T-Engine4 / ToME4 beta32 aka "Marauding Undeads" unleashed!

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

    T-Engine4 / ToME4 beta32 aka "Marauding Undeads" unleashed!

    As promised here comes T-Engine4 and ToME4 beta32 ! See http://te4.org/

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

    This release is *huge*, it features many balances & new things but also change some low level things.
    Display code switched to SDL1.3, keybinds had to be reset for it, so make sure you check your bindings.

    Release highlights:
    New classes: Necromancer and Marauder
    Improved classes: Shadowblade, Summoner, Cursed/Doomed, Chronomancers, Alchemist, Mindslayer, Rogue
    Talent icons: all talents now have an icon and the hotkeys bar uses them
    Introduction of real (and easy to make) item sets
    Local scores
    Loading/progress bars along with a nice painted background
    Many new painted lore
    All stores and all artifacts now have a tile
    New zones: Slazish Fens, Last Hope Graveyard, special non-random exploratory farportal zone
    Sunpaladins and Anorithil have their own starting quest; starting in the far east and explaining why they get to Maj'Eyal
    Trollmire now has a road going through it, making navigation easier
    Game loading speed should be much improved (only when using the official releases which package the code in a special way)
    "Exploration" mode for Donators: infinite lives
    Multiple new or improved artifacts, some of which are sets
    New tilesets: Cave, Rift


