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Updated!!!

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Version 1

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Magebow addon 5

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OldRPG Tileset & UI

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b41 magebow

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Looking for video editor

Hello fellow players!

I'm looking for some competent video editor that could make an entertaining gameplay trailer (so base on real gameplay video footage) for ToME4.

Thanks!

ArmoredSkeletonWarrior the level 64 skeleton bulwark, and interesting game in the infinite dungeon

Recently I just finished a run in the infinite dungeon on a character that now holds the record for level achieved there, and probably also for depth. The character was, as the title shows, a skeleton bulwark, which is a great combination for its racials and stats.

I figured I'd post this since I reached a depth of about 88 or so, and I think I set a record. After playing this character I've realized some things about the infinite dungeon and the game in general, but first I'll talk about the run itself.

I started about 5 or 6 skelly bulwarks in the ID before I got one of them going strong. I find that opening vaults is the only way to keep a character I high enough level to stay ahead of the uniques and keep them strong enough to survive, and this is what killed most of those early ones. Once this char got going however, it was nearly unstoppable. I had one death relatively early, around floor 30, but that was due to some bad luck in vaults, and my own failure to realize that I should have bought a second TP rune with one of my unspent cat points (instead of leaving it sitting in my inv). The death itself was caused by the entire floor filling up with dreads since some dreadmasters escaped from a vault, and that led to me running around the whole level fleeing and trying to survive. I did but I died once.

My character really got a defining trait later on, when I built to deal arcane damage almost exclusively in melee. By making a crystalline voratun mace and wielding the lunar shield (which does arcane damage) I achieved this, and could have had an arcane damage mod of over +70% with equipped items. I never actually made crystalline voratun platemail, since I'd had the heart but never found plain voratun platemail.

At this point my character was doing rather well, but I'd run into a few bosses that even I had to flee from, one being a multihued drake with corruptor talents that could fearscape me, I didn't even want to fight that thing. The other was a rogue bulwark (both of these had something else, but I can't remember) with 100% armor hardiness and so much armor I could barely do any damage, it also had a 1600 damage heal. Obviously a melee character couldn't kill either of those.

Despite those I was doing very well, steamrolling anything that came in my path, even one of the pride bosses, which I found in a vault. My other two deaths came around this time, around floor 70+. My second death was to a unique greater demon that I summoned from a vault, thinking I could probably kill it. It had insane stealth that never broke, shadowstrike with +250% damage and one shotted me. I ran and survived but was down to my last life.

I continued and things got stronger and stronger, I killed a level boss that had so much armor I couldn't damage it in melee, and killed it with activatable items. And then around floor 88, I met my killer. It was a rare shadowblade orc necromancer. I didn't realize it was a threat until when I tried to tp away, it followed, thanks to shadowveil(a shadowblade talent), it gained 82% resist all, always tp'd to me and did immense damage. I couldn't have survived, without changing my build drastically.

After dying finally, I realized some things about my build. I had armor training at 4/10 and the tree had 1.9 mastery. If I'd but a cat point into the tree, and maxed the skill I think I could have survived. I had less than 70% armor hardiness for the whole game, and melee enemies are what killed me every time. Melee enemies were also, for the most part, the hardest to kill. I had about 140 armor, when I died, if I'd had 100% hardiness and 190 armor, none of those enemies would have even been able to damage me, and I would have survived much longer. Its a rather interesting lesson really.

Playing the ID really makes me appreciate the main game which is so much more balanced. One other random thing, demon telepathy saved my life against corruptors, giving me an early warning about anything that could fearscape me. I hope this was rather interesting to read, I'm thinking I'll do a slightly different version of this build next beta, to see how far I get.

Tales of Maj'Eyal beta41 aka "Flash of the blade"

As promised here comes T-Engine4 and ToME4 beta41 ! See http://te4.org/

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

 

Release highlights:

  • Important bugfixes
  • Many balancing changes
  • Many talents & classes updates to make them more fun
  • New "events" system, sometimes .. things happen
  • Rares are less deadly at lower level
  • New "rare" item kind, droped by rare NPCs
  • Updated SDL for, hopefully, a better support of windows7

Expanded changelist:

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

Have fun!

Simple Tileset Beta 2

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