Spellsword v24
This is combination bug fix and feature increase (which probably means more bugs).
1) Attempted to fix the sustain icon title for Earth Shield to update. I failed. Its apparently a larger bug with the module. See forum bug thread:
http://forums.te4.org/viewtopic.php?f=42&t=36057
So in the mean time, the first line of the Info description has been changed to a current/max value counter. This is hopefully only temporary until the larger bug is addressed.
2) After looking at my code for using just the mainhand, and the much streamlined Arcane Combat code utilizing built in functions to determine dual wield status, I simply swapped over to Arcane Combat style. I.e. Chance of procing a Spellsword combat attack is halved when wielding 2 weapons. This simplified the code a bit and makes it a bit easier to understand and probably maintain.
3)Some minor updates to a few descriptions, specifically the elemental strikes.
4) The Master Blade talent has been renamed Master Deflection and moved into the new advanced generic dex based tree. It is now a long cooldown, instant cast, no cost, 2/4/6/8/10 turn duration buff which swaps accuracy for ranged defense (if higher) and rolls accuracy vs spellpower to deflect reflectable spells. Not sure if its too much of a nerf when combined with its new prerequisites. Let me know how you feel about this one (if you get that far).
5) New talent at tier 4 of the arcane veteran tree. It is a instant cast, no cost, long cooldown 3/4/5/6/7 duration buff which allows you to use mana as stamina and stamina as mana. It mana or stamina drops to less than 1, it will also automatically trigger (if not cooling down). Thus it will keep mana sustains up if hit by a manaburn effect to 0 mana.
6) New advanced generic dex based tree has 3 new talents.
6a)Parry, which is just block for your mainhand weapon. If elemental destruction is up, you can block pretty much any type of damage (think lightsaber effect), otherwise it can block physical and whatever else the weapon is associated with (damage on hit, resistances, etc). Roughly 20% as effective as a shield per talent point. Fixed 8 turn cooldown.
6b) Combat Grip provides passive disarm resistance, and a passive chance to disarm (2% per point, halved when dual-wielding) for 2 turns. At 5/5, it should keep your target disarmed for about 20% of the time. Not sure if the numbers are quite right for this one (higher chance? lower chance, longer duration?)
6c) Weapon Stances, provides 3 linked sustains. Only 1 of them can be on at a time. These shuffle around stats basically. Dragon stance provides +phys power and +crit, at the cost of accuracy/defense. Bear stance provides +saves/+defense at the cost of crit chance/physical attack speed. Falcon stance provides accuracy and physical attack speed at the cost of saves and physical power.
This last talent is the one I'm most shakey on. It may need to be replaced, or numbers severely tweaked. Let me know. Although the concept of being in "Fire" "Dragon" stance and switching to "Earth" "Bear" stance does sound kinda cool. Let me know.
The forum thread is at:
http://forums.te4.org/viewtopic.php?f=50&t=31556
Wights
Playable Wight race.
Character tiles based on Shockbolt's work, while the fog particle effect is by DarkGod.
"Save" Talent/Stat Points
Infinite500: Game Play Beyond Level 50
T-Engine4 module contest is open!
People of Maj'Eyal, my minions!
With the release of Tales of Maj'Eyal 1.0.0 I can now start to create new content again, branch into new campaigns, ... and this shall be great fun.
But there is one side of the game that is not as developed as it could and I wish to change that. It is however not something I can do myself: Modules!
So, in the spirit of promoting the creation of new, quality, games based on TE4 I would like to create a new contest!
During this year 2013 up until the 1st december your task will be to create new, amazing and fun games using TE4. Anyone can, and is welcome to, participate (except me obviously) !
When the contest closes there will be a big vote when ToME players can elect the "best" game.
Players will be asked to rate each game on fun, polish and innovation, the winner being determined by the best average of those factors.
In addition of fame and pleasure of having created a fun game the 1st place will also grant a 500€ reward, the second a 150€ reward and the third a 50€ reward (by paypal).
The rules to participate are as follow:
- Game must be announced on http://forums.te4.org/ by the 1st of august (but you are encouraged to announce, and start dev much earlier)
- Game must not use a modified TE4 engine (so taking the .team file should work on any ToME installation)
- Game must not be a "variant" of ToME itself, it must be its own thing. Code from ToME can be used, but only in small parts (i.e: taking inspiration of the party code is fine, ripping half the class files is not)
- Game must be comply with TE4 license (but it inherently does anyway)
- Game graphics (if you choose to have) can not use the shockbolt tileset (which is licensed only to ToME)
- Game graphics, musics, ... that are not code can be under a different license (and with the authorization of the authors obviously)
- Game must be released by the 1st december (you can, and are encouraged to continue dev on it afterwards obviously)
- Games are encouraged (but not required) to release often during the year. Remember for players to like your game they must be able to play it!
- Games can be adaption of other games/roguelikes, as long as you respect copyrights, licenses and the wish of the authors
- Game must be published at least on http://te4.org/ as a game module
You are very welcome to join #tome on irc.rizon.net where nice people can sometimes help you and post about your game/progress/questions in the modules section of the forums!
Now open your code editors and start coding!
PS: discuss on the forum there: http://forums.te4.org/viewtopic.php?f=40&t=36083
