News

March 3, 2011
By darkgod - March 3, 2011

As promised here comes T-Engine4 and ToME4 beta21 ! See http://te4.org/

Many things in this release, making life easier, balancing, online profile, ....

I am sorry this release too a bit longer than planned and has less stuff than planned, the profile & smooth shadow took longer than expected, but then, they are neat! :)

 

Please note: if you do not use an online profile the game will forget your achievements and unlocks. This can be fixed by renaming your home/T-Engine/4.0/profiles/default/ directory to home/T-Engine/4.0/profiles/offline/

 

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

 

Release highlights:

  • Many fixes
  • New starting zones and town for the Dwarves (more races to follow)
  • Smooth FOV shadow: instead of a blocky rectangular look, the seen->unseen transitions will be .. smooth
  • Reworked the online profile system. The game now connects to a specific server, this will someday enable some very fun stuff, and for now this adds an ingame chat
  • Many balancing moves (Cursed should feel less godlike at high level, alchemist got more burst damage, Vim using classes get much easier time managing Vim)
  • New dialogs UI
  • Upgraded tactical AI. Things are gettign quite smart, your summons will try to avoid breathing on you, your foes will assert your weak resistances and use that to their advantage, ...
  • The Sher'Tul fortress gained a new function!
  • Many many many more lore to be found and flesh up the world of Eyal. Total lore now counts over 28 thousands words!
  • Armour and APR working changed

Expanded changelist:

