News

February 27, 2012
By darkgod - February 27, 2012

As promised here comes T-Engine4 and ToME4 beta38 ! See http://te4.org/

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

 

A big release, get it while it's hot!

 

Release highlights:

  • A whole new UI!
  • Shortened some long zones
  • New artifacts/npcs/lore
  • A slew of bugfixes & improvements to many parts of the game
  • Addons configuration screen
  • Reworked ammo

Expanded changelist:

  • New command: Show map, default binding to "tab"
  • Toggle creatures list default binding set to "ctrl+tab"
  • Wearing an item with charges/cooldown will reset them to 0 to prevent abuse
  • Quick-switch will not reset cooldown of items
  • New achievement
  • New lore: Declaration of the Unification of the Allied Kingdoms
  • Fixing a display bug in T_GOLEM_POWER and a seriously screwy bug in T_GOLEM_RESILIENCE (thanks SomeGirl and tekrunner).
  • Fixed the unavailable preUseTalent check from actually checking equilibrium, etc. (thanks edge2054).
  • Fixed the transmog chest not picking up some items (thanks tiger_eye).
  • Fixed a bug where Volcano would remove the Temporal Rift portals.
  • Fixed Dwarf hometown disappearing (thanks tiger_eye).
  • Fixed T_SWITCH_PLACE cloning the player (thanks tiger_eye).
  • Fixed magicMap stopping auto-explore from doing its business (thanks tiger_eye).
  • Hopefully fixed the majority of the ice block bugs (thanks tiger_eye).
  • Fixed the order of quest and death at the end-game.
  • Allowing DamageType.POISON to receive a table with dam and apply_power. Now T_POISON_GAS_TRAP uses the source actor's combatAttack, the Hydra's on_arrival uses the summoner's combatMindpower, and T_POISON_STORM uses the actor's combatSpellpower.
  • Fixed T_RELENTLESS_PURSUIT and T_SPIN_FATE interaction.
  • Changed 'encased_in_ice' to still target, but change the range to zero (thanks tiger_eye).
  • Hopefully fixing invis/stealth not properly protecting the actor from some talents (thanks tiger_eye).
  • Changing T_POISON_GAS_TRAP fix to resemble other traps (using check_hit).
  • Fixed Rune of the Rift's description (thanks edge2054).
  • Disabled Insatiable ego until it can be balanced
  • Weapon Folding damage reduced and armor penetration removed
  • Weapon Folding now reduces paradox by a small amount when a weapon hits
  • Temporal Warden Archery and Dual-Weapon mastery levels reduced
  • Turn Back the Clock damage reduced
  • Temporal Fugue and Swap confusion power reduced
  • Precognition no longer kills the player if he dies during a vision
  • Moment of Prescience rewritten
  • Spin Fate no longer increases defense, maximum bonus reduced
  • Energy Absorption power level reduced
  • Diminsional Step range reduced
  • Wormhole exit location is a bit less accurate
  • Quantum Feed and Strength of Purpose no longer grant saving throws and
  • have a stamina cost to sustain (in addition to paradox)
  • Rethread's cooldown reduced
  • Clarified a few Wilder tooltips
  • Bulwarks, Berserkers and Marauders now have access to the conditioning tree
  • Bloodbath now gives stacking life and stamina regen rather then multiplying existing values
  • Warrior escorts can now teach the conditioning tree and a few talents from that tree instead of combat accuracy or weapon mastery (they still teach exotic weapon mastery)
  • Deleting a premade now asks for confirmation
  • Confusion resistance now reduces confusion power (up to 10% min)
  • Fixed Cursed Sentry
  • Clarify Wintertide Phial activation
  • Nerfed defence of the half-finished bone giant
  • Clarified Spellcraft talent
  • Replaced Necromancer's Liches dark tendrils & creeping darkness by bone spead and bone grab
  • Lichform necromancers can not use infusions
  • Fixed barrow wight tile for Necromancers
  • Saving throws now reduce duration based on a percentage (5% per difference)
  • Saving throws with a minimum duration can now be 'shrugged off'
  • Accuracy now has it's own cross tier effect, Off-Guard, that increases critical strike chance and critical power by 10%
  • Off-Balance now reduces global speed by 15%
  • Slime slow effect reduced to 15%
  • Hit rolls now cap out at a 20 point difference rather then 10 increasing or decreasing hit chance in 2.5% increments
  • Scrolling the chatlog will remove fading
  • Trap Detection & Trap Disarm talents merged into a new Trap Handling talent
  • New Cunning/Survival talent: Piercing Sight, granting a boost to see stealth/invis
  • Power is Money provides somewhat less huge benefits
  • Alchemists do not start with Combat Training tree anymore (it was locked anyway)
  • Transmogrification Chest can now be activated to trasmo everything in it, or if empty, on the floor
  • Adrenaline Surge no longer takes a turn to use
  • Daunting Presnce no longer causes a cross-tier effect. Debuff effect slightly improved.
  • Reduced the accuracy of many starting enemies
  • Reduced a few corrupted horror talent levels in the deep bellow
  • Meditation changed to a sustain that grants equilibrium regen, mental save, healing mod but halves all damage done
  • Hate: Now ranges from 0 to 100 instead of 0 to 10 to be more consistent with other resources.
