Development log

MoRE 0.0.1 is out!

I am very please to announce that MoRE 0.0.1 has been released for Beta 31. This is very much a beta and probably has a ton of balancing and other issues, but should be playable. You will have to start over again with unlocks, I am afraid, but categories containing new things have now been unlocked by default. The new content is unlocked for now, but will probably have it's own unlock in a later release.

To install, unzip in the main beta 31 T-engine directory, then use the installer batch file included. When it asks you for permission to over-ride files, hit the 'A' key.

And with no further ado, here's the link.

http://freedomforceforever.com/more0-0-1.zip

Now for the official "stufflog" as Nagyhal called on the irc channel.

New Races by Goblinz
  • Goblin
  • Lich
New Classes
  • Charlatan by catwhowalksbyhimself
  • Ranger by Goblinz
New Talent Trees
  • Transmutation for Alchemists by Goblinz
  • Arcane Power by Archmages by Goblinz
  • Throwing Daggers for Rogues, by catwhowalksbyhimself

Please inform me of any bugs or issues you might here.

MoRE--Starting over

Sorry for the delay. At one point MoRE was as close as a couple hours work from being released. Now I've come to the point where I was force to rebuild the thing all over again. The downside is I'm going to have to redo a lot of the work already done. The positive side is I'm setting everything up to be a lot easier in the future and have the chance to add a few more things.

MoRE--Death Unseen

Alright, sorry for my sudden and unexplained absence. More has been delayed but not forgotten and now work on it will be resumed. In the mean time, I continue my little series of teasers.

This time I would like to highlight a MoRE exclusive--the throwing dagger tree.

The throwing dagger tree is a new tree for both the vanilla rogue and the new Charlatan class. The base skill is a hybrid between a ranged attack spell and a weapon attack. While not requiring any equipped weapons, it uses weapon crits and other characteristics. While it does a relatively minor amount of damage, especially at higher levels, it has higher than normal chance for crits at higher skill levels and, most importantly, does not break stealth. The other 3 skills allow for special attacks based on the damage of the base skill.

Stealth just became a lot more fun.

MoRE--Transmute this!

Yesterday I introduced MoRE, the upcoming unofficial expansion module to the base ToME game, and told you a bit about it's history and purpose. In the next few days until release, I will be giving you a bit of a preview at some of the new things that will be included. Some of these features are already available for download separately, although none of them are, to my knowledge, based completely on the current ToME version. I will nonetheless provide links, just in case you can't wait to try some of these things out.

One of the keys words associated with alchemy is transmutation, the ability to turn one substance into another. ToME's alchemist has, however mostly focused other skills--until now. MoRE introduces the Transmutation tree for alchemists. Turn stone into mud and deadly acid. Leave a trail of destruction on your wake. Turn the very elements against your enemies. All this and more in the Transmutation tree for Alchemists.

http://forums.te4.org/viewtopic.php?f=39&t=25679&p=107023&hilit=+transmu...

MoRE---what it is and why you should care

I am proud to announce that my module MoRE--A Mashup of Random Elements--will see release in a few days. So what? Why should you care? What is this module about?

I'm hoping in the next few days to answer a few of these questions.

This whole idea started when I began posting in a discussion about a commander type class. I came up with some definite ideas then realized just how much the base game would have to be altered to make it work. This in turn made me think of other user created content that gets posted from time to time. There were many things here that looked fun and interesting, yes how many would take the time to play them? That is how MoRE was born.

MoRE will collect the best of this non-official content in a single, easy to use package. New classes, skill trees, races, and eventually classes and various tweaks and changes to the base game. It won't be a radical depature from normal ToME, but will simply add, well, more, to the base experience.

Preview: new birth screen

Hi fellow players!

 

Next beta is going to introduce a new birth screen which should hopefully be much nicer to use.

It also introduces "premades" which are a new way of handling quickbirth, more obvious to people.

 

 

Have fun!

Ranger Class

I decided to make a rogue/Wilder hybrid class. The class has four new trees in addition to already made trees. The idea for the character is to be highly mobile and fight only when you have an advantage. It is currently in development so talents may be bugged and particularly unbalanced. All but one of the talents are complete in a sense that they do what they are supposed to do.

Here are two forum post that relate to the ranger class. One of them has the download that you can use.
http://forums.te4.org/viewtopic.php?f=39&t=25272&p=105229#p105229
http://forums.te4.org/viewtopic.php?f=36&t=25195&p=105239#p105239

Any constructive feed back is welcome.

Updated for Beta21

This is just a mod.
This is also a copy pasta with minor edits to make it correct
You probably won't appreciate this but I do not care.

This modifies the "Rogue" class.

 It gives +20 to all stats.
 It gives all powers. 
 You still have to learn individual powers but you can learn EVERY power.(this includes powers not normally available, including NPC powers) See Note 1
 Talent mastery is 10.
 All Talent Categories are known.
 It also gives you a "Rod of Recall" & an "Orb of Scrying" on birth. See Note 2
 You get 700 unused stats, 600 unused talents/generics, 150 unused talent types.
 You get an "Infusion: Wild" that has a cool-down of 1, lasts 900 turns, reduces damage taken by 900%, and Cures EVERYTHING. See Note 3
 You get a Life rating of 100, a Mana rating of 100, a Mana Regen of 900, and a Max Life of 500.

Below not implemented in this version

This mod also adds some files to the techniques folder because when I was digging I found that I was getting some errors because some files could not be found but were referenced in the default game.
NPCs could access these correctly but I could not.

Above not implemented in this version

So I fixed that.