  • Replaces Wildfire's Combust and Dancing Fires with Burning Wake and Cleansing Flames
  • Rod of Recall is not an arcane item anymore
  • Elves should get escort quests again
  • The (many) lore of Reknor now correctly generates, go read it!
  • Talent levelup screen separates next level info more clearly
  • Upon arrival in the Eidolon plane player ressources are filled up (or down acordingly)
  • Mindslayer auras do not work on the worldmap
  • Left click talent does not work on the worldmap
  • The orc prides can scale to higher level
  • Resting when all ressources are at maximun will trigger resting for cooldowns
  • Vaults will block detection again
  • Zigur will not offer the antimagic quest when it is already done
  • Refusing antimagic quest will not prevent changing your mind later
  • New game icon
  • The Orb auto ids blue items too
  • Bill can not be cut off from the level
  • Escort portals should be again visible in ascii mode
  • Scatter Shot can not bypass stun immunity
  • Vor Armoury will not kill its own wyrms
  • The lumberjacks are back in the lumberjack town
  • Added Zigur lore
  • Automated error reporting within the game (module independant)
  • Staff of Absorption is now two handed
  • Kinetic Aura spikes are now beams, and Thermal Aura spikes are now cones
  • All auras can be deactivated without triggering a spike by targeting yourself
  • Boosted Conduit damage multiplier given by additional talent points
  • Increased crit boost from Perfect Control
  • Telekinetic Smash applies Conduit damage if Conduit is sustained.
  • Will and cunning affect damage and accuracy of Telekinetic Smash
  • No more than two shields and two auras can be sustained at once.
  • Highly Trained Mind info text changed
  • Conduit only affects the telekinetically wielded weapon
  • Leeches talents get reduced cooldowns with additional talent points.
  • Mindslayers get less health per level
  • Reshaping talents nerfed
  • Shattering Charge automatically spikes Kinetic Shield
  • Nerfed shield spikes and shield efficiency.
  • Clarified shield talent info texts.
  • Matter is Energy regens energy every turn for X turns
  • Mindhook now cancels and explains why if you use it on a target out of range
  • Corona will deactivate when it tries to fire a bolt without enough energy
  • Sapphires now have the correct tile
  • Fix inscriptions on the online chardumps
  • Zigur shops now only sell items powered by nature or craftmanship
  • Zigur shops now sell much better loot
  • Stores now stock much better quality loot and will update with the player level (within limits of the towns)
  • Shaloren start with runes instead of infusions
  • Enabled selling again, gems still sell at a high price, other stuff less (as before)
  • Most stores have much better stuff to buy
  • Reduced drops
  • Derth has been transformed!
  • Running will not pop up the annoying dialog anymore
  • NPCs that can not breath under water will not be generated under water
  • Two handed weapons say so in their descriptions
  • Most town stores respect their town factions now
  • New *awesome* farportal tiles
  • Temporal Wardens now start with the bow tree instead of utility archery
  • Replaced Avoid Fate with a new talent Foresight
  • Moved Perfect Aim to the Temporal Archery tree and replaced it with Daja Vu
  • Moved Celerity to the Speed Control tree
  • Moved Entropic Field to the energy tree
  • Dimensional Step now gains more range with talent points
  • Phase Shot is now a single target temporal shot that bypasses terrain and other obstacles
  • Quantum Feed and Strength of Purpose now add some Physical and Spell saves
  • Damage Smearing duration increased
  • Echos from the Past now does much less Echo damage and some base Temporal damage and has a larger cone starting out
  • Jumpgate now has a range attached to it rather then working everywhere on the level
  • Balanced range and cooldown on several Paradox Mage spells
  • Increased the duration on Time Skip slightly
  • Particles scale correctly with map size
  • New smooth FOV shading (aka fog of war). Instead of being squares it will smooth transitions between seens and unseen tiles (only works with opengl framebuffers enabled)
  • Cuirass of the Thronesmen now has a fatigue value
  • Summertide Phial also lites the player's tile
  • Some zones now have a (purely cosmetic) day/night cycle
  • The game now starts at 11h instead of midnight
  • Onetime worldmap encounters can not be dismissed by a missclick
  • Double greater egos have their own special color (because player love colored loot!)
  • Armour and Defense are shown into actor tooltips
  • Channel Staff does fire damage with fire staves
  • New melee oriented Temporal Warden tree: Spacetime Folding
  • Several Chronomancy abilities are now sustains
  • Anomalies can no longer occurr in the Eidolon Plane
  • Time Skip and Borrowed Time swapped positions in the Time Travel tree
  • Corona should no longer hit the player
  • Retribution description clearer
  • Price of ego ammo is now more correctly aligned with other egos
  • Cant nager npcs by not doing them any damage
  • Deep Wound correctly gives credit to the attacker
  • Fixed Disruption Shield while silenced
  • Fixed summon control ending while the player is dead
  • Tidal Wave can not be recast before it ends
  • Fix Smoke Bomb when cast on the player
  • Arcane Combat and Shadow Combat will not trigger if not enough mana, this preventing disabled other spells because of those
  • Archers and Slingers now have the passtive combat training by default and the activet one can be learnt
  • Dual Arrows cost 0 stamina
  • Aim, Rapid Shot, Heave and Slow Motion sustain cost reduced
  • Critical Shot replaced by Relaxed Shot, which replenishes stamina
  • Halflings are really not all nice people, they can now be corrupters
  • All Summoner's summons now inherit APR, stun/blind/pin/confusion immunity
  • All Summoner's summons now are not limited to 100/stats
  • Summoner's Jelly now absorbs 10% of all incomming damage and uses it to replenish it's master's equilibrium
  • Summoner's Helly summon cost reduced
  • Fix arena zone music
  • Optimized low level lua IO code (which was my mistake), it should load faster now
  • Tweaked garbage collector settings, it should be better for people who had huge lag spikes
  • Alchemist Infusion talents now also turn all fire damage done into their elements, thus making Fire Alchemy much more viable
  • Unnatural Body: fixed (not percentage based) life gain, 50% global healing penalty
  • Seethe: gives more hate, shorter cooldown
  • Dominate: Increased odds of success
  • Life Leech: fixed (not percentage based) life gain, maximum total life gain per turn
  • Rampage: Shortened duration
  • Doomed: Increased damage for many talents to speed the pace of the game.
  • UI elements have faint animations
  • Nagas got new tiles