  • Hate: Instead of falling to 0, hate falls to a baseline value. The baseline value is set to 50% of your current hate when you take damage, inflict damage or kill something.
  • Hate: Is now affected by fatigue Cursed Form / Unnatural Body: now scales healing factor from 40% at 0 hate to 80% at 10+ hate. No longer affects damage resistance and no longer improves with cursed equipment.
  • Cursed Form / Seethe: Allows you to stop hate loss but recieve other penalties
  • Cursed Form / Repression: now trades up healing factor for loss of hate per kill.
  • Gloom / All: Mindpower based (% chance to "hit", chance to save v Mindpower)
  • Gloom / Weakness: Changed to reduce damage inflicted, attacking weakened foes adds hate.
  • Gloom / Dismay: Replaces Torment; 3 turn gloom effect that guarantees 1 critical hit.
  • Gloom / Sanctuary: Reduces damage that originates from outside of the gloom Slaughter / Slash: Insidious Poison effect has been changed to Cursed Wound (stackable damage reduction)
  • Slaughter / Reckless Charge: Number of attacks is now limited by talent level.
  • Endless Hunt / Beckon: Save v Mindpower reduces chance to move by half.
  • Taking damage can dispell it (the chance to dispel is cumulative damage / maximum life).
  • Strife / Dominate: Now mindpower based, Fixed range checking
  • Cursed Aura: Dialog to take or reject it should only open once.
  • Cursed Aura / Curse of Shrouds: should no longer cancel rest/autoexplore
  • Cursed Aura / Cursed Sentry: Fixed (was completely broken)
  • Dark Figure: Removed
  • New Rampage/Predator/Fears afflicted trees
  • Perfect Strikes now ignores the miss chance caused by attacking an unseen foe
  • Crooked Club confusion duration reduced to 4
  • Vision Runes now grant See Stealth in addition to See Invisible
  • Sun Infusions no longer break stealth but instead apply a debuff that reduces stealth power for a few turns
  • Meditation now also have a passive effect: when resting it grants an equilibrium regen
  • Meditation does not take any turn to activate/deactiavte
  • Reduced damage from Void Shards
  • Reduced healing modifier on Vitality
  • Reduced chance of removing debuffs on Unflinching Resolve
  • Reduced spike damage from Time Elementals
  • Time Elementals are now negative effect immune
  • Buffed Harkor'Zun (not the fragments)
  • Buffed Brandish and Retribution (Guardian Tree)
  • Better smooth movement
  • Frenzy now correctly debuffs at level 3
  • Mimic now resets stats on next kill
  • Preternatural Senses now rounds the range value.
  • Fixed a Rampage talent on an arena NPC
  • Outmanuever now gives a physical resistance reduction
  • Mimic now gives stat bonuses relative to the target's stats instead of relative to player's stats minus target's stats.
  • Reckless Change now scales range beyond 4.
  • Rune of the Rift paradox reduction reduced to 60
  • Rune of the Rift should no longer occasionally heal actors
  • Time Skip once again removes actors from the map rather then time prisoning them
  • Fix immunities on the Eternal Night set
  • Always-center on player is set by default for new players
  • Debug console: Cursor positioning (left/right arrows, home/end to move to beginning/end of line)
  • Debug console: Copy to system clipboard support, bound to Ctrl+C and matches Ctrl+V paste support
  • Debug console: Tab-autocompletion of table entries
  • Fixed description of Tormented effect
  • Fixed description of Panicked effect
  • Fixed moving the player in panicked effect
  • Added support for fear resistance to Fears/Panic
  • Reduced damage of Slaughter/Reckless Charge
  • Amushcade Shadow will no longer autopick up gold, gems, or gear
  • Temporal and Eldricth horror files split
  • Temporal Horrors will now spawn on levels 2 and 3 of the Rift instead of Time Elementals
  • Buffed horror stats
  • Reduced talent use frequency of Luminous Horrors
  • Increased talent use frequency of Devourers
  • Tactical Expert defense bonuses reworked
  • Reduced Inner Demon max life
  • Waking Nightmare is now resisted with Mental Save
  • Three new uniques added to Dreadfell (Borfast, Filio, and Aletta) that can randomly appear in he zone
  • Four new artifacts (Borfast's Cage, Aletta's Diadem, Hareskin Sling, and Withering Orbs)
  • Increased rarity of Boots of Spellbinding and Staff of Channeling
  • New Dreadfell Lore
  • Orc breeding pits: reduced the total size
  • Daikara: only 4 levels now
  • Maze: only 2 levels now (one is huge)
  • Eruan: only 4 levels now
  • Old forest: only 4 levels now
  • Sandowrm lair: only 4 levels now
  • Ardhungol: only 3 levels now
  • The four orc prides are now 3 levels
  • Limir dying now instantly marks the quest failed
  • Added a small speak bubble to creatures that can talk
  • NPC & Player portrait will appear in chat boxes
  • Fix multiple addons in .teaa form using overload
  • New hook "Entity:loadList" to bind on any entities file load, altering the loaded data or loading more of your own
  • New artifact: Prox's Lucky Halfling Foot
  • Reduced the number of lore notes in many zones that got shrinked
