur quest
  • Killing the elementals in Derth will now currently trigegr the quest even if killed by a summon controlled pet
  • Character sheet now displays archery damage correctly
  • Fix a weird worldmap bug
  • Static map addZone and addSpot can take a 4th parameter that is a table to be merged into the spot/zone data
  • Ghoul & Skeleton stat increasing talent does not count toward the stat limit, like items
  • Fix Grace of the Eternals speed
  • Fixed quakes, again
  • The Summoner's Stone Golem does not quake anymore, instead it can use Unstoppable
  • Added new horror creatures
  • New class: Doomed (Afflicted)
  • Changes some of the talents of the Shades in the Shadow Crypt
  • Meditation breaks on damage
  • Clarify stealth tooltip
  • The Flooded Cave can be encountered again
  • The Shade can not bleed
  • Fatigue can not be negative
  • High level Phase Door & Teleport will indicate which targetting does what
  • Cyst Burst & Epidemic tooltip changed to note they only spread one disease
  • The alchemist's golem will not appear on the worldmap
  • Fix Crooked Club
  • Added lore to each of the orc prides
  • Effects duration is now displayed in left player pane & tooltip
  • Game modules will be verified against an online check; profile data logging and online charsheet will only activate if the game is found to be clean. This is to prevent developpers & testers from erroneously uploading false data
  • Frozen effects now reads as "encased in ice", making it more explicit that cold resist has no effect on it
  • Frozen provides a 20% resist all due to being encased in ice
  • Frozen creatures are shown more explicitly
  • Creating a new character over an existing one now prompts a confirmation
  • Added lore to the Temple of Creation
  • Reknor max level increased
  • Updated Cunning tooltip, it does not affect APR

Have fun!

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