  • Profile system changed. There is now two profiles "offline" and "online". If the game module validates then data is saved into the "online" profile, if a connection is available (and account logged in), it will sync with the server. Otherwise data gets put into the "offline" profile. Things like unlocks and achievements will be loaded from both profiles when module is invalid and only from the "online" profile when it is valid. This means that is you have no internet connection you will play from the "offline" profile. If you have a connection you will play from the online profile, even if you are not logged in. (and it will sync later if you do). Data from "tained" module versions will never "bleed" online but data from online will always "bleed" offline, so you get the best of both worlds. This might sound a bit complex but it should Just Work(tm)
  • Changed the main game fonts, test them out!
  • Unique tile for the Spellblaze Crystal boss
  • Can not loose double resonating diamonds
  • Linaniil can not appear in the ID
  • Eruan got nice palmtrees tiles
  • Renamed duplicate technique trees
  • Items without resistances wont sometimes show a resist line
  • Added 25 new room shapes by burb lulls
  • Switched Shield Wall and Repulsion
  • Shield Wall now reduces damage done by 20% instead of reducing attack/damage by flat values, making it more usefull at lower levels
  • Armour values are no more flat reductions of damage, instead armor deducts a % of the incomming damage, this means that super high armour values can not cheese out some npcs but no npc can cheese out the player either
  • APR follows the same idea as armour
  • Backup guardian are correctly scaled in insane mode
  • Fix critical power modifiers
  • Vim now automatically increases when a foe is killed by 1+WIL/10; making Willpower useful for Corrupters
  • Anorithils escorts teach the Light tree instead of Hymns
  • Bathe in Light now also lites up the affected area
  • Chant of Light increases lite radius
  • Reduce bonus from hymn of perseverance
  • Massive talents update to include more tactical info for the AI, big thanks to Yufra
  • Engine change: friendlyfire is now selffire, and friendlyfire defines if your *allies* are hit
  • Tactical AI using NPCs will be less likely to keep hiding in corridors, they'll get into LOS to try to pound you (but then you can thus pound them too)
  • Tactical AI now has parameters to avoid friendly fire
  • Imporved the effect of Blood Sacrifice
  • Switched Drain and Blood Sacrifice
  • Killing a creature with a vim using talent will refund that talent's cost
  • Corruptors now start with Drain instead of Blood Sacrifice and Blood Spray instead of Blood Grasp
  • Added new lore: scintillaing caves, a tale of zigur, and a complete history of the orc race (found in the Prides)
  • Added lore to the Maze; archmages, take heed of the warning!
  • New lore to Kor'Pul
  • New lore: Spellhunter's guide
  • Melee attacks are now routed throught a talent (invisible to players) so that the tactical AI can prioritize it correctly
  • Tactical AI using party members can be given talent priorities to use (or disabled from using some talents completly)
  • New lore, myth of creation for humans & elves (only the respective race can find it)
  • Added many new artifacts, some specific for antimagic users
  • New bow artifact
  • Undeads can not be Wilders
  • Nature's Call summoned bear now has a tile
  • Rogues now start with Trap Mastery
  • Players with Trap Mastery would do well to investigate the maze, they might find something interresting down there
  • The Sher'Tul Fortress gained a new function: talk to the shadow butler and gain the Transmogrification Chest which is both a way to power the fortress for further functions and a way to turn unwanted items into gold without having to come back to a shop.
  • Added special lore inside the Infinite Dungeon campaign
  • Actor:takeHit() also returns damage actualy taken
  • Rearranged the Mental Discipline tree
  • Buffed Highly Trained Mind
  • Made Mindslayer auras less costly to sustain
  • Use on_pre_use for disallowing Mindslayer shields and auras
  • Shields now apply their reduction to incoming damage before resists
  • Mindhook cooldown reduced, and reduces further with talent level
  • Telos's Staff Crystal has wielder properties that match its imbue properties
  • Disruption Shield can never be negative
  • Stores refill after killing a boss
  • Removed old unused NumberBox TextBox Button ButtonList classes
  • Dialogs UI update
  • Lore found is displayed in a parchment like dialog, sometimes with bloodstains!
  • Merged the two parts of the troll and necromancer poems into one
  • New dwarven starting zones and town
  • Right click on the minimap will now scroll the map
  • Gaining the achievement for Wildfire, Storm, Ice and Stone talents while playing an archmage will teach them to the current archamge
  • New lore to the Rhaloren Camp and the Sandworm lair
  • New lore: myth of creation by the halflings (only findable by halflings)
  • New lore: correspondance between two .. great .. adventurers
  • The fall of Zigur quest now rewards Hexes instead of Vim tree
  • New lore: how to become a Necromancer
  • When ran for the first time the game will maximze as much as possible instead of using 800x600
  • Store UI now uses teh same method as inventory: double columns with tooltips
  • Actors now start with 150 Paradox so new players have more leeway before they start blowing themselves up
  • Failure, Backfire, and Anomalies don't start happening until 200, 300 and 400 paradox
  • Added gamelog messages for when paradox thresholds are crossed.
  • The Dark Crypt counter now is 20 turns instead of 30 but each time an acolyte is killed the counter will go up
  • Antimagic users rejoince! Movement infusions have been buffed, they now provide a "Lightning Speed"-like effect, granting very high movement speed for a few turns and thus can be used as escape mechanism
  • Currently equiped comparaison tooltip working again
  • New lore to the ancient elven ruins
  • Fix the extra project tile bug and updates a few talents that were using canProject incorrectly
  • Adds support for damagetype/resistance checks to the tactical AI
  • Added cut_immune to ghosts
  • Fix some FOV errors in cones
  • New tiles for some artifacts
  • Fixed tannen tower, I think
  • Explosion Expert now increases the damage done by the bomb if the affected zone is less than the theorical possible zone. AKA: firing it in small rooms or cooridors will make BIG BOOMS !
  • Breaths and cone attacks can be targetted at any angle now
  • Online profile system updated, the game is now connected to a special server
  • Profile update now allows for inter-user chats, check out the new user chat pane, press ctrl+space to switch and space to talk
  • Replacing inscriptions will keep existing keybind
  • Ignore escape in text/numberboxes

