t-engine

Reminder: vote for the awesome games of the module contest

Voting happens here: http://te4.org/contest/vote/2013

Take a look at those games, each one deserves a chance to be played, they are fun :)

Module contest: last chance to release your game!

Today we are the 1st december, this is the last chance for module makers to release their games (remember is has to be uploaded to te4.org).
Hurry up fellow devs ! :)

In the meanwhile players can already play & start voting (do not worry about voting early, you can change your vote up until the end) there: http://te4.org/contest/vote/2013

Go have fun, and vote!

Tales of Maj'Eyal 1.0.5 aka "Mental as Anything" is released!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.5 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

This release is *huge* and I hope you'll have as much fun exploring it as I did creating it!

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

 

Release highlights:

  • Huge improvements to many visual effects, spells and tiles
  • Combat log reworked to be far more readable, log heals, shiedsl, absorbs
  • New special effects for each point accuracy over defence
  • New difficulty mode: Madness, for those that mastered Insane ;)
  • Training room in the Sher'tul Fortress
  • Faster saves
  • New Archers tree: Excellence (new tree), Poisons and Traps
  • Many new hooks and tools for addons/modules makers
  • Infinite scaling: talents should scale much better past 5/5
  • Tons of rebalancing and improvements to many talents, objects, artifacts and zones
  • IMPORTANT: saves are not compatible from 1.0.4

 

Expanded changelist:

  • Added a graphical effect for healing and regen effects to most of those effects
  • Using Aegis on shields will visualy change them
  • Damage shields, absorbs, ... are now noted in the log
  • Heals are now noted in the log
  • Venom drakes can now appear in the noxious caldera and in gorbat pride
  • Flat damage cap% is now applied after shields
  • Disruption Shield now partially absorbs the hit that makes it explode
  • New "punches" sounds for barehand combat
  • NPCs can use Shoot Down
  • Adventurers start with both gloves and gauntlets
  • Unarmed 0.6 attack speed is bound to Empty Hands, not to being a Brawler
  • New Actor:checkPool method to facilitate learning pools/... on talents learnt
  • Adventurers now learn Empty Hands when learning barehand talents
  • Swords, axes, maces, staves, daggers, whips, tridents, bows and slings now have special "unique" effects when hitting a foe for each attack you have over their defence
  • Player can now tag objects with a name; tagged objects can not be dropped, destroyed or transmogrified until the tag is removed
  • Fixed actor execution loop to crrectly resume at the next actor after the pause: aka this should fix Through the Crowd
  • Automatic talents will be used in order: instant ones first, then higher CD ones first. Only one non-instant talent will be used each turn
  • Orcs will search your buddies for the staff too
  • Stone Walking and Gem Portal do not fail due to melee autotarget
  • Corpses (from the curse) coming out in the middle of an attack will not be destroyed by said attack
  • Improved combat logs
  • New achievements for Normal (Roguelike), Nightmare/Insane/Madness (Adventure)
  • Achievements list onyl shows the ones for the current difficulty to reduce clutter
  • Add range to the map tooltip
  • Temporal Augmentation Robes talent level reduced
  • Nerf Colaryem a little
  • Most summoned actors do not drop loot anymore
  • Buffed starting gold to 15
  • Marauder's Thuggery tree is now Generic
  • Marauder's gained Bloodthirst tree (1.1, locked)
  • Staff Mastery & Mindstar Mastery trainings now respect previous knowledge and do not screw you over
  • When leaving a level with a dominated npc it will be freed from the control instead of waiting for your return
  • Torment ammo doesnt have wielder bonuses and instead gets combat bonuses
  • archery_projectile is now available to addons
  • Alchemists can now unlock a golem replacement: the Drolem !
  • Drolem is buffed a little
  • Tannen's Tower level 4 has a different LOS system, making the Drolem obscure more of the field again
  • Nourishing Moss tactical infos fixed
  • Female Dwarves can unlock some cosmetic facial pilosity (because the lore says so!)
  • Keybinds are displays more succinctly, so [A]+[S]+Keypad 6 will now appear as ASk6
  • Actor's on_takehit and hook "Actor:takeHit" now get a parameter that telsl them the damage type, if available
  • New Fortress feature to unlock for 50 energy: training room!
  • Fixed mind talent procs happening more than once per turn
  • Runic Golem can not be unlearnt
  • New GameOptions:tabs hook
  • New melee "whirlwind" effect
  • New effect for Tempest
  • When leaving a level all player originated projectiles are removed
  • Ward talent lists available wards
  • Wraithform now teleports if you end up in a wall
  • Applied infinite scalingto prodigies
  • Gem Golem can not be unlearnt
  • Temporal Clone can not be used out of range
  • Aether Beam and Gravitic Trap can not be placed in walls
  • Nature's Pride goes on cooldown even if there was room for only one treant
  • NPC are less confused by being LOS'ed
  • Rares should be more interresting/powerfull
  • Allow Gestures to respect Gloom status effects
  • If the Weird Pedestals event can not generate an artifact it will make a randart
  • Lost merchant will not generate antiamgic items for arcane characters
  • Clarification to Heightened Senses/Infravision tooltips
  • Scaling Bug fix in Darkness talent radius
  • Scaling fix to hate generation
  • Fixed typos in NPC definitions to prevent unintended agro
  • Fixed bug in BattleTrance
  • Fixed Grim Resolve not curing poison/disease
  • Fixed Vimsense power when used with items
  • Fixed tactical ai info for Mindlash talent
  • Fixed character sheet to correctly show archery damage based on ammo
  • Added addons url to the addons menu
  • UIs can now have special mouse cursors
  • Added two new hooks to the boot module "Boot:load" and "Boot:run"
  • Fix maestrom
  • Fix necrotic aura
  • Infinite scaling applied to npc talents
  • New gfx effect for Frostdusk
  • New hook "GameOptions:UIs" to add new uis to the ui selector
  • UIs definitions are now loaded from files in /data/gfx/ui/definitions/ so that addons can add new ones
  • Attachement spots for particles can be read from a file per tileset
  • Fixed Projectile class subclassing
  • Tooltip for projectiles now shows who cast them and their self/friendly fire status
  • Wards are now correctly colored by damage type
  • Projectiles can be fired over chasms in the alt-maze
  • Meteoric Crash can now crit (using the highest of spell or mind crit chance)
  • New Uttercold visuals
  • New Wings of Flames graphics! Find them!
  • Argoniel learnt how to use Irresistible Sun
  • Applied infinite scaling to afflicted
  • New Flames of Urh'Rok gfx effect
  • Juggernaut effect is now correctly classified as physical. For Zonk, with love
  • Brawler's combo points last two more turns
  • Fixed Pulverizing Auger in some zones
  • Shields now "wooble" when hit
  • Fixed crystal set proc
  • Fixed slight particles display position error
