T-Engine4 / ToME4 beta19 "Temporal Mindstorm" unleashed!

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  • DarkGod
    T.o.M.E. maintainer
    • Apr 2007
    • 130

    T-Engine4 / ToME4 beta19 "Temporal Mindstorm" unleashed!

    As promised here comes T-Engine4 and ToME4 beta19 ! See http://te4.org/

    This release is huge. I mean HUGE.

    Two new classes, one new race, party system, gfx niceness, you name it, it's in there!

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


    Release highlights:

    * Many fixes
    * Many UI improvements
    * New class: Mindslayer, a psionic class that erects mental shields and dive into battle, swinging a balde with his hands and one with his mind
    * New class: Temporal Warden, protect and use the timestream, use both archery and melee attacks, create temporal distortions and even travel back to the past!
    * New race: Yeek, a puny looking race, with a big mind. Yeeks are natively powerful psionics, united in a global psionic network. They have their own starting area
    * Party system: Sometimes during your adventures you can meet new party members, or start with them, or summon them. It can be used to either fully control them or give them order
    * Reworked Alchemist class: Taking fully advantage of the party system the alchemist golem has grown in power and usefulness
    * Many graphical improvements, 64x64 mode, new tileset (not by default yet as it is not complete)
    * Better AI: bosses and elites now have a much betetr AI that will analyze their current options and needs and act accordingly
    * Most sentient creatures are smart enough to use infusions or runes, so now they have them
    * New zones to discover: halfling ruins, the island of Rel, the temporal rift
    * Changed the economy: shopswont buy your filthy stuff, they are only interrested in gems and artifacts, but buy them at a much higher share
    * Rewrote most of the OpenGL code, it should be faster now
    * And many more, come and play !

    Expanded changelist:

    * Added pockets of air bubbles on the flooded level of the lake of Nur. Beware, they will not last forever
    * Renamed the 6th old forest note
    * Added an achievement for owning the "house"
    * Going up from level 2 to 1 of the lake of Nur works correctly
    * Archmage unlocked schools have the correct mastery value
    * Cyst Burst & Epidemic only replicate diseases on hostiles
    * Tooltip over simple terrain is now of the correct size to show the full name
    * Hotkey display now shows the page number
    * Can't teleport inside the fortress
    * Switched the font used by 16x16 map modes
    * Sustained talents that are on cooldown show as such in the use talent dialog
    * Fix Nova
    * Arcane Eye is now usable in the right click map menu
    * The sandworm queen will not always appear in the first room
    * Sand tunnels are now correctly strengethed by passing sandworm tunnelers
    * Grgglck the Devouring Darkness will now invoke tentacles every few turns, not at random
    * Encumberance column on item lists is now showing the total for the stack
    * With smooth movements on npcs will not appear to "jump" when they enter visual range and stealth npcs should work correctly
    * Sling talents correctly show that they do take a turn to use
    * Each reason of death is recorded in the online charsheet
    * Glyph of Repulsion has the correct requirements
    * Golem starting equipment is identified
    * Equipment/Inventory dialog now shows item stats using the classic tooltip
    * Made tooltips much faster, moving the mouse over the hotkeys list should not lag anymore
    * Tooltips now internaly use tstrings, you can pass a tstring to Tooltip:set()
    * Disruption Shield ratio tweaked somewhat, cooldown added
    * Displacement Shield absorption hugely increased to be in line with runes
    * Time Shield absorption hugely increased to be in line with runes
    * Switched position of Time Shield and Time Prison
    * Fixed Displacement Shield to not dro prematurely
    * Killing your own escort is worth a few points of experience
    * Phase Door range starts smaller
    * When Phase Door fizzles you get a random blink instead of nothing
    * Shuffled Temporal talents around
    * Resurrecting now ensure the player has enuogh energy to act first
    * Fixed a golemancy bug when no ammo is present
    * The Shadow Clone of the player has some less life
    * Add a "party" code framework, allowing you to have multiple creatures in a party and assume direct control of one of them (and switch at will)
    * Summon Control is now a passive that allows summons to be part of the party, increases dureation and reduces damage taken
    * Default keybinds: F1-F8 for quick select of party members; ctrl+tab for popup
    * Clicking on the creature "portrait" in the left side pane will transfer control
    * Stop resting/running when dead
    * Added ActorTalents:getTalentCooldown()
    * Party control can be switched by right clicking on the creature on the map too
    * Quests are now always done for the main character of the party
    * Blinding Speed does not take a turn to activate anymore
    * Mark of the Spellblaze now has a way back from level 2
    * Pressing the stay command while targetting will return target to the caster
    * Sindar ego renamed to Thaloren
    * Congeal Time correctly reduces speed
    * Talents that do not take a turn to use are not affected by confusion effects
    * Bear tiles
    * Arcane Combat will project beaming attacks as far as possible without hitting friendlies
    * Crypt of Kryl-Feijan quest will not succeed wrongly
    * Meditation provides the correct amount of equilibrium
    * Changed default binding for hotkey 11 from ) to -
    * Flare talent does not use two turns
    * Updated tutorial texts
    * Kill message is now displayed in bold
    * New mouse cursor
    * Map:setViewport lost its multidisplay parameter (it was useless). That was the one before the last
    * Overhauled the graphic mode selection (settings are reset), you can now select tiles & size independantly. Added a 64x64 mode
    * New tileset started by Shockbolt, looks the best in 64x64
    * Characters start with a pickaxe in the infinite dungeon
    * Water breathing is not permanent now
    * Increased bloated horrors minimun level
    * Changed the maximun range/sight for players & NPCs from 20 to 10, thus reducing the offscreen rays of deaths, increasing tactical value and allowing for bigger tiles
    * Fix Inferno tooltip
    * Move Actor:attr(), Actor:addTemporaryValue(), Actor:removeTemporaryValue() and ActornTemporaryValueChange() to Entity
    * Fixed duplicate uniques
    * Talents learned with escorts are correctly set to 0.7 mastery
    * Eliminated dead-end doors in the Roomer generator
    * Map smooth scrolling
    * Summoners now get 1dex/0con and Wyrmics 0dex/1con
    * Archmages now also get a portal on the worldmap to Angolwen
    * Overhauled all Alchemist golemency talents. Golem is now fully controllable (using the party commands). When the golem levels up it gains stat & talent points that you must spend on it to learn golem specific talents.
    * Added luadocs for core.* functions
    * Party members that can not be fully controlled may still sometimes be given orders. Selecting them will popup the order dialog
    * Escorts are now part of the party, they can be ordered to wait for a (short) while and to indicate the portal direction.
    * Right clicking on party memebr on the map will allow to give orders when possible
    * Fix objects not recharging (I think)
    * Swallow now performs a melee attack (doing nature damage), if it succeeds the swallow check is made, if it was killed by the attack it is swallowed automatically
    * Halved Swallow cooldown
    * "forest_clearing" room generator will floodfill to ensure are are no 1x1 spots insolated from the map
    * Nerfed Blood Fury and Curse of Vulnerability
