As promised here comes T-Engine4 and ToME4 beta41 ! See http://te4.org/
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
Release highlights:
- Important bugfixes
- Many balancing changes
- Many talents & classes updates to make them more fun
- New "events" system, sometimes .. things happen
- Rares are less deadly at lower level
- New "rare" item kind, droped by rare NPCs
- Updated SDL for, hopefully, a better support of windows7
Expanded changelist:
- Blood Vengeance has a sustain cost
- Right-click on beneficial buffs allows you to remove them (like removing a weak regen to cat a better one)
- Object tier is written in objects tooltips
- Added new projectile param "friendlyblock", if set to false it will travel through friendlies
- Party reward selection dialog can not be closed without choosing
- Randelites only start to appear after completing the first zone
- Random bosses/elites that can multiply/split will only spawn normal version of themselves, not bosses/elites
- Can not get random elites bosses
- Random elites rodents (mouses, rabits, ..) that get Warshout will now instead do Warsqueak. Yes. Just because.
- Clear Mind torque will not remove brainlocks
- Fixed teluvorta bug on load
- Teluvortas now only swap 50% of the time
- Teluvorta swap now has a saving throw
- Fixed riposte not giving crit bonus
- You can tell the Eidolon you just wish to die now
- Random elites of low level ( <20 ) will now have a damage penalty based on their level. Starting at -40% at level 1
- Fix realtime mode
- New horror creatures, just because you all love horrors!
- Random elites do not appear in Easy mode
- De-activating Willful Tormenter will also disable other sustains until the max vim is > 0
- Keyboard movement updates tooltip in shops
- Rend, Acid Strike and Dark Surprise correctly refund vim when dealing a deathblow
- Goodbye Fake Skullcleaver!
- New artifacts
- Accuracy is based on willpower for mindstars
- Fixed offhand penalty for mindstars
- Switching to and from ambushes should be quite faster
- Updated SDL, should work better on windows7
- The Overpowered Wyrms on vor armoury can breath water
- Right click map menu can not go over the bottom of the screen
- AutoID is back in tutorial
- Psionic Grip/Bind is now a pin effect as the description suggests
- Temporal Reprieve has correct requirements
- Robe of Spydre buffed
- Slight nerf to Mind Sear damage
- Fix Hat of Arcane Understanding
- New object class: "rares" that work by additing random powers to a base item (not egos)
- Rare monsters now drop a "rare" item
- Fixed talent level restriction for rares (it was not working at all sorry for those fearscaping levle 2 trolls)
- Talent level checks for rares is doubled, that is to be able to use a talent requiring level 12 a rare would have to be level 23 (because of rounding)
- Duck and Dodge now is an Evasion effect triggered when the halfling takes damage
- Militant Mind now starts off capping at 5 foes and grants saves too
- Indomitable now clears existing stuns, dazes, and pins as well as prodiving free action
- Fix mindstar in telekinetic grasp
- Fix naming the lost merchant artifact when using #
- Updated fonts to use google's 'Droid' series
- Fixed random escorts spawning on daikara 3 and messing up the paradox mage unlock
- Fixed epoch spawning the player on daikara 4
- Fixed wormhole targeting at level 4+
- Fixed non-functioning bow and sling egos
- Fixed Storm Fury
- Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have only 5 levels instead of 10 (scale end benefi, just spread over less points). So melee classes will have more generic points for "other" toys
- Unarmed Mastery reduced to 5 levels too
- Bow & Sling Masery also reduced to 5
- Loadscreen now have little tips/lore pieces displayed at random
- Renamed Linaniil's sister
- Walking on a level changer popups a flyer to notify you
- Escorts will flee foes instead of attacking them
- Eternal Bone Giants will not ressurect 5 times
- Necrotic Aura updates when learning Aura Mastery
- Fearscape now has a negative vim cost per turn
- Knife Mastery renamed Dagger Mastery
- Anorithil escorts do not provide Providence but Healing Light (you can still learn the tree if you need providence)
- Alchemist escorts do not provide Imbue Item (you can still learn the tree if you need imbue item)
- Nerf a bit Gwai's Burninator
- Improved Higher talents:
- Overseer of Nations now also increases lite, infravision and heightened senses radius
- Born into Magic gives a higher benefit to spell resist and also +arcane% damage
