t-engine

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!

New Zone: Mount Doom

Here is a short video of a new zone of the next beta: Mount Doom

You must rush to the end before .. something bad .. happens!

But a horde of orcs will come and try to stop you, a line of sun paladins form to buy you some time, but do not linger!

You can also see a very small shader (used to make the lava "glow") and a new feature: actor emotes

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!

Improved particle engine: chain lightning!

Coming to you next beta: an improved particle engine to display spell effects, like this chain lightning spell: Yes this is made with the same particle engine (scripted in lua obviously) that handles explosions. I also added spinning shields around the player/npc too but a screenshot does not do them justice, you'll have to see them live. (Or, how does one capture a video of an opengl app on linux ?)

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!

Lightning effect is bright!

Ok .. pun intended! Anyway, coming next version: gradient lightning. Again this is a per-module setting, yay T-Engine !

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