    * Sandworm tunnelers now do not travel in diagonal, and do not always take the shortest route
    * Renamed difficulties again: Discovery/Aventure/Roguelike/Insane
    * Updated most egos, added many (and many greater ones)
    * Prevent a bug when using easy/normal mode resurrects in some corner cases
    * Shield Pummel's first attack is now also affected by shield expertise
    * Do not de-activate equilibrium talents on levelup
    * Changed Feed Shadows to a passive talent that increases attack, damage and gives hate back to the player when a shadow kills.
    * Replaced Punishments' Cursed Ground with Infectious Thought (an attack that can spread to other nearby targets)
    * Changed Punishments' Agony to ramp up damage over 5 turns (no longer based on proximity to caster).
    * Reduced hate cost of Deflection
    * Increased duration of a summoned shadow from 100 to 500
    * Increased Willful Strike and Blast damage
    * Fixed problems with shadows and feed effects not disappearing after leaving the level.
    * Main menu will not consume ressources if background anim is disabled
    * Randarts are now created by combining egos + random powers
    * Physical talents are disabled if no correct weapon is used
    * Faerlhing get more mana
    * Stealth now takes no turns to use
    * Stealth now also teaches a new talent "automatic stealth", as long as it is active the player will auto-enter stealth when conditions are good
    * Textzone now correctly cuts text based on font style
    * Reduce the level at which runes of shielding start appearing
    * Updated Alchemists description to better fit the class
    * Bext change ever: bumping walls does not consume turns
    * Reduce most creatures (both NPC & players) damage done by about 25% - reducing oneshooting factor which aint quite fun
    * Improve the effect of stats on physical/magical/mental saves (and denote them correctly on tooltips)
    * Constitution bonus to life reduced a bit but it now also provides global damage reduction%
    * Added Combat:combatTalentStatDamage()
    * New campaign: The Arena. Fight on the sandy grounds of the arena to prove your worth. Defeat your own previous champions! Unlock available in Derth. (thanks to Hetdegon!)
    * Stores will now refuse to buy your filthy items, probably still covered in blood!
    * Stores now buy only shiny gems are unique items, but they do so at a much better share.
    * Price of gems increased tenfolds
    * Increased the price of bill's tree trunk & the staff of kor
    * Upped the minimun level for the cryp of kryl-feijan
    * Fix FOV to not loop/crash over borders (fixes Quake)
    * Adventure mode only gets 7 lifes instead of 11
    * core.fov.calc_*() now take the map size(w, h) as third and fourth parameters
    * Nicer looking UI
    * Gave specific colors to grushnak orcs
    * Evasion talent does not require stamina anymore
    * Rush cooldown now reduces with talent level
    * New tactic AI. It will be used by elites and bosses mostly. It asserts the current situation, determines needs and capabilities and uses them accordingly
    * The sentient creatures of Maj'Eyal have created a loby to counter the players. They demand to have access to random runes and infusions. Their demand has been fulfilled!
    * Most bosses and elites now use the new tactical AI
    * Most bosses now have their share of infusions/runes (depending on the boss)
    * Game ends when all controllable party members are dead. (But not all are allowed to switch zones, dont get your hopes too high)
    * Removed Packing talent tree
    * Water stairs do not provide air anymore
    * Moon and Star (the artifacts) are now a pair and will provide additional bonus when used together
    * New artifacts!
    * Tweaked some Alchemist talent costs
    * Object requirements are currently colorized again
    * Controlled phase door rune is now subject to fizzle when blinking out of LOS, like the spell
    * Talents that can not be used will only grey out after the cooldown has elpased
    * Left click on an hostile target can now be bound to a talent (archers get it bound to Shoot by default)
    * Alchemist Protection tooltip now reflects the fact that it does protect the golem too
    * Channel Staff now ignores friendlies (it will pass over them harmlessly)
    * Clicking on the minimap now makes the character run to this spot
    * Updated Maj'Eyal and the Far East map to be more "meaty"
    * Repulsion has a slightly greater knockback distance and will also daze any targets affected
    * Fix Shadow Blast damage
    * Optimized OpenGL drawing code: use vertex arrays instead of immediate mode; removed some useless calls; remvoed debug code from shaders
    * Reworked how the minimap works, Entities now can have a setupMinimapInfo() method that is called by the map code. If you use a special map update code, have a look at Map:updateGrid to make your code up to date
    * New race: Yeeks - look out for some new ruins on the map
    * New starting zones for the Yeeks
    * The Rod of Recall is now dropped by the first boss killed
    * Archery talents now give a correct range
    * Sandworm tunneler should finaly strengthen existing tunnels
    * Actor:setEffect() now rounds its duration *UP*
    * Archery now correctly uses attack bonus from ammo
    * ESP will not make the out of LOS display "flicker"
    * Weather effects: A few zones now get clouds, sand storms, ... moving over them
    * New class: Mindslayers. The yeek's frontline figthers, mindslayers are powerful psionics that use their powers to enhance their melee abilities. They can psionicaly wield a second weapon and erect powerful auras. *beware this class is not easy to play*
    * Inventory window now displays a currently equiped compare tooltip if available
    * Nerf flurry somewhat
    * New class: Temporal Warden. Protect and manipulate the timeline. Instantly switch between ranged and melee combat. Time travel (to the past!)

