As promised here comes T-Engine4 and ToME4 beta41 ! See http://te4.org/
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
Release highlights:
- Important bugfixes
- Many balancing changes
- Many talents & classes updates to make them more fun
- New "events" system, sometimes .. things happen
- Rares are less deadly at lower level
- New "rare" item kind, droped by rare NPCs
- Updated SDL for, hopefully, a better support of windows7
Expanded changelist:
- Blood Vengeance has a sustain cost
- Right-click on beneficial buffs allows you to remove them (like removing a weak regen to cat a better one)
- Object tier is written in objects tooltips
- Added new projectile param "friendlyblock", if set to false it will travel through friendlies
- Party reward selection dialog can not be closed without choosing
- Randelites only start to appear after completing the first zone
- Random bosses/elites that can multiply/split will only spawn normal version of themselves, not bosses/elites
- Can not get random elites bosses
- Random elites rodents (mouses, rabits, ..) that get Warshout will now instead do Warsqueak. Yes. Just because.
- Clear Mind torque will not remove brainlocks
- Fixed teluvorta bug on load
- Teluvortas now only swap 50% of the time
- Teluvorta swap now has a saving throw
- Fixed riposte not giving crit bonus
- You can tell the Eidolon you just wish to die now
- Random elites of low level ( <20 ) will now have a damage penalty based on their level. Starting at -40% at level 1
- Fix realtime mode
- New horror creatures, just because you all love horrors!
- Random elites do not appear in Easy mode
- De-activating Willful Tormenter will also disable other sustains until the max vim is > 0
- Keyboard movement updates tooltip in shops
- Rend, Acid Strike and Dark Surprise correctly refund vim when dealing a deathblow
- Goodbye Fake Skullcleaver!
- New artifacts
- Accuracy is based on willpower for mindstars
- Fixed offhand penalty for mindstars
- Switching to and from ambushes should be quite faster
- Updated SDL, should work better on windows7
- The Overpowered Wyrms on vor armoury can breath water
- Right click map menu can not go over the bottom of the screen
- AutoID is back in tutorial
- Psionic Grip/Bind is now a pin effect as the description suggests
- Temporal Reprieve has correct requirements
- Robe of Spydre buffed
- Slight nerf to Mind Sear damage
- Fix Hat of Arcane Understanding
- New object class: "rares" that work by additing random powers to a base item (not egos)
- Rare monsters now drop a "rare" item
- Fixed talent level restriction for rares (it was not working at all sorry for those fearscaping levle 2 trolls)
- Talent level checks for rares is doubled, that is to be able to use a talent requiring level 12 a rare would have to be level 23 (because of rounding)
- Duck and Dodge now is an Evasion effect triggered when the halfling takes damage
- Militant Mind now starts off capping at 5 foes and grants saves too
- Indomitable now clears existing stuns, dazes, and pins as well as prodiving free action
- Fix mindstar in telekinetic grasp
- Fix naming the lost merchant artifact when using #
- Updated fonts to use google's 'Droid' series
- Fixed random escorts spawning on daikara 3 and messing up the paradox mage unlock
- Fixed epoch spawning the player on daikara 4
- Fixed wormhole targeting at level 4+
- Fixed non-functioning bow and sling egos
- Fixed Storm Fury
- Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have only 5 levels instead of 10 (scale end benefi, just spread over less points). So melee classes will have more generic points for "other" toys
- Unarmed Mastery reduced to 5 levels too
- Bow & Sling Masery also reduced to 5
- Loadscreen now have little tips/lore pieces displayed at random
- Renamed Linaniil's sister
- Walking on a level changer popups a flyer to notify you
- Escorts will flee foes instead of attacking them
- Eternal Bone Giants will not ressurect 5 times
- Necrotic Aura updates when learning Aura Mastery
- Fearscape now has a negative vim cost per turn
- Knife Mastery renamed Dagger Mastery
- Anorithil escorts do not provide Providence but Healing Light (you can still learn the tree if you need providence)
- Alchemist escorts do not provide Imbue Item (you can still learn the tree if you need imbue item)
- Nerf a bit Gwai's Burninator
- Improved Higher talents:
- Overseer of Nations now also increases lite, infravision and heightened senses radius
- Born into Magic gives a higher benefit to spell resist and also +arcane% damage