  • Added a popup warning when entering the mausoleum in Last Hope graveyard
  • When using auto-reloading quivers/pouches resting will wait for full reload
  • When the transmo chest pops up at the end of a level the inventory tabs setting is not lost
  • Trollmire is nowa 65x40 zone instead of 50x50
  • Equipment window now has a switch to select main/off weapons set
  • Letter keys work again in inventory/equipment screen
  • Learning lore stops running
  • Necrotic minions are worht 0 exp
  • Recall/Angolwen Teleport only works when the main player is alive
  • Hydra's Grand Arrival does not also applies ritch's one
  • Spiders from the egg-sac do not grant exp
  • Levelup screen shows rounded stats
  • Lore randomly found has a different tile than set lore
  • Fix Tornado
  • Fix for Frenzy
  • Beckon, Panic and Paranoia should be less annoying to deal with
  • Hex-mode support added to the engine; a simple 'core.fov.set_algorithm("hex")' in your module's load.lua and you are in hex mode!
  • Directly computing directions is deprecated; instead use util.adjacentCoords and all the new coord functions
  • Map borders should look better
  • New UI!
  • UI elements are now locked by default, with a small padlock on the toolbar to unlock them
  • Move tooltips in inventory and stores to not obstruct the list currently being watched
  • Added some missing musics to some zones, including new tracks
  • Fearscape is usable in more zones
  • Trees should have a bit less veritcal randomness
  • font:draw() can take a new parameter to prevent displaying entities with an internal FBO and instead returns a table of entities to draw and their positions in the texture string
  • New lore: "Gifts of Nature"
  • New artifact set: Staff of Arcane Supremacy and Hat of Arcane Understanding
  • Boots of Spellbinding and Staff of Channeling reworked
  • Corona no longer deactivates when there's no energy to fire
  • Added Spell Cooldown, Mind Crit, and Crit Reduction to the character sheet
  • Darkest Light can no longer give back negative energy (for real this time)
  • Talent paradox cost no longer factored into paradox failure(etc) rates
  • Spacetime Tuning reworked now a sustain that reduces paradox over time
  • Haste values reduced
  • Static History values reduced
  • Talent equilibrium cost no longer factored into failure rates
  • Fixed Ruined Earth radius
  • Fixed "weakness" damage type
  • Mage apprentice quest changed, he wont collect rings/.. anymore, he just needs one arcane powered artifact
  • Disruption Shield can never cost negative mana
  • Classes may have an inherited method that gets called after module init
  • Air warning indicator, like the hp warning indicator (corners become bluer)
  • Reworked ammo. Now ammo comes in quivers or pouches that have charges. There is a new "Reload" talent and some new egos can auto-reload.
  • Antimagic infused objects are usable without knowing antimagic, but they will incur heavy penalties on spellcasting (failure chances, reduced spellpower)
  • Ego generator will forbid an arcane/antimagic item and an arcane/nature one will be rarer (but still possible)
  • Nerf Witch-bane and Guidance for non antimagic users, buff them for antimagic users
  • NPCs do not cheat with vim regen, instead they are smart
  • Resting will auto-activate Reload
  • Mana Clash cooldown reduced and damage altered
  • Wearing an antimagic item also will incur a chance for spell sustain to be disrupted every turns
  • New addons configuration screen, to select/unselect which addons will load; can be used to enable addons with version mismatches too, at your own risk
  • Wearing the bindings of eternal night will prevent the use of infusions and wild-gifts
  • Bindings of eternal night now reduces light and fire resists and grants blight and darkness resist
  • Undead can no longer learn the harmony tree
  • New game option to select either the new or old UI
  • Some game options disappear when using the new UI; they are useless
  • Antimagic quest gives more info ahead of time
  • Aura of Silence now uses full mindpower to apply
  • Rope Belt of the Thaloren is no longer arcane powered
  • Dark Surprise now uses physical power to apply
  • Improved the DebugConsole with suggestions by tiger_eye, edge2054 and Canderel, and implemented by yufra.
  • Resizing the game does not require a (automatic) save & reload
  • Developers are marked in red in the chat
  • Reduced the effectiveness of Golem Power and Golem Resilience.
  • Life regen display in the minimalist display now takes into account healing mod
  • Weapon folding bonuses doubled for archery
  • Fixed Shooting when encased in ice
  • Improved Jelly description
  • A copy of the party is now uploaded to the server on a save (a real savefile of it, not a dump). For later fun uses!
  • Moment of Prescience now increases accuracy too
  • Spin Fate now buffs all saves each time it's applied
  • Swap and Temporal Wake ranges adjusted
  • Dimensional Step no longer lets you break line of sight but takes no time to cast
  • Wormhole now takes time to cast and the exit radius adjusted
  • Celerity improved
  • Strength of Purpose and Quantum Feed values adjusted

