I get that Darkgod's busy but I wish he would post more news last one was on April 1st and that was a joke one >:(
Wanna be hyped for next update but got no clue what's in it, only thing I have to hope for is the apparent new donator class? (can't remember name pretty sure it had something to do with mind control)
Anyways only reason I'm asking is because I check the site every day and always wanna see something new. Also stoked for the possible android release will probs buy it soon as it comes out :DDD
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I grabbed these (mostly
I grabbed these (mostly mechanically) from the commit messages to the source code. Note that just because it is here, doesn't mean it will actually work in the released code. But it's a half decent teaser about what is coming up. Also, I can't explain what any of it means if you don't know (because I'm just copying and pasting).
- allow summons to not have escortso
- allow expansion & usage of default_eyal_descriptors in birther
- Cavern map generator can now accomodate rooms
- This change allows NPCs to use activatable objects.
- This commit updates charms(amulet, belt, boots, cloak, light-armor, mindstars, ranged, staves, torques, totems, wands, weapo
ns), some fixed arts and most of the boss artifacts with the required fields to use the items. This includes fixing the ai ta
ctical tables for several related talents. Randombosses and several types of NPC's (with tactical AI) get a usable charm (in t
he tool slot).
Most of the general fixed-arts (those without use_talent) still need to be updated.
- Roguelike mode characters can now enter the Eidolon plane by a special exploratory farportal event, thus making Utterly Dest
royed achievement possible even in Roguelike mode
- Deus Ex Machina achievement altered and now possible to get
- Remove charm from randbosses.
- Horrors are their own faction
- Added acheivement image for Best Album Ever
- moar tiles
- tiles, and skeleton assasin is elite, not boss
- Alters a variety of Undead enemies and the Blighted Ruins enemies.
Should reduce the frequency of level < 5 characters being squished by a standard undead, by adding in a couple extra critters
and bumping the levels up on the rest. This will make the Ruins of Kor'Pul and the Blighted Ruins a little easier.
The Bone Giant base has had its dex reduced by 30, but its movement speed increased by 50%. This is done to stop the Half Fini
shed Bone Giant having 40ish dex which made it rather annoying if it rolls a shield rune. It doesn't get the movement speed bo
nus though.
Vampire and Wight minimum levels were also altered. They had a tendency to introduce themselves to the player on the same dung
eon floor, rather than in a tiered progression. Wight talents were also tweaked so they aren't all the same.
All the Skeletons have been given descriptions by Hogulus.
Added an elite Skeleton Ninja for FUN.
- Update for archery ammo fix. More active object settings cleanup.
- Fearscape sustain cost drastically reduced by vim drain per turn increases each turn
- Reduced Insane and Madness flat level penalty, as it jsut made first levels harder than the rest of the game (which is still
- numberbox behaves more sanily when used backspace/delete in it
- Added Rot and Blight trees to Reaver, buffed Corrosive Worm/Poison Storm
- Mindslayer corrections
- Gives Skeletons descriptions by Hogulus and sneaks in a sneaky ninja skeleton elite.
- Tweaks Skeletons, Vampires and Wights to improve the spread of spawns across levels. Makes Wights a little more different to
nasty skeletons appearing too early.
- Some tweaks to the Blighted Ruins after some testing.
- Adds some failed necromantic experiment creatures to the Blighted Ruins.
- Tweaks Bone Giants: Reduces their insane Dex but gives them a little extra movement speed. The have long legs.
- Die is_psionic_focus, DIE. Also, ice isn't metallic...
Archery woes (review?)
Since Shoot talent does not account for the run-out ammo in its pre_usee and just returns nil from action in that case (I beli
eve that is intended for either player misuse or difficult scenarios), and as error message of not having one of two things eq
uipped in exactly the right fashion have always been the same confusiong snippet through all archery talents, I've decided to
unify the pre use check for all archery.
It comes in two fashions, counting wardens in and not counting wardens in; if desirable, those could be joined for added adven
turer benefit, but I just left things as they are.
Playtesting suggests it indeed is working as intended now.
If there's anything to add to the picture while I'm at it, or if there are any problems, please comment.
- Added support for item sets.
- Corrected tactical tables for talents used by artifacts.
- Draebor is even more annoying.
- Update tactical info for some charm talents.
- Fixed targetting bugs in Retch and Stone Wall.
- Better error messages, check for nonzero ammo (so NPCs won't try to shoot while being low on arrows).
