Blogs

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

http://tome.te4.org/

http://te4.org/

http://blog.te4.org/

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

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!

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:

Beta 3 for OSX is available

As promised beta 3 is available at http://tome.te4.org/

Enjoy!

T-Engine4 / ToME4 beta3 unleashed!

As promised here comes T-Engine4 and ToME4 beta3 ! This release improves many aspects of the game, adds new content after Tol Falas, introduces a new unlockable class, the Sun Paladin. Note: the windows binaries are now compiled in debug mode, so people who experienced random crash please run it under gdb for me (see this link: http://doku.t-o-m-e.net/tome4:running_tome_with_gdb) Note2: When you'll have unlocked sun paladins you'll probably notice they do not start in a "logical" location, that's normal I'll implement it later but I wanted people to try them. OSX binaries will come hopefully tomorrow and this time around we fixed them ;) Changes in no particular order:

  • many fixes
  • when attacking the assassins in the special encounter they get hostile
  • some more info in the savefile description for ToME
  • tells the player when he spotted an hostile while running/resting what it is and if it is offscreen
  • Escape works in quantity prompts
  • 4 difficulty settings: Easy/Normal/Nightmare/Insane
  • toned down the starting traps damage
  • Forest level generator
  • Level generator now ensures connectivity from entrance to exit and to level guardian usnig A*
  • Trollshaws switch to "Forest" generator, using fBm noise
  • add Cavern level generator, also based simplex noise and some floodfill
  • Keybind screen scrolls correctly on 800x600
  • many typo fixes
  • player profiles, replacing some settings, achievements wont transfer but unlocks will
  • BSP generic class
  • Town map generator
  • better particle engine; particles can follow an actor
  • many new spell effects
  • scroll of shielding
  • fix phase door & teleport to not be stopped by LOS
  • fixed savefiles for OSX
  • fireflash effect
  • extended quest line after tol falas, moria is now available
  • most talents now warn the player when self-targetting
  • cannot die in the ambush of tol falas
  • killing ukruk is now supported in tol falas ambush
  • all sustained talents deactivate if the ressource they depend on reaches 0
  • changed all speed mods to be a percent and compute them right (+100% means twice as fast not infinitely faster)
  • reduced shadowstrike damage
  • all crits are now 150% instead of 200%
  • stun/freeze/slow/pinned/confusion/blind durations reduced based on rank and physical/mental/spell resistance
  • Freeze cooldown increased to 5
  • "hit warning" displays the direction of incomming ranged attacks
  • nasty surprise for the Master
  • monster can now have escorts
  • 2 new unique random boss
  • Monsters that can open door can now .. open doors :)
  • Anacondas dont stun, they constrict
  • New quest in the far east for access to the Gates of Morning
  • Added Gates of Morning (copy of bree for now, sorry!)
  • New zone: Ardhungol, lair of spiders
  • Sun Paladin class available

Have fun!

More spell effects! In video!

Beta 3 is coming in a few hours, and to make you wait here are some of the new spell effects you'll find inside! Here we can see fireflash, manathrust beaming, lightning and some more:

And there a demonstration of the hit direction warning and persistent spell effects:

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