Have fun!

March 1, 2011
By darkgod - March 1, 2011

I would like to thank all the people that already donated to ToME, it keeps me enthusiastic and happy to know that my players are enjoying the game enough to think it is worth giving money.

On that note I want to thank Canderel whom is the very first player to setup a recurring donation!
This is a very encouraging step for me and it is my hope many others will follow the lead.

Recurring donations simply are a subscription (that is handled by paypal) in which you define the amount to provide each month, automatically.

So again, thanks to you all and happy tom'ing!

February 11, 2011
By darkgod - February 11, 2011

Hi,

I just added a new feature to te4.org which uses the existing database of characters to offer statistic graphs of those characters split by levels.

I.e: you can check how many Archmages reach level 10 or compare the death curve of Cursed and Berserkers or .../
Well you get the point!

Check it out: http://te4.org/realtime-statistics-levels

February 6, 2011
By darkgod - February 6, 2011

I finally did it! I won my own game!

And it was a blast, this makes me feel proud of my game, it might not be modest but heh, it's true!

The character: http://te4.org/characters/1/tome/33a5a106-30be-11e0-9570-001cc000edf0
The (spoiler) video of the endgame fight: http://www.youtube.com/watch?v=UGdJHppb-ic

February 5, 2011
By darkgod - February 5, 2011

Oups!

Sorry fellas, game breaking bug detected on b20 when dying in the ambush, so either do not die (heh) or update to beta20b (before picking up the staff)

http://te4.org/download

Sorry!

February 5, 2011
By darkgod - February 5, 2011

As promised here comes T-Engine4 and ToME4 beta20 ! See http://te4.org/

This release focuses on some bugfixes and gameplay improvements (and even more super tiles!)

 

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

 

Release highlights:

  • Many fixes
  • Yeek starting zone somewhat more easy
  • New starting zones and town for the Shaloren (more races to follow)
  • New particle engine that should lag less on multicore CPUs
  • New Fighter tree: Battle Tactics
  • Temporal Warden upgrades to make them easier to start
  • Many quality-of-life improvements

Expanded changelist:

  • More sweet tiles!
  • Fix artifact duplication when golem picks them up
  • Fix Dominant Will talent tooltip
  • Melee attacks now display a visual feedback
  • Murgol Lair now has a stair up on level 1
  • Ritches in the Ritches tunnel now have only 40% fire resist
  • Trap damage randomization changed so they do not get 100 or more damage at level 1
  • When hit a creature now has a quick visual indicator that it is it, like blood stains. All creatureshave their own blood color (most are red but not all, even some player races :) )
  • Reworked talents in Shadows to make developing shadows more fun and useful.
  • Replaced Feed Life (passive boost to feed that steals life) with Devour Life (steal life attack used while feeding)
  • Minor fixes and tweeks to Doomed/Cursed.
  • Changing stats should correctly update life/mana/...
  • Firebeam talent range set to 7 instead of 70...
  • All egos/artifacts now have a line defining what kind of power made them (nature, arcane, master craftsmanship)
  • Curse of Magic quest changed: Now doable starting from level 10 it will not request that you level without magic, instead upon entering the challenge all magical abilities and items will be forever disabled for the character
  • Resolve is now learnt at 1/5 when learning antimagic
  • Antimagic will forever prevent the use of spells, corruptions, runes, divine talents and arcane powered items
  • Can not escort magic people when you have been trained by the ziguranth
  • Portal to Angolwen will be disabled if you use antimagic
  • The mage apprentice will have an appropriate reaction when meeting an antimagic character
  • Bill in the Trollmire can only get a wild or heroism infusion, no heal or regenerate
  • Ben should correctly appear in the temporal rift
  • Temporal rift is only usable once
  • Temporal rift zone is less dark
  • Fix crippling shot description
  • Autopickup gems
  • Resting in water will not suffocate you to death
  • Fix a possible bug when accepting the Grand Corruptor quest
  • Fix crash in the shadow crypt
  • Golem Power works even on the first talent screen
  • Hymn of Detection now grants some stealth and invis detection
  • Paradox cost scaling reduced and paradox costs rebalanced
  • Temporal archery tree adjusted
  • Speed-control tree adjusted
  • Temporal wardens should be more playable at level one
  • Pickaxes can be hotkeyed even with one in inventory
  • Aeryn in the endfigth will not get angry to the player
  • Resurrecting now happens on the spot of the last party member death
  • Creatures summoned by summoners now also are affected by summon destabilization
  • Humans, Halflings, Dwarves and Elves now start with the Orb of Scrying directly
  • Yeeks have a talent to merge their mind with the Way to identify stuff (and also grant passive mundane ID as the orb)
  • Undeads have a talent to recall their past life memories to identify stuff (and also grant passive mundane ID as the orb)
  • Adventure mode resurrection changed, the player is now taken to an other plane where she/he can rest and then go back
  • Meditation works around friendlies
  • Summoners do not start with a useless staff
  • The game will not switch to development profile if online profile is not logged in
  • Reduced a bit the alpha channel of clouds in the Old Forest
  • Stairs/ways/.. now appear again on the minimap
  • Fixed psionic gem wielding when the gem has no material level
  • Insane mode changed: Removed damage bonus to NPCs, instead they get higher talent levels
  • Insane mode now does NOT increase the level of objects
  • Cause of deaths are correctly logged again
  • Tweaked the colldown of some infusions/runes
  • Escape works to cancel yes/no popups
  • Keen Senses and Arcane Eye switched places
  • The temporal rift bosses now are blood linked
  • Epidemic now reduce the target's healing receieved
  • The Storming the City quest can be alternatively completed with the help of Zigur
  • Killing the Shade or Bill correctly triggers the quest for people who did not have it yet
  • ActorProject can now use a "args" field to it's particle settings
  • Reduced the stat effect on NPC runes/infusions
  • Flying texts will not appear over unseen targets
  • Infusions/Runes are now affected by staturation effects. If used quickly in a row their cooldown increases (a little)
  • Psi talents do not always deactivate at 0 energy
  • Infusions/runes on bosses have longer cooldown
  • Rod of Recall will not drop in tutorial mode
  • Disperse Magic only works on spell sustains
  • The portals in the endgame correctly disable with orbs of command instead of the orb of many ways
  • Fix Moon/Star pairing
  • Life regen is now affected by healing factor
  • New infusion: Insidious Poison, spit a bolt of poison at the target, doing nature damage per turn and reducing healing received
  • Orc wyrmics/soldiers base level increased to 10 (they should not appear in the trollmire)
  • New Fighters high tree: Battle Tactics
  • Shaloren start in their own zone (the Scintillating caves)
  • NPCs have a limit on the maximun types of inscriptions they can get at once (like they can never have more than one healing, never more than one protection, ...)
  • ESP is only computed when needed
  • New town: Elvala, the Shaloren home city
  • New zone: Rhaloren Camp, second Shaloren starting zone
  • Undeads can not use Infusions
  • ui.Checkbox control
  • Particle engine optimized some more to compute stuff only when needed
  • Overhauled the particles code, most particle computations now run in separate thread(s), this should prevent them from lagging the game on multicore CPUs
  • Detect number of CPUs and create particles threads accordingly
  • Weather disable option
  • 60% of will and cunning now used to determine Beyond the Flesh damage
  • Swapped Shield Discipline effect with Absorption mastery effect
  • Swapped Aura Discipline effect with Projection mastery effect
  • Augmentation tooltip fixed, nerfed slightly
  • Base shields don't absorb as much energy per point of damage. Spiked shields absorb much more.
  • Auras drain less energy
  • Base shields nerfed, spikes buffed
  • Base shields absorb lower percentage of incoming damage
  • Spiked shields apply to 100% of incoming damage
  • Nerf Reshape Weapon slightly
  • Reshape Weapon and Reshape Armor have 0 cost
  • Shields don't use turn
  • Auras do more damage
  • Arena update, Ziguranth inside should not be friendly
  • Random birth selection is noted in the log
  • Removed the line in the yeek wayist dialogthat can fail the unlock
  • Rush now apply a small daze on hit
  • New video option: gamma correction
  • Fix mold vault
  • Poison water now poisons
  • ActorResource can now set a minimun on ressources
  • Equilibrium from sustains can not be lost with meditation
  • Thermal leech uses a new, more appropriate damage type
  • Updated leech talent tooltips for clarity
  • Increased damage of Charge Leech
  • Increased duration of Thermal Leech's freeze effect
  • Fix Reflective Skin
  • Object that activate for talents wont trigger the cooldown if the player has that talent
  • NPCs controlled by yeek powers give exp for kills
  • Maybe fix random blackscreen
  • Beyond the Flesh works with artifacts
  • Wielding a weapon telekineticaly wont prevent wielding normal ones
  • Many spelling fixes
  • Default gamma correction set to 1.2
  • Trollmire clouds project their shadow on the ground
  • Hexes do not affect the caster
  • Tweaked the endgame bosses
  • The endgame boss zone has been put in its own level, things should not teleport out
  • Mouse wheel works in the hotkey panel
  • Socketing your golem does not use the whole pile of gems
  • Move the project up a level because I'm freaking sick of the extra layer every single timemac
  • Savvy talent grants the correct experience bonus
  • Fixed material level on some artifact gems
  • Talents resolver can resolve subresolvers
  • Fix loading saves on windows when the user has unicode in his windows username
  • Prevent timed effects from being removed multiple times
  • Can not set traps over traps
  • Fix rare sandworm tunnelers bug
  • Add a correct description to the Yeek Wayist
  • Murgol Lair and the Ritches Tunnels have a much higher ratio of lite rooms
  • Add shield damage description
  • Improved the contrast of the party icons life bars
  • Party icon tooltip now indicates life
  • Mouse run now avoids traps
  • Running now only stops when on an object, not twice
  • Running over an object only stops the first time you run there
  • Fix hotkey 8 of the third page
  • Fixed giving the staff of absorption to the apprentice mage (and added some more effects to it)
  • New achievement for giving the staff of absorption to the apprentice mage
  • Beyond the Flesh will not work on the worldmap
  • Shield Wall does gradual stun&knockback resist

Have fun!

