t-o-m-e.net DNS failure
Hi,
For a few hours now the DNS for t-o-m-e.net does not resolve, making the old ToME2 site, the forum, the wiki and the mailing list unable to be reached.
I have contacted the DNS provider and awaiting an anwser, I will keep you posted.
If this does not resolve (or not fast enough at least) I will setup new subdomains on the te4.org domain for the existing services.
Sorry for the inconvenience, it pisses me off to ;)
In the meantime, go play beta8! :>
T-Engine4 / ToME4 beta8 unleashed!
As promised here comes T-Engine4 and ToME4 beta8 !
Many things got balanced and fixed this release, I will welcome comments! :)
Some internal changes to the engine to make things simpler/easier for module makers, make sure you read the change list.
Release highlights:
- Much balancing and fixes
- Images for nearly all objects
- Many new egos and artifacts
- Two new "secret" mage subclasses (unlockable)
- Projectile system
- New talents for warriors
- Two new Orc Prides
Expanded changelist:
- Fix map crash in Angolwen
- Fix unided ego objects
- Fix character sheet line feeds
- Fix Shield Pummel shield attack
- Fix warriors archery mastery
- Personal achievements showing up in character dump
- Tooltips show up over other UI elements
- Apprentice mage quest does not mistake an Alchemist for an Archmage
- Talents that have hostile actions will default to hostile targets
- Generic talents will be displayed as such in the talents screen
- Fix many alchemist issues
- Wildfire talent line
- Ice talent line
- Golem can be renamed with the Refit Golem talent
- New physical talent line for warriors: Superiority
- New physical talent line for warriors: Warcries
- New Projectile entities, some spells/archery/... use them to make a real projectile that travels the map (very very fast)
- New ActorProject:projectile() function that works like project() that that creates a projectile
- Many on hit effects wont trigger if the target is already dead
- Rebalance and add new powers to Alchemist class
- Fix game menu mouse/keyboard interaction
- Add new bow artifact and egos
- Add new sling egos
- Add ammo egos
- New egos: helms
- New item type: cloth hats (wizard hat)
- New artifact: Glamdring
- New egos fors leather caps
- Allow activable objects to run a talent
- New egos: charged (prefix), allows to use a random talent, with charges (do not self recharge)
- Added many new images by Mushroomhermit
- Resting now gradually improves your life/mana/stamina regen rate, so that it does not affect short restst much but reduces waiting time on long ones
- New artifact: the Tome of Flames (not available everywhere)
- Divine/Glyphs are now all projectable to a distance
- New Entity:getDisplayString() method that returns a string that makes drawColorString* display the entity image inside the text (only works on cards that can do framebuffer objects)
- Inventory, stores, tooltips, ... now display the image
- Fixed Sunburst description
- Most zones can now have all existing NPCs, but non-native ones are rare, to spice things up a little
- The scribe in Minas Tirith and Gates of Morning and the Staves & Wands store in Angolwen can now recharge charged objects
- Added multi-hued dragons to the generic set of monsters, beware of the Greater Multi-hued Wyrm .. it is quite nasty
- Added monster pits to some zones, have .. fun
- Fix store selling not updating after object identification
- Moved the cuttle little bunny to be old forest only
- Can not read scrolls while blinded
- New zone: Vor Pride
- The Orc Pride bosses now have the rank of elite boss
- Most NPCs that have sustainable talents will be created with them active
- Changed the max life rank adjusting formula, this should result in more life for all actors at high level, specialy for bosses
- Changed level.ups[1] and level.downs[1] to level.default_up and level.default_down. You must update your module, probably in Game:changeLevel().
- New engine interface PlayerMouse, this handles the default mouse actions, so that modules can easily implent them. You are encouraged to switch to use it.
- New engine interface GameTargeting, this handles all the complex targeting code for you. You are encouraged to switch to use it.
- Updated both ToME and example module to the new interfaces
- Example module now uses display strings and shows a tooltip for Grids
- Example module now comes with both talent & actor seen display enabled
- Do not compute FOV when blind
- Stealth now works correctly for monsters
- Improve faction function descriptions (yufra)
- Fixed levelup stats to not take into account equipment
- Redesigned how NPCs in ToME get rarity, this affects most zones
- Added some more orcs
- New zone: Grushnak Pride (THIS IS A TEST, the zone is not completly done)
Have fun!
- darkgod's blog
- Login or register to post comments
T-Engine4 / ToME4 beta7 unleashed!
As promised here comes T-Engine4 and ToME4 beta7 !
Maybe a bit less stuff in this release because the rebalancing of class/generic talents and the Alchemist class took much much time, but it's all for the best!
I am going for a week and I did not want my fellow players/testers to miss the alchemists!
Release highlights:
- Much balancing and fixes
- Screen UI change
- New Class: Alchemists (base, no unlock needed), infuse mana in gems to throw them like bombs, control your golem and harness the true power of your staff!
