News

June 4, 2010
By darkgod - June 4, 2010

Coming next beta to you, I present the Anorithil!

And a little gameplay video with one:

May 31, 2010
By darkgod - May 31, 2010

As promised beta 3 is available at http://tome.te4.org/

Enjoy!

May 30, 2010
By darkgod - May 30, 2010

As promised here comes T-Engine4 and ToME4 beta3 ! This release improves many aspects of the game, adds new content after Tol Falas, introduces a new unlockable class, the Sun Paladin. Note: the windows binaries are now compiled in debug mode, so people who experienced random crash please run it under gdb for me (see this link: http://doku.t-o-m-e.net/tome4:running_tome_with_gdb) Note2: When you'll have unlocked sun paladins you'll probably notice they do not start in a "logical" location, that's normal I'll implement it later but I wanted people to try them. OSX binaries will come hopefully tomorrow and this time around we fixed them ;) Changes in no particular order:

  • many fixes
  • when attacking the assassins in the special encounter they get hostile
  • some more info in the savefile description for ToME
  • tells the player when he spotted an hostile while running/resting what it is and if it is offscreen
  • Escape works in quantity prompts
  • 4 difficulty settings: Easy/Normal/Nightmare/Insane
  • toned down the starting traps damage
  • Forest level generator
  • Level generator now ensures connectivity from entrance to exit and to level guardian usnig A*
  • Trollshaws switch to "Forest" generator, using fBm noise
  • add Cavern level generator, also based simplex noise and some floodfill
  • Keybind screen scrolls correctly on 800x600
  • many typo fixes
  • player profiles, replacing some settings, achievements wont transfer but unlocks will
  • BSP generic class
  • Town map generator
  • better particle engine; particles can follow an actor
  • many new spell effects
  • scroll of shielding
  • fix phase door & teleport to not be stopped by LOS
  • fixed savefiles for OSX
  • fireflash effect
  • extended quest line after tol falas, moria is now available
  • most talents now warn the player when self-targetting
  • cannot die in the ambush of tol falas
  • killing ukruk is now supported in tol falas ambush
  • all sustained talents deactivate if the ressource they depend on reaches 0
  • changed all speed mods to be a percent and compute them right (+100% means twice as fast not infinitely faster)
  • reduced shadowstrike damage
  • all crits are now 150% instead of 200%
  • stun/freeze/slow/pinned/confusion/blind durations reduced based on rank and physical/mental/spell resistance
  • Freeze cooldown increased to 5
  • "hit warning" displays the direction of incomming ranged attacks
  • nasty surprise for the Master
  • monster can now have escorts
  • 2 new unique random boss
  • Monsters that can open door can now .. open doors :)
  • Anacondas dont stun, they constrict
  • New quest in the far east for access to the Gates of Morning
  • Added Gates of Morning (copy of bree for now, sorry!)
  • New zone: Ardhungol, lair of spiders
  • Sun Paladin class available

Have fun!

May 30, 2010
By darkgod - May 30, 2010

Beta 3 is coming in a few hours, and to make you wait here are some of the new spell effects you'll find inside! Here we can see fireflash, manathrust beaming, lightning and some more:

And there a demonstration of the hit direction warning and persistent spell effects:

May 25, 2010
By darkgod - May 25, 2010

Coming to you next beta: an improved particle engine to display spell effects, like this chain lightning spell: Yes this is made with the same particle engine (scripted in lua obviously) that handles explosions. I also added spinning shields around the player/npc too but a screenshot does not do them justice, you'll have to see them live. (Or, how does one capture a video of an opengl app on linux ?)

May 20, 2010
By darkgod - May 20, 2010

As promised, here comes T-Engine4 & ToME4 beta 2! This releases fixes many little bugs, and some major ones, re-balances some things here and there, improves the interface and CPU usage. It also come with a very dirty example module which is much much smaller than ToME that people can use as a base for their own modules. The current endgame moved a bit with the addition of Moria but not much further, in the next few betas I will implement a good part of the missing zones for levels 20-50. And this time, OSX binaries are available! List of changes in no particular order:

  • try to stop passage of time after death
  • menu for sound & music disabling
  • allow window to dynamic resize
  • do not destroy objects when not able to equip them
  • A* algorithm (engine.Astar)
  • game pauses when it looses focus, no CPU used when paused
  • modules can return true from their tick() to pause the ticking until the next SDL event, reducing CPU usage drastically
  • mouse-right-click will now make the player either:
    • run to the clicked spot if a path can be found
    • run in the direct if no path is found
    • move one turn in the direction if hostiles are present or if the clicked spot is adjacent
  • MiniMap ! default keybind: TAB
  • move lua lane keeper to a lua file, to avoid 64bits problems
  • all coroutine.resume calls no do good stacktrace
  • Mac OSX support
  • PlayerDisplay does not run every frame, better displaying performance
  • fixed crash with no music found
  • template example module
  • bows & slings improve firing range
  • fixed Berserk (wont loose attack)
  • stats on levelup are bound without considering items
  • keybinds used in Birther
  • traps are correctly detected by the Sense spell
  • new world map special encounter
  • arcane combat is now sustained
  • black mamba & anacondas are rarer and higher level
  • adjust stats&life by rank
  • Shadowblades now have "Shadow magic"
  • nobody regens mana but mages
  • id from inventory screen now updates correctly
  • do not waste cooldown & resources when canceling archery
  • talents don't activate with the mouse by just dragging over, requires a mouse up
  • identify now works on equipment too
  • black bear is greyer
  • fixed all npcs to use auto_req for their stuff
  • added moria and a reason to go there, the end is quite loose at this point
  • Ukruk now has Rush
  • Stone Wall actually works now
  • added a_lomos_del_dragon_blanco music
  • fixed chain lightning
  • new display modes: ascii with color background
  • slings are made of leather
  • gradient lightning
  • all players now start with 2 potions of cure poison
  • reduced the size of the last level of elven ruins

Have fun!

May 16, 2010
By darkgod - May 16, 2010

Ok .. pun intended! Anyway, coming next version: gradient lightning. Again this is a per-module setting, yay T-Engine !

May 14, 2010
By darkgod - May 14, 2010

Today is a good day! A new feature will join ToME4 next release, the minimap! ToME4 Minimap display It should be self evident what it does. There are three modes:

  • no display
  • small display in the corner
  • big display over the map

Now I'll return to implementing the Moria, Golbug and the Orb of Many Ways!

May 14, 2010
By darkgod - May 14, 2010

Mouse movement will come in next ToME4 release.

I believe I have got something that "flows" well, it works with a simple right click on the map:

- if there are no hostiles in sight it will compute an A* path, or a direct path if A* fails, and run along it until something interresting happens

- if there are hostiles in sight or if the clicked spot is one square away it will just move one turn in the given direction

May 14, 2010
By darkgod - May 14, 2010

Some people have raised concerns about the 100% CPU usage.

While I do not believe this to be a problem for games I have still changed it for next release. The engine will check for the return value of the game:tick() method, if it is true it will not call tick() anymore until new events come in.

The display function will only be called if the game has focus.

So modules that require it can still run full time and others can tell the engine to be nice.

Happy ? ;)