  • Added a slight outline to currently moused over item on the map
  • New starfield shader is hungry, so a new video option to enable volumetric shaders is added. It is *off by default*, turn it on if you trust your GPU :)
  • Fixed strange graphical artifacts around some texts
  • Text outlines are much better now with shaders enabled
  • Improved shields shader
  • When disarmed the weapon will disappear from the character doll
  • Buffs with charges (like Combo points) now display their charges
  • Buff/debuff remaining time is correctly centered
  • Added the Excellence tree to Archers, granting them more utility and survivability
  • Venomous Strike works with ranged weapons too
  • Implode has a distortion effect
  • Archers now get access to both Poisons and Traps trees
  • Poisons now work on both arrows and shots
  • Distortion tree got .. distortion shader effects
  • Irresistible Sun got distotion effects
  • Added distortion effect to meteor crashes
  • Added options to disabled "advanced" and distorting shader effects
  • Improved water display (with a shader)
  • Applied infinite scaling to chronomancy
  • Particle systems can have a subparticle attached
  • New fireflash and flame effects
  • New Gravity Well effect
  • Fast Curse Dispel is considered an important achievement
  • Applied infinite scaling to corruptions
  • Particle systems can now define a global use_shader={type="foo"} to attach a shader
  • Particle systems can check availability of shaders
  • Particle systems can now also the background that is under them, allowing things like distortion effects
  • New distortion effect for the Repulsion Blast and Gravity Spike
  • The final artifact from the final fight now requires less to wear so you can bask in its glory
  • Applied infinite scaling to celestial
  • Weapons can have multiple masteries talents, the best is used
  • Added "Chat:load" and "Chat:add" hooks
  • Through the Crowd now also makes you like being in the crowd, +10 all saves for each friendlies in sight
  • Infinite scaling applied to psionics; solipsism mechanics have been adjusted
  • Temporal Form only converts 50%
  • Reduced Guardian of the Wood all resistance bonus
  • Buffed artifact ammos
  • Highscore core is less ToME-centric
  • New difficulty mode: Madness (locked). More high level foes, stronger, with much more rares, more randbosses and a unique "Hunted!" debuff!
  • Block is only used in melee by tactical AI
  • Fixed bloated ooze damage absorb when using only one ooze
  • Added an option to disallow online event pushes (but why would anyone do that is beyond me!)
  • Online events can now happen in the Infinite Dungeon too!
  • Thieves NPCs are now correctly competent with a dagger
  • Dominant Will works on elites
  • Burnt to the ground achievement is now achievable
  • Prothotipe's Prismatic Eye correctly imbues its spell proc whem imbued on an item
  • Grappling correctly checks no_breath
  • Mitosis & Call of the Ooze correctly respect maxes
  • Bear NPCs stats changed to str/con
  • Bloodspring triggers at 15%
  • Steamroller makes Rush cost only 2 stamina
  • Revisionist History lasts 20 turns
  • Corrupted Shell increases life by 250
  • Fungal Blood also removes up to 10 magical effects
  • Never Stop Running cost reduced to 12
  • Vital Shot cooldown reduced to 10
  • Windblade radius increased to 4
  • Superpower grants 50% of strength as mindpower
  • You Shall Be My Weapon and Massive Blow cooldown reduced to 10
  • Windtouched Speed increased to 20%
  • Mental Tyranny now only converts 33% of the damage
  • Temporal Form prodigy temporal damage is now always *current* highest +30%
  • Swift Hands prodigy allows wear/takoff for free only once per turn
  • I Can Carry The World! prodigy also granst 20 strength
  • Talents can now have properties: callbackOnAct, callbackOnActBase, callbackOnMove, callbackOnRest, callbackOnMeleeHit, callbackOnMeleeMiss, callbackOnArcheryHit, callbackOnArcheryMiss
  • Altered/tweaked/improved many artifacts, keep your eyes open for new fun stuff!
  • Special effects on artifacts can now be described with wielder.special_desc
  • Achievement for killing all 4 slime tunnel bosses
  • In cheat mode one can shift+left/right click on buffs/debuffs to adjust duration
  • Ruined Dungeon can have a different set of clues
  • Added infinite scaling to techniques
  • Ruined Dungeon will not generate without the 6 guardians
  • Orc babies do not drop loot
  • Traps disarm & detection power scale with level
  • Ruined Dungeon orb summons do not drop items
  • Sludgenest wall poping slimes power now gradualy increases. Staying inside is not advisable.
  • Added 5 achievements for staying in the sludgenest for many turns (one every 100 wall slime pops)
  • Improved look of the huge sandworm burrower
  • Yaechs and Nagas in Murgol lair have dropped damage by 35%
  • The Ritch Hive Mother dropped damage by 30%
  • Chant of Light now also increases fire damage
  • Golem Power now also adds mastery with staves, daggers and exotic weapons (but not mindstars)
  • Fixed Star Shot
  • Prodigies dialog allows to unselect
  • Huge tweaks to many ego items to make them more interresting
  • Changed Evasion talents to not let characters become melee immune
  • Applied infinite scaling to the cunning tree
  • Saving happens in a separate OS thread, making saves much less painful
  • Zones can have a temporary memory cache. ToME uses it to keep the last 3 visited zones (and associated levels) in memory, making switching between them much faster
  • Bathe in the Light now provides a damage shield to all affected creatures and fire damage to all damage creatures