- Solipsist unlock didn't work on dream altar, should now
- Cancelling secondary target for Nature's Equilibrium now targets self
- Fix Rune: Biting Gale not being used by tactical AI
- Zone load tips
- Makes solipsist rares on nightmare+ less annoying
- Fixes crash when corroding armor with the caustic weapon ego.
Fixed a bug causing NPC's to sometimes not use cure/heal abilities effectively
tactical table functions are called with (self, t, aitarget, tact)
Updated charm tactical tables to account for possible resource recovery,
Talents:Updated definitions for several boss artifacts for NPC use: Wintertide (also fixed bug causing permanent ice walls), Crystal S
hard,
Choker of Dread (fixed bug causing summon to not taunt foes), Rod of Annulment, Psionic Fury.
Dark Tendrils: updated target table for AI use
Illumination: updated target and tactical tables so that NPC's will use it above level 3.
Fire Breath: added disable to tactical table.
Chain Lightning: updated target table for AI use
Disperse Magic: expanded tactical table to allow for both offensive and defensive use.
Tidal Wave: updated target table to allow AI use
Shattering Blow: corrected tactical table
Inertial Shot: updated on_pre_use function to check for enough ammo (temporary pending more general fix of archery talents)
Sunder Armor/Arms effects: added gain/lose messages
- fix classic player display bars going overboard if anything
- handle non-primary damage types for charm powers and Channel Staff a bit better
- Reduced the cap on how much Sandman effects Insomnia to 12%
- Fix bug with mitotic mindstars
- updated staff ego messages
- Revise definition for Wintertide
- Reduced Paradox cost on Time Shield, Webs of Fate, and Temporal Fugue
- Fixed Twist Fate
- Allows NPC's to use activatable objects by giving them special talents that serve as an interface for the AI. Adds mod.class
.interface.ActorObjectUse class (in mod.class.Actor)
When a usable object is added to an Actor inventory, the Actor may get a talent that can be activated to use the power.
This talent is similar to normal talents, but translates the object definition as needed for NPC use.
objects with a .use_power (most uniquely defined powers) are usable unless the .no_npc_use flag is set.
objects with a .use_simple field (mostly consumables) are not usable unless the .allow_npc_use flag is set or the .tactical fi
eld is defined.
objects with a .use_talent field (many charms and artifacts) are usable so long as the talent definition does not have the .no
_npc_use flag set.
Energy use matches the object (based on standard action speed)
the new talent .on_pre_use function handles checking for object cooldowns, inventory access and a t.on_pre_use function (for t
alent-based powers)
- Updated charms(amulet, belt, boots, cloak, light-armor, mindstars, ranged, staves, torques, totems, wands, weapons and some
fixed arts) with the required fields to use the items.
- Adds a charm resolver to randombosses and several NPC's (with tactical AI)
- Equipping a useable item resets it's charges when it's equipped by any party member.
Updated the UseTalents dialog to use getTalentDisplayName for its list
- Standardizing charm powers
Makes the on use description for tools, amulets, mindstars and staves more consistent and standardizes use_power definitions.
- More minimap grids
Makes doors and known traps detected at range remembered (and on the minimap)
- New extensible command-staff system.
- Fixed archery to properly do on_hit, on_crit, and on_kill effects for ranged weapons and ammo. It now properly handles sing
le and multiple effects from a single weapon or ammo.
- Limited the number of possible charges of Lightning Catcher
- Fixed Archery to properly do on_hit, on_crit, and on_kill effects. It can now handle multiple types of each from ranged wea
pons and ammo.
- Twist Fate gives audio feedback when an anomaly is held
Twist Fate gives better messages when an anomaly is targeted
- fixed anomaly turn procs
- Damtype proc display
Long story short, made it display when it procs, not just whenever. I feel like that's more interesting to see, and it was bro
ught up several times.
- fix fearless cleave autotarget
- Fixed weapon speed bug.
- Savefiles from previous minor patch versions will not require to check the "old savefiles" checkbox anymore Savefiles from p
revious minor patch versions will not display the "download old data" popup anymore
- Paradox Modifier can not reduce duration below one turn
- windblade requires a target
- Added text to antimagic quest to explain why Ogres can do it
Having said that... In the
Having said that... In the interest of teaching how to fish rather than giving fish, you can check here every day to see what the developers are doing: http://git.net-core.org/tome/t-engine4
You might now understand everything, but it will give you an idea about what is going on. Probably there won't be checkins every day, either. :-)
When someone says plz instead
When someone says plz instead of please because it is shorter, I reply no instead of yes, because it is shorter.
o rly?
I was gonna type plix or plox (with a 0) but I thought that might annoy someone XD