As promised here comes T-Engine4 and ToME4 beta4 !
http://blog.te4.org/ http://tome.te4.org/ http://te4.org/
OSX binaries will come hopefully tomorrow and the linux binaries are
suspended for now until I find a good way to make them.
Release highlights:
* Fix the random crashes that could happen, you should be safe now!
* Changed ALL musics, please give them a try, they are very much
worth it!
* Two new zones
* A new class
* Much balancing and fixes
Expanded changelist:
* insane mode cannot cheese stats
* fixed crash on some platforms when entering levels (or even just
randomly)
* hostile encounters in the far east
* fix achievement \u201cthat was close\u201d
* fix savefile code on OSX
* Static map generator can use getMap() function inside maps to
access the Map object and change it directly
* the far east map central mountain is under a particle shield,
where the High Peek will be located
* staves are 2 handed
* cannot wield a 2handed weapon + 1 offhand
* new musics by Celestial Aeon Project
* music volume setting
* ego staves of wizardry and rarer and more expensive
* OpenGL shaders support (not used yet)
* changed the C map code to handle multiple textures (mainly used
for shaders)
* more orcs in the moria
* arcane power is a sustained effect and level 1
* manathurst is level 2
* mages now start with arcane power instead of manathrust and
lightning instead of corrosive vapour
* some monsters now have escorts
* new troll: the mountain troll thundered (elite)
* New class: Anorithil! We stand between the darkness and the light
* Rush & Blinding speed switched position to make rush easier to get
* New talent \u201cHeightened Senses\u201d in cunning/survival tree (2nd
position)
* monsters now have lite(does not show)/infravision/
* stealth/invis now prevents the monsters from targetting you
* light makes it obvious where you are even if stealth/invis is
active
* stealth disables light automatically (invis does NOT)
* a warning pops up if a monster targets you while stealthed or
invis
* stealth gives 1 invrafision
* stealth more powerful at level 1
* fix zone loading (does not recompute level)
* level decay works correctly
* tactical mode active from birth, stays on between saves
* changed trollshaws as the starting zone
* flyers are not seen unless seen
* most zones have a 5 level range now instead of 11
* New zone: Carn Dum, same tier as Old Forest, Maze, Sandworm Lair
* scrolls & potions have gradual chance of destruction based on
damage done
* money is now auto-picked up
* nerf angmar\u2019 fall a bit
* fix fire & cold breath to do more damage
* fire drake summon is immune to fire
* turtle summons now get a shell shield talent
* minotaur summon now uses its abilities more often and last longer
* jellies summon now have more life
* fix lightning breath for hydra summon
* resting/running is impossible if loosing air
* fix summoning targetting
* player does not get infinite energy while controlling a summon
* allow dual (or more) egos engine-side and in ToME
* knockback breaths/balls will not do multiple knockbacks
* mage quest can now accept rings/amulets too, if mages are
unlocked the staff of Angmar Fall will be enough too
* new zone: Unremarkable Cave (random encounter in a specific
location of the far east)
* Ego items powers are based on the material level of the base
object. A mithril weapon will get better bonuses than an iron one
Have fun!
http://blog.te4.org/ http://tome.te4.org/ http://te4.org/
OSX binaries will come hopefully tomorrow and the linux binaries are
suspended for now until I find a good way to make them.
Release highlights:
* Fix the random crashes that could happen, you should be safe now!
* Changed ALL musics, please give them a try, they are very much
worth it!
* Two new zones
* A new class
* Much balancing and fixes
Expanded changelist:
* insane mode cannot cheese stats
* fixed crash on some platforms when entering levels (or even just
randomly)
* hostile encounters in the far east
* fix achievement \u201cthat was close\u201d
* fix savefile code on OSX
* Static map generator can use getMap() function inside maps to
access the Map object and change it directly
* the far east map central mountain is under a particle shield,
where the High Peek will be located
* staves are 2 handed
* cannot wield a 2handed weapon + 1 offhand
* new musics by Celestial Aeon Project
* music volume setting
* ego staves of wizardry and rarer and more expensive
* OpenGL shaders support (not used yet)
* changed the C map code to handle multiple textures (mainly used
for shaders)
* more orcs in the moria
* arcane power is a sustained effect and level 1
* manathurst is level 2
* mages now start with arcane power instead of manathrust and
lightning instead of corrosive vapour
* some monsters now have escorts
* new troll: the mountain troll thundered (elite)
* New class: Anorithil! We stand between the darkness and the light
* Rush & Blinding speed switched position to make rush easier to get
* New talent \u201cHeightened Senses\u201d in cunning/survival tree (2nd
position)
* monsters now have lite(does not show)/infravision/
* stealth/invis now prevents the monsters from targetting you
* light makes it obvious where you are even if stealth/invis is
active
* stealth disables light automatically (invis does NOT)
* a warning pops up if a monster targets you while stealthed or
invis
* stealth gives 1 invrafision
* stealth more powerful at level 1
* fix zone loading (does not recompute level)
* level decay works correctly
* tactical mode active from birth, stays on between saves
* changed trollshaws as the starting zone
* flyers are not seen unless seen
* most zones have a 5 level range now instead of 11
* New zone: Carn Dum, same tier as Old Forest, Maze, Sandworm Lair
* scrolls & potions have gradual chance of destruction based on
damage done
* money is now auto-picked up
* nerf angmar\u2019 fall a bit
* fix fire & cold breath to do more damage
* fire drake summon is immune to fire
* turtle summons now get a shell shield talent
* minotaur summon now uses its abilities more often and last longer
* jellies summon now have more life
* fix lightning breath for hydra summon
* resting/running is impossible if loosing air
* fix summoning targetting
* player does not get infinite energy while controlling a summon
* allow dual (or more) egos engine-side and in ToME
* knockback breaths/balls will not do multiple knockbacks
* mage quest can now accept rings/amulets too, if mages are
unlocked the staff of Angmar Fall will be enough too
* new zone: Unremarkable Cave (random encounter in a specific
location of the far east)
* Ego items powers are based on the material level of the base
object. A mithril weapon will get better bonuses than an iron one
Have fun!
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