Have fun!

January 25, 2012
By darkgod - January 25, 2012

After some rough days the profile server is back online, fully working and much much faster than before!

It is also more capable and soon you'll see why :)

Have fun!

January 19, 2012
By darkgod - January 19, 2012

The profile server has been acting up lately, while I was away, how nice of it!

There have been a great new influx of new players as of late and the server is just not good enouhh to handle them. I am working as fast as I can to rewrite it in a better way so please just hang on tight!

Thanks and have fun!

December 27, 2011
By darkgod - December 27, 2011

As promised here comes T-Engine4 and ToME4 beta37 ! See http://te4.org/

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

 

This is a bugfix release to fix some important b36 bugs and it also is a celebration for winning the roguelike of the year poll!

 

Release highlights:

  • Many important bugfixes
  • Disappearing zones should be fixed, at last!

Expanded changelist:

  • Fixed dying at the orc ambush
  • Made the end of the lichform quest more obvious
  • New "unavailable" category in the use talent menu
  • Fixed staff of absorption quest when loosing the ambush
  • Grand Arrival: Stone Golem correctly checks for stun immunity
  • Grand Arrival: Flamespitter now correctly affects foes
  • Stealth bonus correctly shows in the character sheet
  • When killing foes in walls the object drops will try to move into a clean space nearby
  • Perhaps fixed actor duplication on level change
  • A NPC using switch place while dying will not duplicate the player
  • Displacement Shield cast correctly respects maximun range
  • Wearing an item directly from the transmo chest will correctly remove it from the chest
  • Learning spells wil a shadowblade or an arcane blade will not provide mana regen
  • Necrotic minions will not spawn Will'o'Wisp upon death if their master is already dead
  • Necrotic Aura will be present even for necromancers starting with no talents
  • Smaller initial resolution
  • Golem/Arcane tree talents are now considered spells & can be silenced
  • Lichform can not be unlearnt
  • Fixed the disappearing zones bug. I'm quite sure this time! :)
  • Time Prison now prevents the application of any timed effects
  • The transmo chest will only start to provide energy once you have talked to the butler
  • Grand Corruptor correctly triggers the quest even in the fearscape if spawned in the mark of the spellblaze
  • Sunder Arms/Armour does not check for stun resistance anymore
  • Grab/Crush/Constrict check for pin resistance instead of stun resistance
  • Switching control of your character will not prevent respecing talents
  • Removed speed rune from the Weirdling Beast; gave him a new one to compensate
  • When 'l'ooking around if you press enter you get a map menu just like when right clicking
  • Darkness & Shadows trees are not spells
  • Bone Grab correctly deals damage
  • Fixed when Fillarel is dies in the unremarkable cave
  • Disruption Shield now takes effect *after* damage shield, time shield, displacement shield
  • Talent icons stay greyed out even when cooling down when the talent is unusable (but the countdown is still shown)
  • Disperse magic now respects range

Have fun!

December 27, 2011
By darkgod - December 27, 2011

Thank to all those that voted, this both makes me happy and proud that many people like my game so much.

2011 has been an amazing year for ToME, many releases with meaty changelogs, more content than ever, some heavy rebalancings, much UI polish and obviously shockbolt gfx.

Thank to all the people that have contributed things, small or large: this is also your win!

Oh and to celebrate it, prepare for incoming b37 :)

December 20, 2011
By darkgod - December 20, 2011

One year ago I put up the donation feature on te4.org to get a little "return on investment" as managers would say :)
Well it turns out this worked quite well, as for the first birthday I can proudly say there was over 3500 euros of donations to ToME4!

Over the time the feature evolved a bit, being integrated into the game and having a few special features to thank donators.

Some of this money was donated back to Shockbolt for the amazing work he does on the graphics and some is for paying the te4.org server.

To sum it up, what a wild ride this last few days: currently running strong in the roguelike of the year contest, reaching 10000 days of playtime and now 3500euros of donations!

I want to thank all the players for their support, all the people that contributed ideas, bug reports, code, sounds and overhaul much fun!

PS: I am in the process of buying a house, so yes, any money I can get will get me closer to that goal join the "buy-darkgod-a-house" campaign ! :)

December 19, 2011
By darkgod - December 19, 2011

As of this post the cumulated playtime of ToME4 as recorded by online profiles is of 10014 days 11 hours 24 minutes!