- Higher's Bloom now lets your use any active talents without cost for a few turns
- Death Blow only uses half stamina and cooldown/cost are greatly reduced
- Blood Frenzy cost reduced and is instant use
- Juggernaut is now instant use and grants more damage reduction
- Onslaught costs less and has a lower cooldown, also uses much less stamina per turn
- True Grit also raises your all damage resists cap
- Undending Frenzy bonus increased
- Heave cost reduced
- Reduced cost of Cripple and Evasion
- Shield blocks now trigger a on_block(self, src, type, dam, eff) call on the shield if it exists
- +def gems now give +2-10 to all saves as well
- Citrines give +2 infravision in addition to their +1 lite radius
- Turquoises gives +10 see through stealth in addition to their +10 see invisible
- +damage gems now give +1-5% crit rate (phys, spell, and mind) as well
- on_resurrect event
- Undead Explosion now works on max life
- Sacrifice now provides a very special shield
- Improved higher undead chances on Minions Mastery
- Thunderstorm mana drain is now on hit, the hit is now a radius one ball and the sustain cost decreased a bit
- Defensive Posture penalty removed, mana cost reduced and also increases Armour
- Blunt Thrust now stuns instead of daze. At level 5 it always hits
- Nerfed a bit Eden's Guile speed boost at high Cunning
- The Teluvorta Swap effect now checks for line of effect, preventing the player from getting stuck in walls and making the encounter a bit more controllable
- Gnaw reworked to a special disease that can make a ghoul pop.
- Invoke Tentacle should work anywhere
- Fearscape will not trigger if the creaure casting it dies in the same turn it casts it
- All creatures that use arcane powers will now never spawn with antimagic equipment
- The automatic zone/level save on zone/level change will also trigger a main game save, so crashes can not "destroy" zones
- New demon unique and his nasty axe
- New feature: 'events'. Sometimes, in certain zones, there will be a special event, this can be anything from an old graveyard to a falling meteor
- Fix psi/equilibrium on crit
- Mindslayer talents now use mindcrit
- Physical Power is only increased by the mastery applying to the current weapon
- Quests grant/update are displayed much more evidently
- Duplicate entities protection
- Fixed a duplicate actor bug on talent change
- New levelup screen. Much faster, lighter, smaller and with less wall of texts!
- Grand Corruptor & friends will become invulnerable for only a few turn at the end of the fall of zigur quest
- Detect and remove player clones automatically
- Some Afflicted fixes
- New bows, slings and ammo egos
- New more "complex" traps to replace, in most places, elemental ones
- Life rating is shown on birth screen
- Rebalance gloves for non brawlers
- Rares under level 10 have their talent cooldowns x3, under 20 x2
- Catalepsy can not crit, because it works of dieases which can crit, so it wont double crit
- Stun will not put instant talents on cooldown, such as wild infusions
- Nerfed Overkill damage a bit
- Fix Fearscape when having an escort
- Overkill does not double-dip on +blight damage
- Detrimental status effect are not on the same line as beneficial ones in the HUD
- Gestures correctly will not work with two handed weapons
- Arcane Blades start with Aegis, Conveyance and Dirty Fighting unlocked
- Arcane Blades now use Cunning instead of Dexterity
- Arcane Blades now can unlock Battle Tactics and Superiority
- Arcane Blades, Arcane Combat now triggers less when dual wielding
- Arcane Blades Frost Hands changed to Shock Hands
- Arcane Blades Fire Hands now also regens stamina on hit
- Arcane Blades Shock Hands now also regens mana on hit
- Arcane Blades Arcane Destruction buffer, also upon a melee crit a random radius 2 ball will trigger
- Arcane Feed also increases physical and spell critical chance
- Thorn Grab now does not take a turn to use
- Merchant artifact reward will not give arcane items to antimagic users
- Killing a slaver will free its thralls in the slavers compound
- New achievement for saving many thralls
- Running over a trap stop running
- Using vim based talents will increase equilibrium a lot if the creature has any (nature hates corruptions!)
- Acid, Lightning, Cold Infusion now also benefit from +%damage gems
- Shockwave Bomb is not increased by Fire Infusion
- Items in the transmo chest will appear with a greenish background in the inventory
- Counterstrike also works to increase archery damage
Have fun!
- darkgod's blog
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RIP -- my social life...
