news

T-Engine4 / ToME4 beta10b unleashed!

Oups!

A nasty bug slipped through beta10, if you have online profiles active you cant save the game.

Go to T-Engine4 and ToME4 beta10 ! you can download beta10b to fix it.

Sorry for the inconvenience.

T-Engine4 / ToME4 beta10 unleashed!

As promised here comes T-Engine4 and ToME4 beta10 !

Release highlights:

  • Winable game! The endgame fight is implemented with three possible outcomes.
  • Smarter AI, most monsters can now pathfind using distance maps
  • New class: Reavers
  • Support for engine self update (disabled for now)
  • Many speed improvments
  • Finished alchemists spells
  • Much balancing and fixes

Expanded changelist:

  • ActorFOV can now compute distance maps if __do_distance_map=true is set for your actors; new AIs can use distance maps to do low-cost pathfinding (ai: simple_dmap, flee_dmap, dmap)
  • Added achievements for most major plot events
  • Added a --force32bits flags to premake to allow compilation using luajit on a 64bit linux
  • Added an example_realtime module that is an exact copy of example module but in realtime (the gameplay sucks it's not adapted)
  • Added core.game.setRealtime(freq) function to set the engine into realtime mode, calling tick() at the given frequency
  • Added jellies images
  • Added lore items, as you explore the world you can discover texts, writings and other stories, they automatically add up in a lore book, accessible from the game menu
  • Added Map:checkAllEntitiesNoStop() that will iterate over all entities no matter if a result is found
  • Added minor and major demons, beware some are nasty
  • Added new target types (for project): ballbolt, conebolt, ballbeam, conebeam
  • Added one new world artifact
  • Added potions of free action, they are not cheap but they are useful :)
  • Added snakes tiles
  • Added trails to some spells
  • Allow talent category points to be used on known categories, increasing their mastery by 0.1
  • Allow the Static generator defineTile() function to automatically define spots
  • Changed engine version to 0.9.10 (from 1.0.0), your module will not display anymore in the list until you change your init.lua accordingly
  • Changed lua table.sort() function to accept any index as a second parameter, if not a function it will assume the items to sort are tables and sort them by the given index
  • Chat class constructor can be passed a table as a third parameter to provide data to the chat script
  • Chat requests auto stop resting & running
  • Chats & Stores can only be triggered by a player
  • Chat texts revised by ushumgal
  • Corrected some alchemist talent descriptions
  • DebugConsole update
  • Decaying wont destroy artifacts
  • Dialogs now open with a fast "pop" animation (disable-able if needed by modules)
  • Do not show the golem HP if the golem is dead
  • Each achievement now have three versions, one for each difficulty level
  • Effective talent level (computed using mastery value) will be displayed in talent description
  • Factorized module instanciation/savefile loading into Module:instanciate()
  • Fire Alchemy third talent is now "Fire Storm", which finaly makes the tree complete
  • Fix character sheet for controlled summmons
  • Fix description of Stone Wall spell
  • Fixed Bathe in Light
  • Fixed Earth's Eyes
  • Fixed picking up all items with '*'
  • Fixed some zones that were mistakenly non-persistant: Angolwen, Vor/Gorbat/Grushnak/Rak'Shor Prides
  • Fixed typos
  • Fix fire bolt for the Imp summon
  • Fix (maybe ..) Quake talent
  • Fix Nature's Touch and Earth's Eyes
  • Fix online profile dialog size
  • Fix profiles data "leaking" into globals (this fixed the Blood of Life)
  • Fix saving while controlling a creature
  • Fix tooltip on grids hit by the Darkness spell
  • Game engines can also come in archived form in a .teae zip file
  • Greatly improved performance when moving around the map. Map:checkAllEntities() is now much faster, FOV code is also faster
