Bugfix addon for ToME b37

Typically bugfixes are released in successive betas, but with the new add-on system that doesn't have to be the case. I am going to try to maintain an unofficial bugfix addon for beta37, and you can keep track of this on the following forum thread:

http://forums.te4.org/viewtopic.php?f=38&t=30954

ToME4 discussed on Roguelike Radio podcast

ToME4 has been the focal point of discussion in the latest episode of the Roguelike Radio podcast. Check it out!

http://roguelikeradio.blogspot.com/2012/01/episode-18-tome4.html

Speaking on the ep are myself (Darren Grey), Edge (Eric Wykoff), tiger_eye (Eric Welch), Andrew Doull and John Harris.

We might be covering the game in more detail again at some point, so if there are any specific subjects you'd like raised let us know. Feel free to post any responses either here or in the comments on the podcast's blog.

Next week is an interview with DarkGod, so be sure to pop over to the forums to raise any questions you'd like answered.

Tales of Maj'Eyal beta37 aka "Dawn of Victory"

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!

ToME won the 2011 roguelike of the year award!

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 :)

One year of donations!

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 ! :)

Over ten thousand days player in ToME4!

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 :)

Vote for ToME4 on the grand yearly roguelike poll!

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!

OldRPG Tileset/UI - updated for b37!

OldRPG tileset for ToME beta 37

tome-oldrpg-beta37-nomusic.teaa - 19 MB
http://www.mediafire.com/download.php?gt9ieh9ysfu1zbf

Download at the above link.
Simply drop the .teaa file into your t-engine\game\addons\ folder.
Choose OldRPG from the graphic mode menu after you load a character.

Have fun!

New things:
-all missing tiles should have a shockbolt placeholder, for real this time!
-some armor alignment fixes on the player dolls, many more to go still
-weaver spiders
-another new Bill tile (dude has bigger stick)
-added ice shelf terrain
-some new dwarves and liches

Please post your comments / see previews at the development forums!
http://forums.te4.org/viewtopic.php?f=36&t=25338

Tales of Maj'Eyal beta36 aka "Saving saves"

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!

Addon to add skill reward to allying with the Assassin Lord

I created a little addon to give a reward to allying with the Assassin Lord, more information in this thread: http://forums.te4.org/viewtopic.php?f=40&t=30107&p=122895

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