I've been away from ToME for way too long, first it was work, and then it was two weeks vacation -- meaning that I barely played b40 at all. Finally got back home yesterday, and reading this changelog I feel like taking 3 or 4 days off from socializing altogether (friends and family can wait, right?) ;p
It's mostly the small-ish changes that are appealing to me, just to briefly mention a few:
- Updated SDL for, hopefully, a better support of windows7
-- even though you say "hopefully" I feel optimistic about this. The random crashes and stuff were always the only huge flaw in ToME for me
- Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have only 5 levels instead of 10 (scale end benefi, just spread over less points). So melee classes will have more generic points for "other" toys
-- This is actually awesome, and I think it's gonna make for some more variety in race/class combos
- Object tiers on tooltips is convenient (why didn't anyone think of this earlier? :P)
- the changes to rand elites all seem like improvements, I didn't play enough to really get a feel for the flaws addressed here, but they seem good anyways.
- Changes to Halflings: THANK YOU. I hated the waste of potential that they were earlier, now they actually seem interesting and I'm gonna have to play one right away :D
- Changes to Highers: The changes seem good, they were never as bad as halflings imo but this is still a step in the right direction.
- New "events" system, sometimes .. things happen
-- this sounds exciting, and it would add some very welcome variation to the zones we're all so familiar with. Can't wait to run across some of these :D
The other changes are also all good, but those were the ones that caught my eye first. I'll leave another message with some feedback when I've played around for a day or two. Everything seems spot on though, so even after playtesting it it's probably still gonna be praise ^^
As always, huge thanks for your work, I appreciate it immensely!
Regards,
TehRei
many excellent changes, but . . .
Appreciate all the work that goes into making TOME the major draw of my spare time, but . . . "Anorithil escorts do not provide Providence but Healing Light (you can still learn the tree if you need providence)"
Providence is the best escort award available IMO, I often risk losing a life to complete the escort--and immensely enjoy the benefit when successful. Not sure how you can still learn the tree to get providence, but guess I will have to find out.
.
.
Can you please add an option
Can you please add an option to change the new Level-Up screen back to the original. The new layout + graphics only are really confusing when you're use to the old text-based layout. It took me about 3 times as long to do the first level up for a new character. And having an option to change the font back to the original would help. The new font is too "bold" and kerned to closely that the words blend together when you read them. The old font was much more legible.
Additionally. The font works
Additionally. The font works well on the Droid because the droid has a ~4" screen, so big bold letters are more legible. But when viewed on a 19+ inch screen it's functionality stops.
Does not work on mac
Unfortunately, the program crashes initially on my mac thus I still stick with b40 :(
Another way to get it working
You could install Wine and run the Windows version on Mac like I use Wine to run the Windows version on Linux.
It will work and there are barely any bugs or graphical glitches from being run on Wine. Wine almost fully supports Lua so you've got nothing to worry about.
There's an easy workaround for mac
Put T-Engine.app in /Applications, open a shell ( Terminal.app ) and type:
sudo ln -s /Applications/T-Engine.app/Contents/Frameworks/libSDL2-2.0.0.dylib /usr/local/lib/
insert your password when asked and try again to run T-Engine.app
A different way is to show the contents of T-Engine.app , in Contents->Frameworks you'll find libSDL2-2.0.0.dylib , copy it in /usr/local/lib and run T-Engine.app
Mac fix...
That doesn't work on either of my computers running 10.7. There are still many many missing libraries.
Missing libraries
I just checked with lsof on my macbook running 10.6.8 and it's using libraries installed with MacPorts:
/opt/local/lib/libz.1.2.7.dylib
/opt/local/lib/libfreetype.6.dylib
/opt/local/lib/libiconv.2.dylib
/opt/local/lib/libbz2.1.0.6.dylib
/opt/local/lib/libvorbis.0.dylib
/opt/local/lib/libogg.0.dylib
I don't know why, they aren't directly linked by T-Engine (for what otool -L says)
Mac fix
Is anyone working on a Mac fix? I am running 10.7.4 and also observing problems with numerous missing libraries. Most of them seem to be dependencies of libSDL2-2.0.0.dylib. It would be nice to get this addressed so that I can start enjoying the many new features. Thanks!
Mac Fix!
http://forums.te4.org/viewtopic.php?p=135073#p135073
^^That forum post contains simple instructions to get b41 working on a mac.