That represents about 27 years and a half of ToME4 play!
The playtime counter started around one yaer and a half and has been accelerating ever since.

I wish to thank all the players around the world that dare find this game fun enough to continuously play it and even donate money to it.

It is now just a bit over two years since I wrote the first line of code for TE4, I am always amazed at the number of people that gathered around this new game in such a small time.

Again thank you all, have fun and happy new year/merry christmas/whatever floats your boat :)

December 13, 2011
By darkgod - December 13, 2011

It's this time of the year again, the grand roguelike poll to elect the roguelike of the year is now open!

If you like ToME4, please take a few seconds to vote for it at http://roguelikedeveloper.blogspot.com/2011/12/request-for-votes-ascii-dreams.html

Thanks, and have fun playing & dying in Eyal!

December 7, 2011
By darkgod - December 7, 2011

As promised here comes T-Engine4 and ToME4 beta36 ! See http://te4.org/

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

 

Release highlights:

  • Many important bugfixes
  • Easier transmogrification
  • Saves can negate an effect completly again

Expanded changelist:

  • Fix knife&exotic masteries
  • New achievement for saving Derth without a single derht inhabitant dying
  • Fixed Waters of Life
  • Fixed Relentless Pursuit
  • Fixed psionic Focus tree
  • Fixed Shatter
  • Infusion/Rune saturation doesnt prevent resting
  • Moddable tiles boots appear behind the robe, not over it
  • Fixes psionic randbosses
  • Fixes Arena bosses
  • Fixed mind damage cross tier effects
  • Cursed Touch unlearn TL 5 now works
  • Curse of Madness correctly reduces confusion
  • Fix Fearscape
  • Fix Beckoned
  • Trying to rest with foes in sight will not spend a turn
  • Learning the lost knowledge in Yillkgur library is still slow, but there is a progressbar! :)
  • Correctly compute encumbrance
  • Saves can again shrug off an effect completly, in addition to the duration reduction
  • Nerfed Brotoq, his version of Skullcleaver can not proc greater weapon focus
  • Nerfed Half Finished Bone Giant
  • Once the transmogrification chest has been found once, all new characters will start with it from birth
  • Leaving the level to regen while the other levels are "frozen" should work much less well (also known as stairscumming)
  • Fixed giving the staff of absorption in last hope even when it is cursed
  • Gem Portal cooldown is now reduced by talent level. Also it wont enter cooldown if not moved
  • Icy Skin now scales with Willpower
  • Bone Nova correctly refunds Vim on kill
  • Addons are now validated just as the main module
  • Disruption Shield changed. Now takes no turn to cast, costs less sustain mana, the explosion is now an arcane storm for 10 turns dealing 10% damage each turn. While in the arcane storm the caster gets an arcance resistance buff
  • Addons show up in the online charsheets
  • Blinding Spores duration is now kept in check
  • Fix Void Echoes
  • Negative price items should not appear in stores
  • Healing talents are disabled while frozen (this does not change anything it will just make how frozen works more obvious)
  • Maybe finally fixed disappearing zones; please keep your eyes open
  • Fixed tutorials
  • While frozen teleport spells are unusable (they were before but player could lose turn trying to use them)
  • Fixed dual wield trick abuse
  • Ctrl-compate works again
  • See invisible & See stealth now works the the old "checkHit", because stealth & invis are not 100-scaled
  • Attacking stealthed/invisible creatures now uses a normal hit check and then adds a random 33% chance to hit
  • Mummified Egg-sac of Ungole summons are now working with Summoner's talents, summon control can affect them, they gain passives from the user and such
  • Unlearning Vile Poisons will unsustain lost poisons
  • Avoid avoidable ambush immediately after new target is attained when autoexploring
  • Explore more efficiently by inferring likely wall tiles when autoexploring
  • If autoexplore is stopped on the way to an exit (such as by a trap), then it will still go that target when AE is initiated again
  • When autoexploring don't go to items that the player dropped
  • Terrors from Curse of Nightmare do not spam "levelup" when appearing
  • Fixed removing talents while knowing later talents

Have fun!

