fatedb14

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tome

fated beta v14, see forum thread for details

ZOmnibus Addon Pack v8

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New addons in this version:

Inventory Show All Tabs By Default:

  • Apply the same tab-selection adjustments to the inventory-style dialogs used by the 'd'rop command and various item-using talents.

T-Engine4 modules contest reminder

People of Maj'Eyal, my minions!

 

Here is a little reminder that you can still take part in the modules contest and to all those that are working on it already, remember that you need to post the announcement of your game by the 1st of august!

 

Have fun!

 

PS: and for those that missed it, the announcement of the contest:

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!

 

Discuss on the forum there: http://forums.te4.org/viewtopic.php?f=40&t=36083

Inventory Keys

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Inventory Show All Tabs By Default v1c

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Double-sided weapons v1.1a

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Fixed talent mastery bonus not being applied with double weapons.

Double-sided weapons v1.1

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Minor performance fixes.
Dual combat training mastery will be equal to player combat training mastery, capped at 1.3.

RPG Engine - version 0.2.0, now in the module repository

I've updated my JRPG module to version 0.2.0. You can get it from the module repository on te4.org.

New features:

  • Polished user interface in some places
  • Added an adventurers' guild to the town. You can now create new characters and add or remove characters from your party.
  • Information about monsters you fight is now recorded in a monster encyclopedia. You can view it through the party menu.
  • Sample dungeon reworked and expanded to two levels
  • Added a debug menu. Keybind: Ctrl-D, will work even if you don't have cheat mode on
  • You can escape from battles now
  • Added a game over dialog

 

To-do list:

  • Rework the code to make it easier to modify it and build new games on this engine
  • Improve user interface further and make it more intuitive
  • Rework battle handling, display battles in the main window instead of a dialog
  • Separate classes from predefined characters
  • Add a party creation dialog
  • Make it possible to build your party in a formation where the characters' positions matter -
for instance, with warriors in front row protecting mages in the back
  • Rework skill targeting, make it possible to hit enemies in a row, a column
  • Rework skill system, make it possible to manually level skills up
  • Add support for graphics, music

 

Currently I'm working on improving user interface and battle handling. I'd like to eventually have
the battle being displayed in the main screen instead of dialog, so I'll be eventually reworking the
battle handler classes. Also I plan to develop the skill system further, to make it possible for the
player to level up the characters' skills - sort of like how you level up talents in Tales of Maj'Eyal.
 

Link to the module page:

http://te4.org/games/rpgengine

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This version is the first release on the T-Engine module repository.

New features in 0.2.0:

  • Polished user interface in some places
  • Added an adventurers' guild to the town. You can now create new characters and add or remove characters from your party.
  • Information about monsters you fight is now recorded in a monster encyclopedia. You can view it through the party menu.
  • Sample dungeon reworked and expanded to two levels
  • Added a debug menu. Keybind: Ctrl-D, will work even if you don't have cheat mode on
  • You can escape from battles now
  • Added a game over dialog

 

To-do list:

  • Rework the code to make it easier to modify it and build new games on this engine
  • Improve user interface further and make it more intuitive
  • Rework battle handling, display battles in the main window instead of a dialog
  • Separate classes from predefined characters
  • Add a party creation dialog
  • Make it possible to build your party in a formation where the characters' positions matter -
for instance, with warriors in front row protecting mages in the back
  • Rework skill targeting, make it possible to hit enemies in a row, a column
  • Rework skill system, make it possible to manually level skills up
  • Add support for graphics, music

Double-sided weapons v1.0

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1
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game_addon_string: 
tome
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