  • Harno, the Herald of Minath Tirith will initiate a dialog if it is already speaking
  • Improved character sheet (displays some more resistances and betetr char dump)
  • Improved the integrated lua profiler (only works when luajit is disabled)
  • Improve handling of activable items
  • Improve savefile save performance
  • Invulnerability prevents drowning
  • It is possible to drop objets on the world map to destroy them
  • Jewelers can now craft special rings on demand
  • Main screen load savefile menu will correctly work for all modules with the keyboard
  • Most ToME NPCs now use distance map to pursue the player
  • New class: Reavers (Corrupter)
  • New :cloneFull() method on all objects, this makes a perfect clone of the given object and any subjects recursively without creting duplicates of subobjects. This is nearly instantaneous and thus could be used to create time travel spells and other neat things.
  • New engine.NameGenerator class
  • New quest: Lost Knowledge
  • New random quests: Escorts, you will find them randomly in some zones
  • New random quest: sometimes you will meet a lost adventurer (of a random class), you can help him by escorting him to a portal, but beware he dies easily. He might reward you for you kindness.
  • New zone: Ithilthum, Valley of the Moon
  • New zone: the High Peak where the final end game battle will take place!
  • New zone: the Slime Tunnels
  • NPCs will "transfer" their targets to their friends in sight if they do not have a target themselves
  • Password will not be displayed onscreen anymore
  • Phase Door & Teleport are now correctly restricted to their own ranges
  • Piercing arrow whot hit twice the same target
  • Probability Travel does not work over no-teleport zones and in the wilderness
  • Progressive teleporation resistance affects NPCs being teleported against their will
  • Projectiles can now leave a trail of particles
  • Resistances in ToME now go from -100 to 100 instead of 0 to 100
  • Right click on a hotkey will delete it
  • Summoned creatures give flying texts when doing damage
  • Talents can be auto cast by melee weapon hit
  • Talents can now require talents to not be known
  • TE4 can now handle multiple versions of the same engine (or even different ones). Engines are located in game/engines and the default one in game/engines/default
  • TE4 main menu will display a "news of the day"
  • Teleport: Angolwen will take you back to the correct worldmap
  • T-Engine can now auto-update itself (as long as it is not an update to the exe) (this is disabled for now, will be activated later)
  • The game is now winnable with 3 possible endings
  • The Shade of Angmar is immune to blindness
  • Tridents & Whips now use the exotic weapons mastery talent, which is hidden by default, will require a quest to unlock
  • Saves can now be made in the background while continuing to play the game. This obviously speeds ups considerably the gameplay since saves now "feel" instant.
  • *WARNING* Module makers: I had to change how savefiles work, there is a few changes needed in your modules for it to work.
    • * In Game.lua: change the Savefile code in saveGame() to be just a call to savefile_pipe:push(game.save_name, "game", game)
    • * In dialogs.Death too
    • * Take a look at either the example module or ToME to see how it works exactly, it's really easy to convert
    • * the Game:tick() method must check for savefile_pipe.saving and return true if it's true (otherwise the save will not continue in the background). Check the example module tick()
    • * In your PlayerDisplay you can add a line like that:if savefile_pipe.saving then h = h + self.font_h self.surface:drawColorStringBlended(self.font, "#YELLOW#Saving...", 0, h, 255, 255, 255) h = h + self.font_h endTo make a graphical display of the background saving thread.
  • Quitting while a save is going one will obviously still wait until it is finished