November 22, 2011
By darkgod - November 22, 2011

As promised here comes T-Engine4 and ToME4 beta35 ! See http://te4.org/

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

 

Release highlights:

  • Big overhaul of the saves system
  • Many improvements to Cursed, Doomed, Summoner, Wyrmic, Paradox Mage, Temporal Warden and Brawler classes
  • New inventory UI; transmogrification chest merges with it once acquired
  • Many new sounds & effects
  • Autoexplore !
  • Yeeks finally get to se Irkkk
  • More rows of talent icons are available in the options
  • Addons support (example addon here: http://te4.org/dl/tmp/tome-example.teaa )

Expanded changelist:

  • Changed the blue of recurring donators to an other blue
  • All timed effects are now grouped in one of four categories: physical, mental, magical or other, making it more obvious which save works with each. "Other" timed effects can never be reduced/removed/altered
  • Psi, paradox, and unarmed combat should show up in the vault now
  • Reduced scaling on Fade from Time and Haste
  • All timed effects now have a subtype
  • Moved many timed effects into more logical types (many rage effects are now mental for instance, burning is physical, etc.), players should double check timed effects to learn the new system
  • Body Reversion now only removes physical effects
  • Timeless and Providence no longer remove saturation effects (since these were moved to other)
  • Fixed Darkest Light no damage bug
  • Starting characters will now have a wild infusion that clears all physical effects rather then just poison (poison is now a physical effect with a poison subtype)
  • Bows & Slings are only equipable for people with the Shoot talent
  • Fixed various loopholes in the laws of spacetime
  • Timed effect subtypes now use a table and can have more then one subtype
  • Crushing hold and strangle hold will no longer deal damage if the source is dead
  • Smooth fov shadows now work even with framebuffers disabled
  • Fixed golem eye beam and arcane combat causing a game freeze when actor is frozen
  • Fixed a few rush-like talents when activated adjacent to the target
  • Big overhaul of the Cursed/Doomed classes
  • Rewrote the generic tree Conditioning
  • Rethread now can stun instead of daze
  • Reduced Quantum Spike talent level on Ultimate Teluvorta
  • Revision will now transport the player to the past immediately instead of at the end of the turn
  • Grapples will now break when the attackers stamina gets to low to pay the stamina cost
  • Spacetime Tuning is now a beneficial effect (so it can be used correctly by skeletons and other actors with detremintal effect duration reduction)
  • Water wall digs into water floor
  • Entering the last level of the dark crypt has a painted lore
  • Fix hands going through the shield in the moddable tiles
  • Setting leash anchor for party members will not prompt a "are you sure" dialog when self targetting
  • Brawlers have given up their quiet ways and will now make the same combat sounds everyone else does
  • Healing flyers are only shown when seen
  • Berserkers are the first class in the warrior's list, instead of fighters
  • Logfile should correctly flush when using --flush-stdout on windows
  • Fateful Aura tree does not grant a hate bar
  • Talents learnt from external sources (like cursed touch, resolve, escort rewards, ...) are not respec-able
  • Iron Mail fo Bloodletting now gives a healing mod bonus
  • Spiderweb now has a tile
  • Updated some gfx tiles
  • Can not teleport out of the south derth arena
  • Typos
  • Removed all egos with negative life regen
  • High level trees are not learnable until they can be usefull to the player
  • Activable items do not say they use 0 turns even if the talent they use does. Activated items always use a turn
  • Last Hope mausoleum is now denoted with a quest
  • Renamed Fighter to Bulwark, to make it very clear to new players that the fighter is not the "classic" dumb "bump until it dies" class (which really does not exist in ToME)
  • Ring of the War Master provides a bonus to Thuggery
  • Use item in the inventory screen will notify that it is impossible to use items without wearing them (when appropriate)
  • Clicking on columns in inventory window should work
  • When frozen effect is broken by damage it is removed only on turn end, meaning the player can never hit himself trying to destroy the iceblock
  • Anomaly damage now has a damage cap
  • Removed the anomalies that reduce and increase paradox
  • Static History will now only prevent failures (and not backfires or anomalies)
  • Flameshock is now a stun effect; damage over time increased
  • Rebalanced some effect immunity egos
  • Garkul Helm and Garkul Teeth are now a set
  • Life leech on negative HP creatures will not work
  • Reworked some immunity artifacts
  • New temporal damage death messages
  • Athamaton is now considered an Elite Boss
  • Celerity is now passive
  • Many chronomancy sustain costs adjusted
  • Darkest Light will no longer give energy at higher talent levels
  • Frenzy should be less rediculous at extreme talent levels
  • Rewrote the 'Chronomancy' tree
  • Paradox Mastery will no longer give a bonus to Static History paradox reduction
  • Static History is now a class talent in the timetravel tree
  • Borrowed Time and Door to the Past have been removed
  • New Timetravel talent, Temporal Reprieve (buffed version of the old version)
  • Spacetime Weaving now requires willpower so it should be more accessable to Temporal Wardens