February 2, 2011
By darkgod - February 2, 2011

Statistics do not lie!
http://te4.org/game-statistics

The summed amount of time played by all tome players using an online profile has reached the two thousands days today! (hell it's even higher now!)
This is about 5 years and a half of ToME'ing !

I am glad to be able to give fun to many people and I hope it will continue for the many years to come!

Next goal: 10000 days (over 27 years) ! :)

January 25, 2011
By darkgod - January 25, 2011

As promised here comes T-Engine4 and ToME4 beta19 ! See http://te4.org/

This release is huge. I mean HUGE.

Two new classes, one new race, party system, gfx niceness, you name it, it's in there!

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

 

Release highlights:

  • Many fixes
  • Many UI improvements
  • New class: Mindslayer, a psionic class that erects mental shields and dive into battle, swinging a balde with his hands and one with his mind
  • New class: Temporal Warden, protect and use the timestream, use both archery and melee attacks, create temporal distortions and even travel back to the past!
  • New race: Yeek, a puny looking race, with a big mind. Yeeks are natively powerful psionics, united in a global psionic network. They have their own starting area
  • Party system: Sometimes during your adventures you can meet new party members, or start with them, or summon them. It can be used to either fully control them or give them order
  • Reworked Alchemist class: Taking fully advantage of the party system the alchemist golem has grown in power and usefulness
  • Many graphical improvements, 64x64 mode, new tileset (not by default yet as it is not complete)
  • Better AI: bosses and elites now have a much betetr AI that will analyze their current options and needs and act accordingly
  • Most sentient creatures are smart enough to use infusions or runes, so now they have them
  • New zones to discover: halfling ruins, the island of Rel, the temporal rift
  • Changed the economy: shopswont buy your filthy stuff, they are only interrested in gems and artifacts, but buy them at a much higher share
  • Rewrote most of the OpenGL code, it should be faster now
  • And many more, come and play !

Expanded changelist:

  • Added pockets of air bubbles on the flooded level of the lake of Nur. Beware, they will not last forever
  • Renamed the 6th old forest note
  • Added an achievement for owning the "house"
  • Going up from level 2 to 1 of the lake of Nur works correctly
  • Archmage unlocked schools have the correct mastery value
  • Cyst Burst & Epidemic only replicate diseases on hostiles
  • Tooltip over simple terrain is now of the correct size to show the full name
  • Hotkey display now shows the page number
  • Can't teleport inside the fortress
  • Switched the font used by 16x16 map modes
  • Sustained talents that are on cooldown show as such in the use talent dialog
  • Fix Nova
  • Arcane Eye is now usable in the right click map menu
  • The sandworm queen will not always appear in the first room
  • Sand tunnels are now correctly strengethed by passing sandworm tunnelers
  • Grgglck the Devouring Darkness will now invoke tentacles every few turns, not at random
  • Encumberance column on item lists is now showing the total for the stack
  • With smooth movements on npcs will not appear to "jump" when they enter visual range and stealth npcs should work correctly
  • Sling talents correctly show that they do take a turn to use
  • Each reason of death is recorded in the online charsheet
  • Glyph of Repulsion has the correct requirements
  • Golem starting equipment is identified
  • Equipment/Inventory dialog now shows item stats using the classic tooltip
  • Made tooltips much faster, moving the mouse over the hotkeys list should not lag anymore
  • Tooltips now internaly use tstrings, you can pass a tstring to Tooltip:set()
  • Disruption Shield ratio tweaked somewhat, cooldown added
  • Displacement Shield absorption hugely increased to be in line with runes
  • Time Shield absorption hugely increased to be in line with runes
  • Switched position of Time Shield and Time Prison
  • Fixed Displacement Shield to not dro prematurely
  • Killing your own escort is worth a few points of experience
  • Phase Door range starts smaller
  • When Phase Door fizzles you get a random blink instead of nothing
  • Shuffled Temporal talents around
  • Resurrecting now ensure the player has enuogh energy to act first
  • Fixed a golemancy bug when no ammo is present
  • The Shadow Clone of the player has some less life
  • Add a "party" code framework, allowing you to have multiple creatures in a party and assume direct control of one of them (and switch at will)
  • Summon Control is now a passive that allows summons to be part of the party, increases dureation and reduces damage taken
  • Default keybinds: F1-F8 for quick select of party members; ctrl+tab for popup
  • Clicking on the creature "portrait" in the left side pane will transfer control
  • Stop resting/running when dead
  • Added ActorTalents:getTalentCooldown()
  • Party control can be switched by right clicking on the creature on the map too
  • Quests are now always done for the main character of the party
  • Blinding Speed does not take a turn to activate anymore
  • Mark of the Spellblaze now has a way back from level 2
  • Pressing the stay command while targetting will return target to the caster
  • Sindar ego renamed to Thaloren
  • Congeal Time correctly reduces speed
  • Talents that do not take a turn to use are not affected by confusion effects
  • Bear tiles
  • Arcane Combat will project beaming attacks as far as possible without hitting friendlies
  • Crypt of Kryl-Feijan quest will not succeed wrongly
  • Meditation provides the correct amount of equilibrium
  • Changed default binding for hotkey 11 from ) to -
  • Flare talent does not use two turns
  • Updated tutorial texts
  • Kill message is now displayed in bold
  • New mouse cursor
  • Map:setViewport lost its multidisplay parameter (it was useless). That was the one before the last
  • Overhauled the graphic mode selection (settings are reset), you can now select tiles & size independantly. Added a 64x64 mode
  • New tileset started by Shockbolt, looks the best in 64x64
  • Characters start with a pickaxe in the infinite dungeon
  • Water breathing is not permanent now
  • Increased bloated horrors minimun level
  • Changed the maximun range/sight for players & NPCs from 20 to 10, thus reducing the offscreen rays of deaths, increasing tactical value and allowing for bigger tiles
  • Fix Inferno tooltip
  • Move Actor:attr(), Actor:addTemporaryValue(), Actor:removeTemporaryValue() and Actor:onTemporaryValueChange() to Entity
  • Fixed duplicate uniques
  • Talents learned with escorts are correctly set to 0.7 mastery
  • Eliminated dead-end doors in the Roomer generator
  • Map smooth scrolling
  • Summoners now get 1dex/0con and Wyrmics 0dex/1con
  • Archmages now also get a portal on the worldmap to Angolwen
  • Overhauled all Alchemist golemency talents. Golem is now fully controllable (using the party commands). When the golem levels up it gains stat & talent points that you must spend on it to learn golem specific talents.
  • Added luadocs for core.* functions
  • Party members that can not be fully controlled may still sometimes be given orders. Selecting them will popup the order dialog
  • Escorts are now part of the party, they can be ordered to wait for a (short) while and to indicate the portal direction.
  • Right clicking on party memebr on the map will allow to give orders when possible
  • Fix objects not recharging (I think)
  • Swallow now performs a melee attack (doing nature damage), if it succeeds the swallow check is made, if it was killed by the attack it is swallowed automatically
  • Halved Swallow cooldown
  • "forest_clearing" room generator will floodfill to ensure are are no 1x1 spots insolated from the map
  • Nerfed Blood Fury and Curse of Vulnerability
  • Sandworm tunnelers now do not travel in diagonal, and do not always take the shortest route
  • Renamed difficulties again: Discovery/Aventure/Roguelike/Insane
  • Updated most egos, added many (and many greater ones)
  • Prevent a bug when using easy/normal mode resurrects in some corner cases
  • Shield Pummel's first attack is now also affected by shield expertise
  • Do not de-activate equilibrium talents on levelup
  • Changed Feed Shadows to a passive talent that increases attack, damage and gives hate back to the player when a shadow kills.
  • Replaced Punishments' Cursed Ground with Infectious Thought (an attack that can spread to other nearby targets)
  • Changed Punishments' Agony to ramp up damage over 5 turns (no longer based on proximity to caster).
  • Reduced hate cost of Deflection
  • Increased duration of a summoned shadow from 100 to 500
  • Increased Willful Strike and Blast damage
  • Fixed problems with shadows and feed effects not disappearing after leaving the level.
  • Main menu will not consume ressources if background anim is disabled
  • Randarts are now created by combining egos + random powers
  • Physical talents are disabled if no correct weapon is used
  • Faerlhing get more mana
  • Stealth now takes no turns to use
  • Stealth now also teaches a new talent "automatic stealth", as long as it is active the player will auto-enter stealth when conditions are good
  • Textzone now correctly cuts text based on font style
  • Reduce the level at which runes of shielding start appearing
  • Updated Alchemists description to better fit the class
  • Bext change ever: bumping walls does not consume turns
  • Reduce most creatures (both NPC & players) damage done by about 25% - reducing oneshooting factor which aint quite fun
  • Improve the effect of stats on physical/magical/mental saves (and denote them correctly on tooltips)
  • Constitution bonus to life reduced a bit but it now also provides global damage reduction%
  • Added Combat:combatTalentStatDamage()
  • New campaign: The Arena. Fight on the sandy grounds of the arena to prove your worth. Defeat your own previous champions! Unlock available in Derth. (thanks to Hetdegon!)
  • Stores will now refuse to buy your filthy items, probably still covered in blood!
  • Stores now buy only shiny gems are unique items, but they do so at a much better share.
  • Price of gems increased tenfolds
  • Increased the price of bill's tree trunk & the staff of kor
  • Upped the minimun level for the cryp of kryl-feijan
  • Fix FOV to not loop/crash over borders (fixes Quake)
  • Adventure mode only gets 7 lifes instead of 11
  • core.fov.calc_*() now take the map size(w, h) as third and fourth parameters
  • Nicer looking UI
  • Gave specific colors to grushnak orcs
  • Evasion talent does not require stamina anymore
  • Rush cooldown now reduces with talent level
  • New tactic AI. It will be used by elites and bosses mostly. It asserts the current situation, determines needs and capabilities and uses them accordingly
  • The sentient creatures of Maj'Eyal have created a loby to counter the players. They demand to have access to random runes and infusions. Their demand has been fulfilled!
  • Most bosses and elites now use the new tactical AI
  • Most bosses now have their share of infusions/runes (depending on the boss)
  • Game ends when all controllable party members are dead. (But not all are allowed to switch zones, dont get your hopes too high)
  • Removed Packing talent tree
  • Water stairs do not provide air anymore
  • Moon and Star (the artifacts) are now a pair and will provide additional bonus when used together
  • New artifacts!
  • Tweaked some Alchemist talent costs
  • Object requirements are currently colorized again
  • Controlled phase door rune is now subject to fizzle when blinking out of LOS, like the spell
  • Talents that can not be used will only grey out after the cooldown has elpased
  • Left click on an hostile target can now be bound to a talent (archers get it bound to Shoot by default)
  • Alchemist Protection tooltip now reflects the fact that it does protect the golem too
  • Channel Staff now ignores friendlies (it will pass over them harmlessly)
  • Clicking on the minimap now makes the character run to this spot
  • Updated Maj'Eyal and the Far East map to be more "meaty"
  • Repulsion has a slightly greater knockback distance and will also daze any targets affected
  • Fix Shadow Blast damage
  • Optimized OpenGL drawing code: use vertex arrays instead of immediate mode; removed some useless calls; remvoed debug code from shaders
  • Reworked how the minimap works, Entities now can have a setupMinimapInfo() method that is called by the map code. If you use a special map update code, have a look at Map:updateGrid to make your code up to date
  • New race: Yeeks - look out for some new ruins on the map
  • New starting zones for the Yeeks
  • The Rod of Recall is now dropped by the first boss killed
  • Archery talents now give a correct range
  • Sandworm tunneler should finaly strengthen existing tunnels
  • Actor:setEffect() now rounds its duration *UP*
  • Archery now correctly uses attack bonus from ammo
  • ESP will not make the out of LOS display "flicker"
  • Weather effects: A few zones now get clouds, sand storms, ... moving over them
  • New class: Mindslayers. The yeek's frontline figthers, mindslayers are powerful psionics that use their powers to enhance their melee abilities. They can psionicaly wield a second weapon and erect powerful auras. *beware this class is not easy to play*
  • Inventory window now displays a currently equiped compare tooltip if available
  • Nerf flurry somewhat
  • New class: Temporal Warden. Protect and manipulate the timeline. Instantly switch between ranged and melee combat. Time travel (to the past!)

