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
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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!
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New class: Anorithil. We stand between the darkness and the light
Coming next beta to you, I present the Anorithil!
And a little gameplay video with one:
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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!
More spell effects! In video!
Beta 3 is coming in a few hours, and to make you wait here are some of the new spell effects you'll find inside! Here we can see fireflash, manathrust beaming, lightning and some more:
And there a demonstration of the hit direction warning and persistent spell effects:
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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!