  • Haste no longer gives casting speed but has an interesting on move effect
  • Gather the Threads now boosts spellpower instead of damage (note that it will break before a sustain is cast to prevent abuse)
  • Ritch Tunnels shouldnt spawn high level ritches
  • Big saves overhaul:
    • Display change: Combat stats(Accuracy, Spellpower, Mindpower, Physical power) and Saves (Defense, Spell save, Mental save, Physical save) are now computed on a O to 100 scale, split in 5 tiers. In each tier it takes more points to upgrade. So if you have 22 spellpower and wear a new item granting +2 spellpower you only get up to 23 spellpower. *This does NOT change the damage you are doing since a similar scale was applied to damage done in previous betas*
    • Saves now reduce the duration of timed effects
    • When a creature is hit by a special effect from a creature whose combat stat is in a tier over the target's save tier it triggers a "cross tier effect"
    • Cross tier effects are dependant on the nature of the effet. A powerful knockback will set a target offbalance, a terrible mind attack will brainlock the target, a overpowering spell will spellshock the target
    • Tooltips show both combat stats & saves for all creature
  • Added 25 more rooms
  • Reduced Rush cost
  • Spell Shaping becomes Spellcraft, a sustain that keeps the old effects and adds a chance to cause spellshock on spell damage
  • New temporal spiderkin
  • Wild Growth infusion now does damage based on Mindpower
  • Necrotic Minions will decay if their Necromancer is dead
  • New temporal spiderkin
  • Overhaul of the equip/inventory screen, with visual equipment doll, drag&drop, inventory tabs
  • The few non-unlearnable talents can not be unlearnt event at birth
  • Vim correctly refunds when killing foes with a Vim using talent in all cases
  • Bloodbath will not increase the stamina loss of Blood Frenzy
  • Brawler grappling and discipline talents will now use Physical Power instead of strength for damage calculations
  • Unarmed Mastery now improves damage on grapples and kicks too
  • Double Strike no longer has a stamina cost
  • Double Strike will now autocast on 'bump' if it's off cooldown and the character is in Striking Stance
  • Relentless Strikes stamina increase reduced
  • Rebalanced Rethread (increased cooldown, reduced paradox cost, reduced paradox gain)
  • Terrain tooltip's improved to provide various useful info (diggable, breathable, teleport, blocks sight/move)
  • Titanic shield now also improves armour hardiness
  • Binding/Crown of the Eternal Night will not let people stay undead after removing them
  • NPCs will not use Body of Stone because they are too dumb to use it well
  • Perhaps fixed items usable without wearing them
  • Curse of the Meek rabits stay for two more turns and have 70% chance to grant a soul but killing them yourself never grants a soul
  • Rigor Mortis lasts a bit less
  • Frantic Summoning now is a timed effect that allows fail-less summons with faster casts. It also resets a random summon cooldown on activation
  • Using a hotkeyed item will first try to activate it and if not possible wear it
  • Clarified damage on hit/when hit in tooltips
  • Give gorbat orc summoners a shoot talent to go along their sling
  • More fun damage type death messages
  • Removed debug prints from tactical AI
  • Marauders start with armour training(1) and an iron helm
  • Atamathon will always drop some plain voratun rings/amulets
  • Temporal rift portal provides a warning
  • New lore: The Tale of the Moonsisters
  • Allied kingdoms calendar adjusted to include the Time of Balance and the Time of Equilibrium, located between the Summertide and the Wintertide, when both moons can be faintly seen on the opposing horizons
  • Store buy/sell is logged
  • Fix disappearing mark of the spellblaze & a few others
  • Fix crash when leaving the endgame zone
  • Only new talent start on cooldown when learnt, not existing ones
  • Status effects are now shown as icons, just like talents
  • Zigur can not be seen by undeads
  • It is possible to recall from the thieves tunnels
  • Gates of Morning rune shop now stocks .. runes
  • Undeads can now take on the celestial classes
  • Many new & redone sounds
  • Updated some NPCs tiles
  • Added ambient sounds to the trollmire and the old forest
  • Trolls, bears, treants got their own sounds
  • Swarms/bees, wolves/foxes, jellies/oozes, ants got sounds
  • game:playSound() can now take a second parameter to speficy the 3D position of the sound
  • Sounds made by talents, creatures, ... are now placed in space, the further they are the quieter they are and they are played in 2D (not just stereo)
  • Fixed character sheet and Relentless Pursuit text to reflect duration reduction changes
  • Made resource leeching weapon-only
  • Updated some talent descriptions with the new physical power
  • Nerfed Subject Z a tad and buffer Yeek Wayist a tad
  • Creatures should try to use sun infusion more smartly (smart ones at least)
  • Talent propjectile speed is always correctly used
  • New option to not learn talents at birth
  • New aggressive/passive mode, toggle with the icon or with key 'b'. Ctrl+direction allows for attack in passive more (all keybindable obviously)
  • Summons now use the faction/personnal reaction of their summoner
  • Harmony should have the correct mastery even for people that had worn an amulet of harmony
  • Reworked Fateful Aura talent tree into Cursed Aura.
  • Added inc_damage_actor_type to increase damage against a specific type of actor (undead, etc).
