Development log

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.

FM says goodbye for now

Due to outside influences I am unable to spend much, if at all any time here for an extended period; most likely minimally a month, extending until about June. Do no worry, anything that could go wrong already has, so things can only improve for myself and my wife from this point forth.

My general contributions that I have plans for working on/am working on/are finished are thusly, put on hold. Here is a brief list of the projects I have currently and their status of completion:

Character Build Guides - 80% done [all but mindslayer, doomed, temporal warden, corrupters, summoners and reavers are 100% done, while these are at about 65% each]

The Order - This is my module using t-engine 4 and is currently not open to outside play, and unfortunately moving extremely slowly mostly due to my own incompetence. Weather this game will ever be released in even an alpha stage, remains to be seen.

Item Sets - I am the creator of Star and Moon, and the ideas of creating a 'pair' or 'set' out of them [with help from edge, Het, yufra, Zonk and ofcourse, DarkGod], and I have many other set ideas and plans in the works - however as these are generally more complex than Star/Moon or with unique/exotic abilities, they require much more code and much more testing [those of you that paid attention/were in the know may have noticed that the Star/Moon pairing went through more than 5 ... stages before they were finally deemed functioning].

Champion of the Arena Guide - I, being a very avid fan and beta tester for the Arena [thanks Het], have began writing a guide or short series of guides to the Arena mode itself, especially as it is so drastically different from the main campaign. This is one of my more recent projects however it is progressing very quickly. Depending on my available time, this might get published before my departure, however, do not expect as such.

Racial Talent Trees - This was something that was generally brought up and was kind of asked/forced upon me by several people and I attempted to deliver a general and sweeping lore filled tree for each race. With the lack of feedback from players and developers I feel that this may have been a wasted effort however I will, eventually, attempt to code the trees out completely and implement them myself.

Redesigning the weapons - Yesterday I took on the task to differentiate the various weapons in t4 as many are extremely similar to each other. In place, I have attempted to add in a sense of being and flavor to the core of the weapons themselves, adding in values to make each weapon be unique enough that picking the one with the highest damage value isn't always the 'best' choice, while not making the weapons too closed to be useful in very few situations.

- = The character build guides was one of my original projects that had some favor to the community, and had help grant me a title similar to " Keeper of the Tomes of TOME " ; and have unfortunately not been posted outside of 2 of them. The reasoning behind this is mostly due to the fact of how quickly the guides were getting obsolete - it would take me about a week to fully write a really good, in depth guide [more so than the 2 already posted, these guides have/had everything I could possibly think of] - however by the time I had it written and formatted to be posted - some change was announced or some such that pretty much made the guide not accurate anymore to the point that a rewrite would have been the best option. I will not abandon this project, but don't expect them until a full release or a damn near full release is out there. - =

- = Item Sets currently planned are a massive armor set using Head, Body, Hand, Feet that grant various powers based on which parts of the kit you have equipped, and is by far the most complicated thing I have attempted to code, in fact, the Body part can be found as Coltuur in the artifact/egos thread. I also have a Cloak & Dagger set planned, Greatmaul, Hand, Cloak set, Ring, Ring Amulet set, and a Sling & Shield set all planned and some partially coded - however these are taking a backseat while I am gone. - =

- = Champions of the Arena: A Guide for Tactical Play - is the Arena mode focused guide that I began to write about a month ago. As the mode is so drastically different than the main campaign in t4, while presenting a different array and kinds of challenges, along with forcing a different play style and generally different character growths, I thought a guide for the arena might be in order. Be a generalist guide, it is mostly a FAQ and Tips & Tricks style work with common play tips such as fighting as few at a time as you can and killing off the higher valued targets first [and telling you which those are at the various waves]. - =

- = Racial Talent Trees was one of the major changes/improvements I was looking forward to with contributing to the game, however with my general lack of understanding how t4 does math, and the lack of feedback on the trees themselves [other than screaming that 1 tree in particular people think is overpowered or stupidly underpowered {Cornac}] I was greatly disheartened at the lack of further development that was brought to them. I still really think that having racial trees will, in the end, benefit t4 in many ways, however as people seem generally content without them currently, this is clearly a dead project - =

- = Redesigning the weapons is, at this time, complete outside of making certain weapon only egos; and as such, will be sent to DG soon. Depending on the feedback of these changes, I will continue on and definitely finish this project before my absence. - =


Thanks to all the good people here and the friends I have made while I have been here - I will be back, but I will miss you guys, the community, while I am away.

FM

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