  • Precognition dissipates when switching level
  • NPC will not use automatic talents with hostile targets
  • Eldritch eyes do not affect a yeek when they are destroyed when dominated
  • Really, do not annoy Linaniil ... but if you do you get an achievement
  • Yeeks can not dominate themselves
  • Diggers now provide a dig talent and can be used while carrier instead of wielded
  • Bone Shield looses a charge only if the damage is > 0
  • Meteoric Crash stun chance uses spell or mind power, as the damage does
  • Fixed anmalice proc
  • Protective Aura correctly grants physical saves
  • Combat Training talents split into two lines
  • Object tooltip now shows which talent mastery affects them
  • Last level of Reknor can not have obelisks and such
  • Added "alter_level_data(zone, lev)" possible callback for level creation
  • Alternate Daikara has pyroclasts falling whe nthe players getin range 6 instead of 3 and the last level has more trees
  • Alternate Sandworm lair has more giant tunnelers
  • Alternate Norgos lost Frozen Feet and the shivgoroths got a little damage penalty
  • Alternate Maze "normal" horrors have been replaced by temporal ones
  • Nerfed Shardskin damage and changed his talents a bit
  • Air bubbles have a more explicit description
  • Killing an aquatic horror will fill the surroundings with air bubbles
  • Reduced Maleable Body effect
  • Converted all wild gifts to infinite scaling
  • Diggers should be instantly usale even at high speed
  • Upgraded LuaJIT to 2.0.2
  • getCharmPower now takes a first parameter "who"
  • Objects from worldmap ambushes and farportal zones grant less money
  • Birther can apply data to the party
  • Easy mode now also halves all detrimental status effects
  • Fixed traps in immediate melee mode
  • Cavern generator can place doors
  • Doors can have a "door_sound" field to tell which file to play when opened
  • New hook "UISet:Classic:Resources"
  • Fixed Prox halfling Feet when used on a halfling
  • Allow quests to be in addons data folder, referncing them like zones with an "addonname+" prefix
  • Chagned the particle effect for aerther vortex (thanks umbrall)
  • In zones with walls on grass you can see small leaves of grass extending over the walls
  • New dirt road gfx in the trollmire
  • Roomer generator can now understand the = symbol to define tunnels, if not present it defaults as it did before to the floor
  • Upgraded the grass to look like nice foresty grass
  • Fixed stealth/invisibility: npcs could go straight to the target (it still hindered them though)
  • Updated grass to look more like grass and less like golf terrain :)
  • Ctrl+P (by default) now allows disabling/enabling all automatic talents
  • Tentacles can not be summoned out of range
  • Ambuscade shadow can not teleport
  • When a summon dies/disappears, any NPCs targetting it will start looking for the summoner
  • Added "infinite scaling" methods
  • Applied infinite scaling methods to all spells
  • Eggsack & crystal shard summons do not grant exp when killed
  • Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
  • Ghoulish Leap cooldown reduces with level
  • Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
  • Animate Blade / Crystal Shard summons do not drop items
  • Leveling up/down Mimic removes the effect
  • Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
  • Buffed the Eternal Night set
  • Timed effect duration reduction from Time Shield and other such effectsonly affects detrimental ones
  • Fixed Doomed unlock
  • Removed Rain of Death vault
  • Pulverizing Auger max range limited to 10
  • Thalore Blight resistance reduced
  • Fixed Receptive Mind debuff
  • Rockwalk does not break Body of Stone
  • Eldritch Stone now grants mana regen on rest
  • Fix Deeprock Form preventing unlearning last talents
  • Eldritch Stone now is affected by Aegis
  • Eldritch Stone graphics updated
  • Stone Wardens automatically unlocks Wilders
  • Elemental Split only takes a turn if at least one half got summoned
  • Mountainhewn Deeprock correctly grants immunities
  • Eldritch Stone durations scale with talent
  • Eldritch Stone effects have 100% chance to trigger
  • Eldritch Stone effects apply power is based on the highest of spell or physical power
  • Stone Wardens Stone Half now correctly knows Stoneshield
  • Angolwen shops are finally free from their gfx glitch
  • Mindlash psi cost now increases the more it is spammed
  • Boosted Stealth initial value
  • Lost Merchant artifact creation list is split into subcategories
  • Birth screen will not spin the CPU madly
  • Target tactical info now looks better!
  • Addons in chardump will be stoerd differently to make the Vault able to search them correctly
  • Wraithform has a graphical effect
  • Increased font size on main menu
  • Heat Beam Rune, Frozen Spear Rune and Insidious Poison Infusion will not affect crosstier effects anymore
  • Resting will not spam the log with messages about party members healing
  • Long chat dialogs will scroll
  • Archery launchers can now have a damage multiplier and an on fire callback
  • When in underwater levels the screen will very slightly .. hum .. wooble
  • Buffed Mind Parasite
  • Reduced Mucus equilibrium regen
  • Natural Acid and Corrosive Nature now have a cooldown
  • Mindslayer spiked shields have a new gfx effect
  • Added a hook "GameOptions:generateList"
  • Add new hook "ToME:runDone"
  • New awesome graphical lore for Nur, made by "Impy"
  • New achievement for winning the game without ever going west.
  • When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
  • Shatter won't stop at the first non-frozen foe it finds