Expanded changelist:
- Check encumberance upon strength change
- Changed left side panel, shows less useless info, shows current effects, displays minimap
- Fixed a bug with negative weapon power
- Begin turning easy mode into a tutorial, not done yet, disabled
- Fixed stores
- Fixed Get Quantity prompt
- Weapon training talents now tell what effect they have
- Fixed anaconda rank (no it's not an elite boss!)
- Left mouse drag does not move the player
- Renamed talents to "class talents" and skills to "generic talents"
- Restored 3 stats points, 2 class talent points and 1 generic talent point at birth
- Tweaked a lot of talents to switch between class/generic
- Tweaked a lot of classes have a better balance of class/generic talents
- Replaced 2handed weapon talent "Crush" with "Blood Frenzy"
- Fixed ranged defense stat to affect ranged attacks instead of melee ones
- Remove out of focus sleeping mode to prevent the dreaded black screen bug
- Increased exp curve
- Health talent requires more CON
- NPCs get some random resists as they levelup
- Reduced Feather Wind defense bonus
- PlayerRest interface can now be used to rest for various events
- Fix Sun Flare damage
- Resizing the window does not make mouse movement bug
- Fyrk got more life
- Staves do elemental damage
- resolvers.rngtable{} added
- If actors die from a DOT they wont act upon their death
- Zone:makeEntity() now can accept a fifth parameter, if true it will filter by generating a probability table with the filter, this way there is no possibility of not getting an item that is possible to get
- Rings of invisibility and amulets of telepathy now have a cost to using them
- Sanity checks to level generators, thanks shoob
- New class: ActorsSeenDisplay, it displays a list of currently seen actors
- Tab will now switch between hotkey & actors seen display
- Resting in water will fail if the player has no water breathing
- Many character dump improvments by shani
- New class: Alchemists, mage subclass, available from start
- Note in the UseTalent dialog which talents are currently sustained
- Fixed kinetic (now phase), of deflection, .. type of egos to not erase the previous stat of the object but add to it
- All bosses are immmune to instant kill abilities
- Bad shaders should not crash the engine, just not work
Have fun!
New class: Alchemist
Coming next beta, the Alchemist class.
They can infuse raw mana inside gems and throw them like bombs, have a permanent golem companion, can use their staff better than anybody else (and at range!)
Here is a small example of an alchemist throwing out a lightning bomb:
T-Engine4 / ToME4 beta6 unleashed!
As promised here comes T-Engine4 and ToME4 beta6 !
See
OSX binaries will come hopefully tomorrow and the linux binaries are suspended for now until I find a good way to make them.
This release is mostly beta5 without the bugs, plus a few other nice display things to make your wait worth it :)
Changelog:
- Fixes random crashes and load errors
- Reworked the internal CMap, it now does not know what a terrain or an actor is, instead the map objects are just textures, positioned on a z-order, each map object can tell if it can be seen, remembered, ...
- Trees are now made of two or more map objects, a patch of grass and one or more tree, randomly placed on the tile, to make forests look less tilish
- Fix shaders to always use floats
- Fix dual shot to only use 2 arrows
- Random tree layout will try to place lower trees on top
- Fixed FOV update when running
- Don't allow jumpgate to work between levels
- Fix lots of monsters that did not deal damage
- Download without music (for slow connections) are available
Have fun !
T-Engine4 / ToME4 beta5 unleashed!
As promised here comes T-Engine4 and ToME4 beta5 !
OSX binaries will come hopefully tomorrow and the linux binaries are suspended for now until I find a good way to make them.
Release highlights:
- Much balancing and fixes
- Changed spells and physical damage formulas to be less dangerous at low level and to scale better
- Split talents into talents (combat oriented) and skills (utility oriented) with points for each
- First use of opengl shaders
- Lots of new high level content to advance the story
Expanded changelist:
- Window resizable again
- Gates of Morning now has a unique map
- Talents level screen now show next level and current level
- Actors can now have no max level (and they do not in ToME)
- Switch to left mouse click to move
- Can keybind to mouse buttons
- Moving the mouse in target mode will do freemode targetting
- Left click in target mode cancels, any others accept
- Using stacked objects will now give a correct message
- Fix cloned actor placement
- Objects default to price 0
- Only one hymn is usable at a time
- Fixed wilderness encounter chance
- Unremarkable cave is now exitable
- Fix chat dialog mouse input
- Gems added, useless for now(well they can be sold), will be used for crafting later
- Ego items now vary in price based on their level of bonus
- Fixed shadow similacrum
- Actor's Emote system
- Chain lightning does not hit the caster
- Tweaked exp chart, later levels should be easier to gain
- Ardhungol is no more fully lited and rememberd
- Most texts are now anti-aliased
- Engine can outline ASCII tiles to make them more visible
- Quick Weapon Set Switch key (x by default)
- Chat class will give better error if it can not load a chat
- Temporary effects last their correct durations
- Changed all damage formulas to be less linear
- Melee damage is now fully dependent of stats. A 15 STR actor wielding a mithril sword will not do devastating attacks (but still have powerful ones)
- Melee/archery damage stat on weapons is renamed "power"
- Refitted all damage formulas to use more explicit and generic (and bound) functions
- Players now start with all talents & stats assigned
- Quick Birth
- Water now uses OpenGL shaders
- Changed some spell cost
- Sandworm Tunnellers are now invulnerable
- Confirmation prompt to stores
- Allow the UseItemDialog to handle mouse correctly
- OpenGL Framebuffer Object (FBO) support available to modules
- New zone: Mount Doom
- New zone: Eruan
- New zone: Rak'shor Pride
- New quests to advance the story
- NPC stat leveling is limited in the same way the player is: natural max of 60
- Sand drakes are now a 'D'
- Split talents into talents and skills. Both have their own points. Talents are class defining stuff, mostly combat oriented while skills will be learnable by more classes and are mostly utility
- Increasing stats/talents will recast sustained talents (with a few exceptions)
- Archmages now get access to Enhancement school
- Stealth & invis are now only checked every few turns, giving miore chances to rogues
- Display hp/stamina/mana/... as color bars
Have fun!