Have fun!

T-Engine4 / ToME4 beta9 unleashed!

As promised here comes T-Engine4 and ToME4 beta9 !

Major new feature: online profiles, useful for both the player and the developer, please use them :)

Release highlights:

  • Much balancing and fixes
  • Many new artifacts
  • Online profiles
  • New quest & zones
  • Last of the prides: Gorbat Pride
  • New & nastier monsters

Expanded changelist:

  • Tooltip correctly updates
  • Pyromancer/Cryomancer now have a good class description
  • Archery masteries now have a description of the damage they provide.
  • Fixed targeting if you self-target.
  • Static map generator can now take an entity as {random_filter={...}} to generate a random entity
  • New zone: the Flooded Cave
  • New zone: the Caverns of Osse
  • New random encounter in the far east.
  • Re-adjusted damage of some NPCs
  • Fixed mouse move outside of the map
  • Fixed projectiles outside of the map
  • PlayerProfiles online sync UI is now available! Thanks to shani
  • Various stats for ToME are saved in the profile, artifacts found, uniques killed, characters created and killed
  • Some player profile rpc calls can be asynchronous to not delay gameplay
  • Implemented Body of Fire for alchemy
  • Rewrote ToME archery system, fixing bugs, making it cleaner and more pleasing
  • Improved dialogs drawing code, should be a tad faster
  • No automatic choice at birth even with only one entry
  • Added tridents
  • Display item key when picking up
  • Fixed the EnterName dialog to release keyboard control when cancelled
  • Zone:getGenerator will check the generator exists
  • Greater Multi-Hued Wyrm is more powerful
  • Fixed log display, color will now "bleed" to the next line correctly
  • Increased the penalities of nightmare and insane modes
  • Added a new event at the end of Moria to better link the story
  • Renamed physical/spell/mental resistance to "save"
  • Added silence effects, prevents scroll use, spells and divine talents
  • Added nagas
  • Added disarm effect to some NPCs
  • Increased the rarity of non-native NPCs
  • Divination/Identify now correctly works in a radius
  • Phantasmal Shield now does correct damage
  • Quicken Spell has all ranks useful
  • Tooltip fixed position
  • Fixes giving the staff of absorption to the apprentice mage
  • Ressource cost in talent display now correctly accounts for fatigue
  • Added a Map.attrs(x, y, k, v) method to store various attributes on the map at x, y in a key 'k'. If 'v' is given it sets it otherwise it gets it. Actor:randomTeleport() wont teleport to places with the no_teleport flag set
  • Fixed the exit of Eruan
  • Orc necromancers have new powers in Rak'Shor Pride
  • Orc blood mages have appeared in Rak'Shor Pride
  • High level NPCs ca have stats over 60
  • Orc corruptors in Rak'Shor Pride
  • Rak'Shor Pride boss is now quite harder
  • New images for the remaining objects!
  • Walls created by Stone Prison are now diggable
  • Added rng.normalFloat() function
  • Fixed equilibrium using NPCs
  • New zone: Gorbat Pride (unfinished but playable)
  • Temporal spell Congeal Time now throws a slow moving bolt that can hit multiple targets
  • Stone Prison walls are diggable
  • Objects can have a "carrier" table field, just like "wielder", that adds properties when carried
  • Added eight new world artifacts
  • The Orbs of Command now grant a stat increase while carried

Have fun!

T-Engine4 / ToME4 beta8 unleashed!

As promised here comes T-Engine4 and ToME4 beta8 !

Many things got balanced and fixed this release, I will welcome comments! :)

Some internal changes to the engine to make things simpler/easier for module makers, make sure you read the change list.

Release highlights:

  • Much balancing and fixes
  • Images for nearly all objects
  • Many new egos and artifacts
  • Two new "secret" mage subclasses (unlockable)
  • Projectile system
  • New talents for warriors
  • Two new Orc Prides

Expanded changelist:

  • Fix map crash in Angolwen
  • Fix unided ego objects
  • Fix character sheet line feeds
  • Fix Shield Pummel shield attack
  • Fix warriors archery mastery
  • Personal achievements showing up in character dump
  • Tooltips show up over other UI elements
  • Apprentice mage quest does not mistake an Alchemist for an Archmage
  • Talents that have hostile actions will default to hostile targets
  • Generic talents will be displayed as such in the talents screen
  • Fix many alchemist issues
  • Wildfire talent line
  • Ice talent line
  • Golem can be renamed with the Refit Golem talent
  • New physical talent line for warriors: Superiority
  • New physical talent line for warriors: Warcries
  • New Projectile entities, some spells/archery/... use them to make a real projectile that travels the map (very very fast)
  • New ActorProject:projectile() function that works like project() that that creates a projectile
  • Many on hit effects wont trigger if the target is already dead
  • Rebalance and add new powers to Alchemist class
  • Fix game menu mouse/keyboard interaction
  • Add new bow artifact and egos
  • Add new sling egos
  • Add ammo egos
  • New egos: helms
  • New item type: cloth hats (wizard hat)
  • New artifact: Glamdring
  • New egos fors leather caps
  • Allow activable objects to run a talent
  • New egos: charged (prefix), allows to use a random talent, with charges (do not self recharge)
  • Added many new images by Mushroomhermit
  • Resting now gradually improves your life/mana/stamina regen rate, so that it does not affect short restst much but reduces waiting time on long ones
  • New artifact: the Tome of Flames (not available everywhere)
  • Divine/Glyphs are now all projectable to a distance
  • New Entity:getDisplayString() method that returns a string that makes drawColorString* display the entity image inside the text (only works on cards that can do framebuffer objects)
  • Inventory, stores, tooltips, ... now display the image
  • Fixed Sunburst description
  • Most zones can now have all existing NPCs, but non-native ones are rare, to spice things up a little
  • The scribe in Minas Tirith and Gates of Morning and the Staves & Wands store in Angolwen can now recharge charged objects
  • Added multi-hued dragons to the generic set of monsters, beware of the Greater Multi-hued Wyrm .. it is quite nasty
  • Added monster pits to some zones, have .. fun
  • Fix store selling not updating after object identification
  • Moved the cuttle little bunny to be old forest only
  • Can not read scrolls while blinded
  • New zone: Vor Pride
  • The Orc Pride bosses now have the rank of elite boss
  • Most NPCs that have sustainable talents will be created with them active
  • Changed the max life rank adjusting formula, this should result in more life for all actors at high level, specialy for bosses
  • Changed level.ups[1] and level.downs[1] to level.default_up and level.default_down. You must update your module, probably in Game:changeLevel().
  • New engine interface PlayerMouse, this handles the default mouse actions, so that modules can easily implent them. You are encouraged to switch to use it.
  • New engine interface GameTargeting, this handles all the complex targeting code for you. You are encouraged to switch to use it.
  • Updated both ToME and example module to the new interfaces
  • Example module now uses display strings and shows a tooltip for Grids
  • Example module now comes with both talent & actor seen display enabled
  • Do not compute FOV when blind
  • Stealth now works correctly for monsters
  • Improve faction function descriptions (yufra)
  • Fixed levelup stats to not take into account equipment
  • Redesigned how NPCs in ToME get rarity, this affects most zones
  • Added some more orcs
  • New zone: Grushnak Pride (THIS IS A TEST, the zone is not completly done)

Have fun!

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!

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!

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!

Beta 2 is upon us!

As promised, here comes T-Engine4 & ToME4 beta 2! This releases fixes many little bugs, and some major ones, re-balances some things here and there, improves the interface and CPU usage. It also come with a very dirty example module which is much much smaller than ToME that people can use as a base for their own modules. The current endgame moved a bit with the addition of Moria but not much further, in the next few betas I will implement a good part of the missing zones for levels 20-50. And this time, OSX binaries are available! List of changes in no particular order:

  • try to stop passage of time after death
  • menu for sound & music disabling
  • allow window to dynamic resize
  • do not destroy objects when not able to equip them
  • A* algorithm (engine.Astar)
  • game pauses when it looses focus, no CPU used when paused
  • modules can return true from their tick() to pause the ticking until the next SDL event, reducing CPU usage drastically
  • mouse-right-click will now make the player either:
    • run to the clicked spot if a path can be found
    • run in the direct if no path is found
    • move one turn in the direction if hostiles are present or if the clicked spot is adjacent
  • MiniMap ! default keybind: TAB
  • move lua lane keeper to a lua file, to avoid 64bits problems
  • all coroutine.resume calls no do good stacktrace
  • Mac OSX support
  • PlayerDisplay does not run every frame, better displaying performance
  • fixed crash with no music found
  • template example module
  • bows & slings improve firing range
  • fixed Berserk (wont loose attack)
  • stats on levelup are bound without considering items
  • keybinds used in Birther
  • traps are correctly detected by the Sense spell
  • new world map special encounter
  • arcane combat is now sustained
  • black mamba & anacondas are rarer and higher level
  • adjust stats&life by rank
  • Shadowblades now have "Shadow magic"
  • nobody regens mana but mages
  • id from inventory screen now updates correctly
  • do not waste cooldown & resources when canceling archery
  • talents don't activate with the mouse by just dragging over, requires a mouse up
  • identify now works on equipment too
  • black bear is greyer
  • fixed all npcs to use auto_req for their stuff
  • added moria and a reason to go there, the end is quite loose at this point
  • Ukruk now has Rush
  • Stone Wall actually works now
  • added a_lomos_del_dragon_blanco music
  • fixed chain lightning
  • new display modes: ascii with color background
  • slings are made of leather
  • gradient lightning
  • all players now start with 2 potions of cure poison
  • reduced the size of the last level of elven ruins

Have fun!

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