Have fun!

December 31, 2010
By darkgod - December 31, 2010

Today, to celebrate the release of b18 and the new year I present you the Characters Vault !

This feature uses the new metadata attached to character sheets since beta17 to make a searchable database of all characters. This is a first version, more features shall come later (like sorting), but it should already be quite interesting.

Have fun, and happy new year!

December 31, 2010
By darkgod - December 31, 2010

As promised here comes T-Engine4 and ToME4 beta18 ! See http://te4.org/

This is a "quick" release to fix some bad stuff in b17 and introduce a few nice things. Notably the first version of player housing!

 

Release highlights:

  • Fixes crash & bugs
  • Fixes unlocks & achievements update on the server
  • Adds player "house"

Expanded changelist:

  • Unlocks, achievements, .. should correctly update again
  • Bad game version detection will switch to a "development" profile automatically
  • Added the -P"profname" command line switch to switch to a "profname" profile (to prevent uploading bad data)
  • When targetting the map will scroll to follow the target cursor
  • Fix the lost merchant quest
  • Fixed the Blighted Ruins
  • "Normal mode" did not provide all the lifes it should
  • Fix Onslaught
  • Fix War Hound
  • Sandworm Burrowers are not very angry creatures now
  • The Golem can not decide he hates his Alchemist
  • Most level change terrains (stairs, ...) should have a tile now, except the worldmap
  • Smooth movement can now also be used to do a "motion blur", this is used for Rush and Disengage (and Lightning Speed on a smalelr scale)
  • Strength tooltip does correctly state that it also increases to hit chance
  • Going up from the slime tunnels will correctly place the player back in Grushnak Pride
  • Removed the Pyromancer, Cryomancer, Geomancer and Tempest classes; instead unlocking them will grant all new Archmages access to the corresponding trees (which are bumped to level 10 trees)
  • Players can now acquire a "house". More features will be added to it later on
  • The orbs in the ruined dungeon will de-activate once the level is completed
  • The Three Edged Sword now has a correct encumberance value

 

Have fun and don't forget to help ToME by with donations!