- Higher's Bloom now lets your use any active talents without cost for a few turns
- Death Blow only uses half stamina and cooldown/cost are greatly reduced
- Blood Frenzy cost reduced and is instant use
- Juggernaut is now instant use and grants more damage reduction
- Onslaught costs less and has a lower cooldown, also uses much less stamina per turn
- True Grit also raises your all damage resists cap
- Undending Frenzy bonus increased
- Heave cost reduced
- Reduced cost of Cripple and Evasion
- Shield blocks now trigger a on_block(self, src, type, dam, eff) call on the shield if it exists
- +def gems now give +2-10 to all saves as well
- Citrines give +2 infravision in addition to their +1 lite radius
- Turquoises gives +10 see through stealth in addition to their +10 see invisible
- +damage gems now give +1-5% crit rate (phys, spell, and mind) as well
- on_resurrect event
- Undead Explosion now works on max life
- Sacrifice now provides a very special shield
- Improved higher undead chances on Minions Mastery
- Thunderstorm mana drain is now on hit, the hit is now a radius one ball and the sustain cost decreased a bit
- Defensive Posture penalty removed, mana cost reduced and also increases Armour
- Blunt Thrust now stuns instead of daze. At level 5 it always hits
- Nerfed a bit Eden's Guile speed boost at high Cunning
- The Teluvorta Swap effect now checks for line of effect, preventing the player from getting stuck in walls and making the encounter a bit more controllable
- Gnaw reworked to a special disease that can make a ghoul pop.
- Invoke Tentacle should work anywhere
- Fearscape will not trigger if the creaure casting it dies in the same turn it casts it
- All creatures that use arcane powers will now never spawn with antimagic equipment
- The automatic zone/level save on zone/level change will also trigger a main game save, so crashes can not "destroy" zones
- New demon unique and his nasty axe
- New feature: 'events'. Sometimes, in certain zones, there will be a special event, this can be anything from an old graveyard to a falling meteor
- Fix psi/equilibrium on crit
- Mindslayer talents now use mindcrit
- Physical Power is only increased by the mastery applying to the current weapon
- Quests grant/update are displayed much more evidently
- Duplicate entities protection
- Fixed a duplicate actor bug on talent change
- New levelup screen. Much faster, lighter, smaller and with less wall of texts!
- Grand Corruptor & friends will become invulnerable for only a few turn at the end of the fall of zigur quest
- Detect and remove player clones automatically
- Some Afflicted fixes
- New bows, slings and ammo egos
- New more "complex" traps to replace, in most places, elemental ones
- Life rating is shown on birth screen
- Rebalance gloves for non brawlers
- Rares under level 10 have their talent cooldowns x3, under 20 x2
- Catalepsy can not crit, because it works of dieases which can crit, so it wont double crit
- Stun will not put instant talents on cooldown, such as wild infusions
- Nerfed Overkill damage a bit
- Fix Fearscape when having an escort
- Overkill does not double-dip on +blight damage
- Detrimental status effect are not on the same line as beneficial ones in the HUD
- Gestures correctly will not work with two handed weapons
- Arcane Blades start with Aegis, Conveyance and Dirty Fighting unlocked
- Arcane Blades now use Cunning instead of Dexterity
- Arcane Blades now can unlock Battle Tactics and Superiority
- Arcane Blades, Arcane Combat now triggers less when dual wielding
- Arcane Blades Frost Hands changed to Shock Hands
- Arcane Blades Fire Hands now also regens stamina on hit
- Arcane Blades Shock Hands now also regens mana on hit
- Arcane Blades Arcane Destruction buffer, also upon a melee crit a random radius 2 ball will trigger
- Arcane Feed also increases physical and spell critical chance
- Thorn Grab now does not take a turn to use
- Merchant artifact reward will not give arcane items to antimagic users
- Killing a slaver will free its thralls in the slavers compound
- New achievement for saving many thralls
- Running over a trap stop running
- Using vim based talents will increase equilibrium a lot if the creature has any (nature hates corruptions!)
- Acid, Lightning, Cold Infusion now also benefit from +%damage gems
- Shockwave Bomb is not increased by Fire Infusion
- Items in the transmo chest will appear with a greenish background in the inventory
- Counterstrike also works to increase archery damage
Have fun!