The only files that this modifies are the files:

 "..\game\modules\tome\data\birth\classes\rogue.lua"
 "..\game\modules\tome\data\talents\misc\npcs.lua"

Below not implemented in this version

The files added are:

 "..\game\modules\tome\talents\other\other.lua"
 "..\game\modules\tome\talents\technique\other.lua"
 "..\game\modules\tome\talents\wild-gift\other.lua"
 "..\game\modules\tome\talents\spell\other.lua"
 "..\game\modules\tome\talents\chronomancy\other.lua"
 "..\game\modules\tome\talents\corruption\other.lua"

Above not implemented in this version

Installation (Place Step 0 wherever you like)

 0:Do nothing.

 1:Unzip the file using a program that can decompress 7zip (.7z) files.

 2:Then extract/copy the entire contents of the file to your T.o.M.E. installation directory.

 3:Overwrite anything it asks you to.[back ups of the original files I have already made and included in the install as-of "version = {3,9,21}")]

 4:Start up the game and select whatever race you like. (I like to use Human/Cornac)

 5:Select the Rogue Class and Sub-class.

 6:Play the game.

 7:Have fun.

 8:Remember that all credit goes to Nicolas Casalini/"DarkGod" and that I just ctrl+c & ctrl+v really good.

Download Link
http://www.4shared.com/file/obH5WQAK/MyRogueMod.html
The above file is the same download link as the previous version but the contents have been updated

Note 1
Some NPC powers cause instant death and/or may not work/cannot be seen.
This is because I didn't add some tags to the rogue that the talent looks for.
For example, "Invoke Tentacle" may not work because I couldn't find a NPC with the tag "GRGGLCK_TENTACLE" and since I could not see the correct context to put the tag in, I didn't put it in.

Note 2
I did this because of a bug (that I could not figure out how to fix) from which you don't get the "Rod of Recall" drop.
I also did this because of a bug that when you birth as a Human Cornac Rogue (with the mod) you don't get a "Orb of Scrying" and have to drag your items to Elise.
I found that annoying.
So to fix them both I force the game to make you spawn with them.

Note 3
You also spawn with a default "Infusion: Wild" & a default "Infusion: Regeneration".
You can get rid of those by right clicking them on the "display talents quick page"

A mod for Debuggers and Fun-lovers Alike!

NEW VERSION http://te4.org/blogs/toahero92/2011/03/development-log/updated-beta21

This is just a mod.
You probably won't appreciate this but I do not care.

This modifies the "Rogue" class.

 It gives +20 to all stats.
 It gives all powers. 
 You still have to learn individual powers but you can learn EVERY power.(this includes powers not normally available, including NPC powers) See Note 1
 Talent mastery is 10.
 All Talent Categories are known.
 It also gives you a "Rod of Recall" & an "Orb of Scrying" on birth. See Note 2
 You get 700 unused stats, 600 unused talents/generics, 150 unused talent types.
 You get an "Infusion: Wild" that has a cool-down of 1, lasts 900 turns, reduces damage taken by 900%, and Cures EVERYTHING. See Note 3
 You get a Life rating of 100, a Mana rating of 100, a Mana Regen of 900, and a Max Life of 500.

This mod also adds some files to the techniques folder because when I was digging I found that I was getting some errors because some files could not be found but were referenced in the default game.
NPCs could access these correctly but I could not.

So I fixed that.

The only files that this modifies are the files:

 "..\game\modules\tome\data\birth\classes\rogue.lua"
 "..\game\modules\tome\data\talents\misc\npcs.lua"

The files added are:
 "..\game\modules\tome\talents\other\other.lua"
 "..\game\modules\tome\talents\technique\other.lua"
 "..\game\modules\tome\talents\wild-gift\other.lua"
 "..\game\modules\tome\talents\spell\other.lua"
 "..\game\modules\tome\talents\chronomancy\other.lua"
 "..\game\modules\tome\talents\corruption\other.lua"

Installation (Place Step 0 wherever you like)
 0:Do nothing.

 1:Unzip the file using a program that can decompress 7zip (.7z) files.

 2:Then extract/copy the entire contents of the file to your T.o.M.E. installation directory.

 3:Overwrite anything it asks you to. [back ups of the original files I have already made and included in the install(as-of "version = {3,9,20}")]

 4:Start up the game and select whatever race you like. (I like to use Human/Cornac)

 5:Select the Rogue Class and Sub-class.

 6:Play the game.

 7:Have fun.

 8:Remember that all credit goes to Nicolas Casalini/"DarkGod" and that I just ctrl+c & ctrl+v really good.

Download Link
http://www.4shared.com/file/obH5WQAK/MyRogueMod.html

Note 1
Some NPC powers cause instant death and/or may not work/cannot be seen.
This is because I didn't add some tags to the rogue that the talent looks for.
For example, "Invoke Tentacle" may not work because I couldn't find a NPC with the tag "GRGGLCK_TENTACLE" and since I could not see the correct context to put the tag in, I didn't put it in.

Note 2
I did this because of a bug (that I could not figure out how to fix) from which you don't get the "Rod of Recall" drop.
I also did this because of a bug that when you birth as a Human Cornac Rogue (with the mod) you don't get a "Orb of Scrying" and have to drag your items to Elise.
I found that annoying.
So to fix them both I force the game to make you spawn with them.

Note 3
You also spawn with a default "Infusion: Wild" & a default "Infusion: Regeneration".
You can get rid of those by right clicking them on the "display talents quick page"

Adventures in debugging

I just discovered something about Windows and gdb under MinGW.

I was playing in svn 2777 and it started to loop on me.

Not having run it "under" gdb I thought I'd try something just to see if it worked. So I opened up my MinGW MSYS command prompt window, and looked at the ps command help. "ps -W" lists Windows processes with their pid's. In this case, t-engine was on Windows pid 1088. So then I started gdb and did "attach 1088" and lo and behold, it neatly attached itself to the looping ToME process and stopped it, ready to debug.

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