New Zone: Mount Doom
Here is a short video of a new zone of the next beta: Mount Doom
You must rush to the end before .. something bad .. happens!
But a horde of orcs will come and try to stop you, a line of sun paladins form to buy you some time, but do not linger!
You can also see a very small shader (used to make the lava "glow") and a new feature: actor emotes
- darkgod's blog
- Login or register to post comments
T-Engine4 / ToME4 beta4 unleashed!
As promised here comes T-Engine4 and ToME4 beta4 !
OSX binaries will come hopefully tomorrow and the linux binaries are suspended for now until I find a good way to make them.
Release highlights:
- Fix the random crashes that could happen, you should be safe now!
- Changed ALL musics, please give them a try, they are very much worth it!
- Two new zones
- A new class
- Much balancing and fixes
Expanded changelist:
- insane mode cannot cheese stats
- fixed crash on some platforms when entering levels (or even just randomly)
- hostile encounters in the far east
- fix achievement "that was close"
- fix savefile code on OSX
- Static map generator can use getMap() function inside maps to access the Map object and change it directly
- the far east map central mountain is under a particle shield, where the High Peek will be located
- staves are 2 handed
- cannot wield a 2handed weapon + 1 offhand
- new musics by Celestial Aeon Project
- music volume setting
- ego staves of wizardry and rarer and more expensive
- OpenGL shaders support (not used yet)
- changed the C map code to handle multiple textures (mainly used for shaders)
- more orcs in the moria
- arcane power is a sustained effect and level 1
- manathurst is level 2
- mages now start with arcane power instead of manathrust and lightning instead of corrosive vapour
- some monsters now have escorts
- new troll: the mountain troll thundered (elite)
- New class: Anorithil! We stand between the darkness and the light
- Rush & Blinding speed switched position to make rush easier to get
- New talent "Heightened Senses" in cunning/survival tree (2nd position)
- monsters now have lite(does not show)/infravision/
- stealth/invis now prevents the monsters from targetting you
- light makes it obvious where you are even if stealth/invis is active
- stealth disables light automatically (invis does NOT)
- a warning pops up if a monster targets you while stealthed or invis
- stealth gives 1 invrafision
- stealth more powerful at level 1
- fix zone loading (does not recompute level)
- level decay works correctly
- tactical mode active from birth, stays on between saves
- changed trollshaws as the starting zone
- flyers are not seen unless seen
- most zones have a 5 level range now instead of 11
- New zone: Carn Dum, same tier as Old Forest, Maze, Sandworm Lair
- scrolls & potions have gradual chance of destruction based on damage done
- money is now auto-picked up
- nerf angmar' fall a bit
- fix fire & cold breath to do more damage
- fire drake summon is immune to fire
- turtle summons now get a shell shield talent
- minotaur summon now uses its abilities more often and last longer
- jellies summon now have more life
- fix lightning breath for hydra summon
- resting/running is impossible if loosing air
- fix summoning targetting
- player does not get infinite energy while controlling a summon
- allow dual (or more) egos engine-side and in ToME
- knockback breaths/balls will not do multiple knockbacks
- mage quest can now accept rings/amulets too, if mages are unlocked the staff of Angmar Fall will be enough too
- new zone: Unremarkable Cave (random encounter in a specific location of the far east)
- Ego items powers are based on the material level of the base object. A mithril weapon will get better bonuses than an iron one
Have fun!
- darkgod's blog
- Login or register to post comments
New class: Anorithil. We stand between the darkness and the light
Coming next beta to you, I present the Anorithil!
And a little gameplay video with one:
- darkgod's blog
- Login or register to post comments
Beta 3 for OSX is available
As promised beta 3 is available at http://tome.te4.org/
Enjoy!