    Have fun!
  • Arendil
    Apprentice
    • Jun 2007
    • 78

    #2
    Changed the economy: shopswont buy your filthy stuff, they are only interrested in gems and artifacts, but buy them at a much higher share
    Whyyyy???....

    Selling stuff to shops and gathering money is part of the fun and one of the goals of the game for me. At least give player a birth option for that...

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #3
      Selling stuff is far less interesting than trying to find a genuine use for it. I'd rather get the notional value of random useless junk from picking up treasure than from carting yet another "excellent" (aka "crappy") ego weapon back to the weaponsmith.

      If you want to make more valuable treasures, make a certain fraction of (buried?) treasures be highly valuable (aka ego treasures).

      This is a result of a long-running discussion in the angband forum on "Angband, the game of shopping." Kudos to DarkGod & the ToME community for picking up the torch.

      Comment

      • Arendil
        Apprentice
        • Jun 2007
        • 78

        #4
        Selling stuff is far less interesting than trying to find a genuine use for it.
        Says who? Both are interesting for me, and shopping is essential.

        This is a result of a long-running discussion in the angband forum on "Angband, the game of shopping." Kudos to DarkGod & the ToME community for picking up the torch.
        Sigh...I like those shopping aspects. Without them I'll probably stop playing.
        If you guys don't like it so much, then don't do it. Don't sell anything. I'd like to have a choice and a bit of freedom in the game...

        Comment

        • Rizwan
          Swordsman
          • Jun 2007
          • 292

          #5
          Originally posted by Arendil
          Says who? Both are interesting for me, and shopping is essential.
          Sigh...I like those shopping aspects. Without them I'll probably stop playing.
          If you guys don't like it so much, then don't do it. Don't sell anything. I'd like to have a choice and a bit of freedom in the game...
          I agree. People who don't like shopping have the choice not to do it, but with these changes people who like shopping have no choice whatsoever.

          Comment

          • buzzkill
            Prophet
            • May 2008
            • 2939

            #6
            ToME had a 1/10 buy/sell ratio anyhow. I don't think it's that big of a deal. Stuff wasn't worth selling to begin with, further aggravated by the fact that there's never anything worth buying.
            www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
            My banding life on Buzzkill's ladder.

            Comment

            • dos350
              Knight
              • Sep 2010
              • 546

              #7
              hi iv never played tome, but i notice alot of this mentality on these forums:

              i play this way so u have to aswell.

              ... kind of a fanatic "non smoker" attitude if u ask me, and no game or anything even not a game needs that.


              on topic, ill try tome at somepoint, ty ~ eeee
              ~eek

              Reality hits you -more-

              S+++++++++++++++++++

              Comment

              • buzzkill
                Prophet
                • May 2008
                • 2939

                #8
                Originally posted by dos350
                on topic, ill try tome at somepoint, ty ~ eeee
                You're not making any friends dos.

                Back on topic... I doubt you'll like it. It features persistent levels (and is quite punishing to boot).
                www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                My banding life on Buzzkill's ladder.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  The suggestion earlier was to try a ToME 2 Lost Soul character. ToME 2 is a very different game from ToME 4; ToME 4 isn't really an Angband variant any more but rather its own game.

                  Comment

                  • Philip
                    Knight
                    • Jul 2009
                    • 909

                    #10
                    Originally posted by buzzkill
                    You're not making any friends dos.

                    Back on topic... I doubt you'll like it. It features persistent levels (and is quite punishing to boot).
                    Yeah, he's brought it up in two unrelated topic's already. If he at least made any sense or such or just had nice posts which are easy to read I wouldn't mind.

                    Comment

                    • dos350
                      Knight
                      • Sep 2010
                      • 546

                      #11
                      hi, im sorry to spam thread, but imo ive posted only about wat u are talking about in 2 threads that ive read and found to be directly related, eee!

                      and friends? please no!... im joking..~ i dont hav any issue with anyone here, but people seem to hav issue with me! sorry !!!! hoooooooo~!
                      ~eek

                      Reality hits you -more-

                      S+++++++++++++++++++

                      Comment

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