Have fun!

Module contest: One month remaining!

Fellow participants of the contest, this is just a reminder, you only have one month left!

I've seen the alphas&betas of some of you and you are all doing amazing work, makes me proud.

For the last month I suggest you make yours this motto: "Polish polish polish and more polish" :)

Have fun, get coding!

2013 Modules Contest participants!

The participants list is now in for the contest in no particular order:

Yufra: unknown module

XLambda: unknown module

lukep: unknown module (Robot Run ?)

Goblinz: unknown module

unknown module

unknown module

unknown module

Hellfire (demon crawl ? ;) )

unknown module

Startide (sci-fi themed module)

tiger_eye: unknown module

Underdark (D&D themed underdark crawler)

  unknown module but shiren-inspired

O.R.E. (scifi scavanger game)

Grey: Mosaic and/or Rogue Rage

Qi Dao Zei (oriental fantasy)

The Town (crime game)

Roguishlike (classic ? dungeon crawl)

Multidimensional Mining Mercs (scifi)

Doctor-who themed

Leet: Candy Corn

Notorious (card based)

Runic (rune-based game)

 

Now good luck to all of you, remember the goal is to make a fun game, it doesn't have to be massive, it has to be fun !

Get back to your code and see you this winter!

Game Modules contest, only a few weeks left to announce!

Reminder to all those that didnt announce their project yet, you do not have much time left!

Contest reminder: http://te4.org/module-contest-2013

Forum thread: http://forums.te4.org/viewtopic.php?f=40&t=36083&start=0

Have fun, and make great games!

Tales of Maj'Eyal 1.0.4 aka "Cabalistic Gesture"

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.4 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

And do not forget to vote for ToME on Steam Greenlight!