  • Added resists_actor_type and resists_cap_actor_type to resist damage from a specific type of actor (undead, etc).
  • Added player.money_value_multiplier that multiplies the money value of gold piles.
  • Pity talent breaks like stealth (combat/activated talent).
  • Feed Strengths has no effect on 'all' resists.
  • Fixed Surge talent to use the right stat requirement.
  • Reduced Knockback of Willful Strike and Blast.
  • Fixed Displace targeting bug.
  • Reduced Slash healing factor reduction.
  • Changed Cursed talent descriptions to display level differences better.
  • Changed Dominate talent description to mention that you attack the target after activating.
  • Change Gloom and Madness stunning affect to act like stun instead of paralyze.
  • New gfx effect for Inferno
  • A few artifacts (golden sword, robe of the archmage, mummy wrappings) got special player doll tiles
  • New engine.ui.EquipDoll class
  • Rod of Recall and Transmogrification Chest can not be dropped
  • Overhauled transmogrification chest:
    • A new inventory tabs appears for the chest
    • All items are automatically pickedup and put in the chest
    • Items in the chest are weightless
    • You can still transmogrify from the inventory menu
    • When you leave the current level all items in the chest are transmogrified automatically
    • In the inventory chest tab you can move an item out of the chest, it will then act as any other item, with an encumberance and be useable (and will not be transmogrified)
  • Step Up gives movement speed instead of global speed
  • Fix Worm Rot
  • LOS/FOV code fixes & speed updates
  • Talents bound to "left- and middle-click on target" no longer work on unseen (i.e., invisible) actors.
  • Location of unseen (i.e., invisible) actors may not be inferred from targeting highlights.
  • Targeting highlights now show how a targeting path is blocked when blocked by a corner of an adjacent obstructed tile.
  • Split inventory handling into engine.ui.Inventory
  • Movement Infusion and Lightning Speed now increase movement speed
  • Time Prison now completly removes the target from the timeflow, no turns will pass for it (no cooldowns, regen, ... will happen)
  • Fix the 4th hotkey page
  • Tidal Wave knockback is correctly centered on the effect, not the caster
  • Getting a detrimental status effect stops resting/running
  • Create Minion is now directed, so you can always try to stay behind those skeleton mages
  • Slime Roots can not reset talent cooldowns
  • Buffed Rage
  • Summoner's Detonate now works on all summons
  • Grand Corruptor will not offer the Zigur attack quest in the ID
  • Auto Explore! Press z (or rebind it) and your character will try to explore all unseen space in the level. For now this is a ToME feature but it'll be backported to the engine
  • Hotkeys settings are now correctly saved, both globaly and per race/class
  • Movement mode (attack or not) is now per-actor
  • New better statues, palm trees and burnt trees tiles
  • Naga Portals got a super awesome particles animation
  • Better statues in the Iron Council
  • Less monotonous ground in the Mark of the Spellblaze
  • The Yeek Wayist town Irkkk is now visitable (not much to see yet though)
  • Ctrl+V is supported in the debug console
  • Irkkk got stores!
  • The Island of Rel now looks more junglish
  • New Summoning Advanced tree for summoners
  • Doomed class updated to be a fully mind based class, using mindpower to power its talents.
  • Doomed lost the Primal Magic tree and gained the Gestures tree
  • The Master will not drop the staff of absorption in the ID
  • You can only switch places if the destination tile of both creatures is passable for them
  • Creatures lifebar is color coded
  • Two new game options to control the number of rows in the icons toolbar and the size of those icons. Yes you can now see all your hotkeys at once if you wish!
  • Added a fifth hotkey bar. 60 keybinds should be enough for everybody! :)
  • Fix items granting mastery levels
  • Character Sheet right map click option renamed to Inspect Creature, it now works any any target
  • Yeek Mindslayers summoned by the Wayist talent now have a custom tile
  • Blood Sacrifice changed into Bloodcasting
  • When a necrotic minion dies from being outside your necrotic aura, it can sometimes do an emote
  • All talents now have tactiacl infos about the damage type they do so that the tactical AI can choose accordingly to target's resistances
  • New tactical AI info: CURE, so it can know when to try to remove bad effects
  • Hooks system added so that addons do their addon things
  • Tutorial is now a special button in the birth UI, and both the basic and the stats tutorial are availavble
  • Inspect Creature will also show talents
  • Wild Infusions now always cure "cross-tier" effects
  • Yeeks now start in their hometown
  • Wyrmics now start with both two handed and weapon&shield offensive trees; with increased masteries
  • Ice Claw does ice damage at level 4
  • All talents in the cold/storm/fire drake trees increase their respective resistance by 1%, passively.
  • All talents in the sand drake tree increase physical resistance by 0.5%, passively.
  • New lightning breath particle effect
  • Increased the damage of Tornado
  • Static Field now works even on elites and bosses, but at a somewhat reduced effect
  • Ice Wall now makes a line of ice walls, tangent to the projection line
  • Custom physfs "archiver" to bind mounted trees into other mounted trees
  • Support for compressed addons in .teaa files

Have fun!