 

Release highlights:

  • Performance improvements
  • Many bugfixes and improvements

 

Expanded changelist:

  • Zones can now be defined inside an addons /data folder and called upon like that: "addonname+zonename"
  • Preternatural Senses now provide stealth and invisibility vision
  • Corrosive Seeds use mindpower
  • Removed eidolon protection as it was not really working anyway
  • Fixed underwater door tiles
  • New option (on by default) to make the immediate melee targetting mode autoselect when there is only one foe
  • In immediate melee targetting mode '5' will select self
  • Huge Sandworm Tunneler will try very very hard to get to the exit. It truly is relentless !
  • Timed died/lifes left are shown on textual chardump
  • Psibalde mindpower & stats bonus work correctly when first activated
  • Conduit damage from Mindlash respects range
  • Fixed Acid Wave rune description
  • Trap cost is not refunded if the trap was triggered
  • Reload can be used while stealthed
  • The Possessed correctly drops an artifact
  • Entering the Iron Council from the worldmap places the player correctly
  • Adventurers start with a bow, sling and ammo for both
  • Reverted binaries to 1.0.1 ones to fix slugishness
  • Bone Shield does not deactivates when empty, instead bones regenerate slowly
  • Retribution goes on cooldown when it explodes
  • Fixed zero hp creatures sometimes not dying
  • Fixed Morrigor
  • Norgos the Frozen should be a bit more dangerous
  • Fixed Shadow Blindeside tooltip
  • Worn items in the hotkeys toolbar will be outlined as yellow
  • Fixed some randart powers not being applied
  • Clarified that Corrupted Negation requires a spell save check
  • Achievements are now classified in three kinds (important, first time, others) which can be filtered independantly
  • Achievements filtering config reseted to account for the new classification
  • Movement infusions and Lightning Speed can not be used while pinned down
  • Learning Flash Bang Trap from the merchant correctly removes gold
  • Fixed Gravitic Trap after a reload
  • Burning Hex doesnt make you explode on the levelup screen
  • Distortion effects now reduce physical resist
  • Reduced Forge Bellows and Dream Forge damage
  • Reduced Dream Forge radius
  • Solipsism now reduces a percentage of psi damage taken
  • Psinic channeling does not break on item or talent use anymore
  • Time Shield changed to heal you instead of damage you
  • Fixed Abyssal Horror tile
  • Syntax errors in superloaded files will correctly report in the log
  • Resting will wait for Bone Shield to replenish
  • Morrigor is now a one handed weapon
  • Whips have a 80% attack speed; also added whipping sounds for them

Have fun!

Tales of Maj'Eyal 1.0.3 aka "A New Dawn"

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.3 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

And do not forget to vote for ToME on Steam Greenlight!

 

Release highlights:

  • Rebalancing of many races and classes
  • Addons will stay active if the game's patch version is over the required one. So addons for 1.0.1 will work on 1.0.2 (but would not on 1.1.0)
  • Most tier1/2 zones can now have alternate layout/stories/... brings some fresh air
  • Rak'Shor pride looks more .. necromancy, and is more interresting
  • More direct melee-range talent UI
  • Many bugfixes and improvements

 

Expanded changelist:

  • Made sure the transmo chest always spawn
  • Creepding Darkness will try harder to disappear
  • Psychic Lobotomy no longer ignores confusion immunity
  • Fixed Conduit when used by a NPC
  • Moss now use mindcrit for duration instead of spellcrit
  • Fix for OpenGL rendering bug on release builds
  • Using a Moss talent will correctly put other Moss talents on cooldown even if they were at 1 or 2 CD already
  • Antimagic indicator debuff doesnt prevent worldmap access anymore
  • Thalore exp penalty back to 35% (from 30%)
  • All Moss talents can not crit their durations anymore (still can crit their damage)
  • Nourishing Moss healing factor reduced a little
  • Reduced Slippery Moss fail chance a little
  • Reduced Slime Roots range
  • Number of bloated oozes limited to the Mitosis talent level
  • Reabsorb damage reduction reduced to 40%
  • Mitosis chance increases with talent level
  • Call of the Ooze max life is dependent on Mitosis level
  • Upgraded to LuaJIT 2.0.1
  • Lowered Shalore exp penalty to 25%
  • Increased Call of the Ooze cooldown
  • Golem's starting equipment comes identified
  • Alchemist potion reward are identified
  • Vor Armoury main room is a no teleport zone
  • Fixed Shadow's Blindside description
  • Buffed Shaloren: Grace of the Eternals scales with dex or mag, Magic of the Eternals also increase crit power, Secrets of the Eternals triggers more easily, Timeless also reduces cooldowns
  • Willful Combat correctly states it affects physical power
  • New Game:idling(focus) method to detect gaining/losing OS focus
  • Ego inscriptions are suffixes, so they all sort by inscription kind
  • Fixed alchemist golem resurect
  • Rogue poisons can be applied with slings too
  • Level 5 Trap Launcher also lets traps be placed without breaking stealth
  • Increased Bear Trap and Nigthshade Trap damage
  • Reduced Lure cooldown
  • Dexterity now also gives a chance to shrug off all kinds of critical damage (just like the oozemancer maleable body talent)
  • Sticky Smoke does not affect the rogue anymore
  • Fixed online charsheet ESP
  • Temporal Form paradox boost reduced to 400
  • Fixed blindness on NPCs
  • Siding with the Assassin Lord also teaches you the Flash Bang Trap, if you know trapping
  • If siding with the merchant you can still get the Flash Bang Trap, only the merchant will sell it .. for a price
  • Fixed psiblades
  • Oozemancer rares are .. rarer
  • Solipsists rare are back !
  • Running and resting are stopped when a dialog pops up
  • Off-balance reduces damage by 15% instead of global speed
  • Fixed Blunt Thrust description
  • Big bad popup after the ambush to direct the player to Last Hope
  • Limmir will not cry too early
  • Lightning daze, acid blind, ice damage now use either spellpower or mindpower for power application
  • Fixed Coral Spray gfx effect when blocking a ranged attack
  • Low level npcs should be a little more interresting
  • Fixed a weird death bug
  • Born into Magic arcane damage bonus replaced with a proc on spell damage to buff the damage type
  • Overseer of Nations increases blindness resist
  • Higher's Bloom duration increased
  • You Shall Be My Weapon! starts cooling down even if it missed or kill the target
  • Ruined dungeon guardians can not be preset uniques
  • Some factions now have symbols, which you can see in store & chats in towns
  • Many new artifacts
  • Fix errors when running/resting with special events that make you switch characters
  • Last Stand won't heal when auto-reactivated by leveling up
  • New option to change the speed of flying texts
  • Randboss/randelites kills are not recorded in the uniques kill list
  • Autouse talents will not trigger sounds
  • Echoes from the Past description correctly displays temporal damage bonus
  • Naga and Fearscape portals will always popup when walked/rushed/teleported/... on
  • Dreamscape can not happen on random bosses
  • Addons will stay active if the game's patch version is over the required one. So addons for 1.0.1 will work on 1.0.2 (but would not on 1.1.0)
  • Maelstrom will not destroy the stairs from killing the assassin lord
  • Breeding pits reduced to entrance + 2 levels
  • Psi-wielding a twohanded weapon does not prevent dual-wielding
  • Damage Affinity is displayed on charsheet
  • The rhaloren camp is sometimes partly overground
  • Walls will not look weird when near trees
  • Doors will not look weird when near trees
  • Sometimes the last level of Nur will be flooded by a failing barrier
  • Sometimes the Old Forest is overrun by crystals
  • The Grand Corruptor leaves the mark of the spellblaze when you go to Zigur
  • Sometimes the Maze will have been destroyed by a quake, leaving holes in the floor leading to deeper maze levels
  • Sometimes the scintillating caves hold too much magic which distort them into weird angles
  • Sometimes Murgol Lair is being attacked by nagas from the Vargh Republic
  • Rungof got his own artifact!
  • Sometimes the trollmire is flooded by the rain, leaving it filled with muddy water and some aquatic life
  • Norgos lair is sometimes invaded by shivgoroth
  • Levitation correctly makes you immune to pinning instead of making you more vulnerable to it
  • Sometimes the ruins of Kor'Pul have been invaded by a group of thieves and bandits
  • Sometimes an old volcano erupts at the center of the Daikara
  • All resource cost for talents can now be functions
  • Sometimes the Heart of the Gloom has been purified from the corruption, only to fall pray to a powerful solipsist
  • Changed Rak'Shor pride tileset to be more .. flavorful
  • Sometimes the sandworm lair has a different layout and a different "guide" .. don't fall of the trail !
  • Melee range talents that require a target will now react to direction keys directly instead of using the classic targetting cursor
  • Slime Roots can not reset passives or ubers
  • Acid Splash radius reduced by 1
  • Indiscernible Anatomy lost confusion resistance
  • Speeds are always limited to 10% (can never go to 0)
  • Game options are now organized by tabs
  • Rak'Shor Pride now has some new layout and new "fun" monsters inside !
  • Dark Portal correctly triggers on teleport effects
  • Electric Eels do not fire lightnings at low level but are buffed

Have fun!

T-Engine4 modules contest reminder

People of Maj'Eyal, my minions!

 

Here is a little reminder that you can still take part in the modules contest and to all those that are working on it already, remember that you need to post the announcement of your game by the 1st of august!

 

Have fun!

 

PS: and for those that missed it, the announcement of the contest:

With the release of Tales of Maj'Eyal 1.0.0 I can now start to create new content again, branch into new campaigns, ... and this shall be great fun.

But there is one side of the game that is not as developed as it could and I wish to change that. It is however not something I can do myself: Modules!
So, in the spirit of promoting the creation of new, quality, games based on TE4 I would like to create a new contest!

During this year 2013 up until the 1st december your task will be to create new, amazing and fun games using TE4. Anyone can, and is welcome to, participate (except me obviously) !
When the contest closes there will be a big vote when ToME players can elect the "best" game.
Players will be asked to rate each game on fun, polish and innovation, the winner being determined by the best average of those factors.

In addition of fame and pleasure of having created a fun game the 1st place will also grant a 500€ reward, the second a 150€ reward and the third a 50€ reward (by paypal).

The rules to participate are as follow:

  • Game must be announced on http://forums.te4.org/ by the 1st of august (but you are encouraged to announce, and start dev much earlier)
  • Game must not use a modified TE4 engine (so taking the .team file should work on any ToME installation)
  • Game must not be a "variant" of ToME itself, it must be its own thing. Code from ToME can be used, but only in small parts (i.e: taking inspiration of the party code is fine, ripping half the class files is not)
  • Game must be comply with TE4 license (but it inherently does anyway)
  • Game graphics (if you choose to have) can not use the shockbolt tileset (which is licensed only to ToME)
  • Game graphics, musics, ... that are not code can be under a different license (and with the authorization of the authors obviously)
  • Game must be released by the 1st december (you can, and are encouraged to continue dev on it afterwards obviously)
  • Games are encouraged (but not required) to release often during the year. Remember for players to like your game they must be able to play it!
  • Games can be adaption of other games/roguelikes, as long as you respect copyrights, licenses and the wish of the authors
  • Game must be published at least on http://te4.org/ as a game module

You are very welcome to join #tome on irc.rizon.net where nice people can sometimes help you and post about your game/progress/questions in the modules section of the forums!

Now open your code editors and start coding!

 

Discuss on the forum there: http://forums.te4.org/viewtopic.php?f=40&t=36083

Multiple addon versions validating

I have changed the way the server handles addon md5 versions, now if you upload a new version of your addon for the same ToME version it wont invalidate the savefiles of people using a previous version.

Have fun in Eyal!

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