    Expanded changelist:
    Invisibility screen effect made a bit less annoying
    New achievement: Bad Driver
    Character Sheet will display the current active party member
    Alchemists talents that pop an inventory screen now wait until the inventory is closed (and action is done) to consume turn/ressource/cooldowns
    Added tile for Zemekkys and Meranas
    Display talent icons in use/gain talent screens
    Fixed a bug which made activate egos recharge too fast
    Fool of a Took achievement correctly triggers
    Fix red crystal resistance
    Fix Poison Gas Trap when saving/reloading
    Object that can be activated for a talent have a better description
    Cursed Touch starts with about 30% chance to curse an item.
    Extra points in Cursed Touch increase the chance up to 90%. Invest in this to make cursed items easier to find if you want to invest in curses.
    Cursed can wield both axes or cursed items with their talents.
    Replaced Grim Craft with an activated talent: Cursed Sentry. Animate a cursed weapon and toss it to a spot. It will fight for you for a while before turning to dust. This has no hate cost but does consume the weapon.
    Cursed items get 1 bad curse effect and either 1 beneficial Dark Gift effect or 1 Vengeful Blessing effect
    Curses are either minor or major; The chance of major curses improves with points invested.
    Like egos: curses, gifts and blessings have names. They are displayed in the item description. For example: "curse of clumbsiness, blessing of whispers"
    Paradox Mages now start with Dimensional Step and Time Skip
    Chronomancy tree reordered
    Energy tree reordered and revised
    Gravity tree reordered and revised
    Matter tree revised
    Speed Control tree revised
    Timetravel tree reordered
    Reduced cooldowns and sustain costs on many chronomancy talents
    Most Gravity spells now deal bonus damage to pinned actors
    Body Reversion no longer removes 'other' timed effects
    Probability Weaving and Paradox Mastery are now passive
    Probability Weaving now improves luck and spellpower
    Static History moved to Chronomancy tree
    Deja Vu, Entropy, and Temporal Reprieve removed
    New Talent Energy Absorption
    Energy Decomposition is now a 'magical armor' sustain
    Redux is now an effect that allows you to 'double cast' your next activated spell
    Repulsion Shield renamed Repulsion Field and works as a knock back aura
    Calcify replaced with a new talent Destabilize
    Quantum Spike damage improved; also does bonus damage to Destabilized actors
    Two new Spacetime Weaving Talents; Banish and Spacetime Mastery
    Stop now deals temporal damage in addition to the stun effect
    Haste now gives a slight casting speed bonues as well as its old global speed boost
    Time Skip now Time Prisons the target rather then removing the actor
    Temporal Wake damage improved and a small stun effect added
    Fixed chronomancy cone particles
    Fixed Slime tileset farportals
    *IMPORTANT* Updated SDL to 1.3, you need to get it for your platform if you build from source
    Mouse pointer is now hardware rendered, removing cursor lag even at low FPS
    Keybinds are updated to use scancodes which are layout independant, existing key bind settings will be wiped; please redo them as needed
    Hotkeys are now displayed as icons on the bottom of the screen
    Drag'n'Drop support in the mouse engine code
    Hotkey icons can now be dragged along the bar for easy reassignment
    Talents can be dragged from the use talents window into the hotkeys
    Items can be dragged from the inventory window into the hotkeys
    New awesome shadow simulacrum gfx effect
    Gamma correction is handled by a fullscreen shader if the GFX card can do shaders
    Updated boot menu with new tiles
    Replaced Warper summon with the Rimebark, an immovable treant-like summon that is permanently surrounded by a furious ice storm
    Replaced Suppress Summoning by Frantic Summoning allowing much faster summoning at a cost
    Fixed crystal focus
    Talents that do a main and off hand attack correctly handle offhand penalty
    Low levels of the Infinite Dungeon do not all have random bosses
    Fix mold vault
    Equilibrium regenerates correctly from hats of absorption when hit by archery
    New backup guardian in the Deep Bellow, also concluding rolf & weisman story arc
    New framework for item sets, check out set_list, on_set_complete and on_set_broken properties on Moon & Star
    New backup guardian in the scintillating caves
    Fix ice to cold resistance on some arena boss
    Fixed skeleton rat and arena gates tiles
    Restricted Daikara escorts to prevent problems with temporal wardens quest
    Shadow Combat now scales with spellpower
    Fixed tooltips sometimes refusing to appear
    Added an option to set scroll distance. Set it high enough and you get always centered scrolling
    Autotargetting will try to not default to a friendly target for attack talents
    Fixed unlock dialog popup, it will appear again (it was only a display bug, unlocks were saved)
    Fixed donations popup
    Savefiles now include a screenshot of the current situation that is displyed in savefiles list
    Savefiles are now ordered by last play time
    PrintScreen key now takes a screenshot (for modules: game:saveScreenshot() and keybind SCREENSHOT)
    Swallow now works on bosses that have 5% or less life left, making the Huge Appettite achievement possible (but hard)
    The thieves in the lost merchant quest will not attack the merchant anymore
    Savefiles are marked as dead as soon as death happens
    Linking creatures links them with the correct name color
    Adjusted the balance on the Energy Absorption
    Crooked Club does not require Cunning anymore
    New world boss: Kra'Tor the Gluttonous and his trusty axe: The Gaping Maw
    New world artifact: Threads of Fate
    New world artifact: Pick of the Dwarven Emperors
    Added local scoring, with a list of all your chars and their scores/cause of death/... Arena is merged into that system.
    New uber dangerous greater vault
    Static maps can use specialList("terrain", {...filelist..}) to use terrains they want
    All talents now have a tile
    Improved Dwarves Stoneskin talent
    The Pheonix unique has its rarity reduced
    New world artifact: Ureslak's Femur
    New world artifacts: Sword of the Potential Futures & Dagger of the Past
    Fixed Zigur huge rocks
    Two new antimagic world artifacts: Witch-bane and Guidance
    Buffed Garkul's Teeth
    Atamathon is much more dangerous
    Alchemist golems start with a shielding rune
    Channel Staff correctly works with physical damage staves
    Staves of ruination give nature damage instead of poison damage boost
    Some bits of lore will always popup even when already known
    Added two new Paradox talents; Fade From Time and Cease To Exist
    Removed Damage Shunt and Flawed Design
    Precognition and revision will now correctly clear their chronoworlds
    Reduced effeciency of Energy Decomposition
    Redux is now instant cast with the repeated spell now consuming the action
    Revision will now put Door to the Past on cooldown when cast
    Chronolith's in the Temporal Rift buffed slightly
    Fix grappling hold
    Replaced the main menu background (when not using the animated background) with a much nicer one
    Fix light damage death verb
    Storming the City quest can not be continued when it is already finished by going from angolwen to zigur
    Dragons are now less immune to stuns but gained some immunity to blindness
    Firstrun dialog now asks for registration/login/cancel
    Golem Power and Golem Resilience effects more than doubled
    Adventurers parties should not get sometimes stuck on the worldmap anymore
    Golem's Reflective Skin is now a sustain
    Increased Golem's Eye Beam damage
    Golem Resilience now also improves healing factor by 50% at level 5
    Arcane Eye now has a tile when active
    Sunwall faction will not all turn hostile if one member is hurt
    If High Sun-Paladin Aeryn becomes hostile, killing her will trigger the orc pride quest, allowing the game to continue
    If Aeryn is killed before the endgame she will not be there to help
    Two new high level talent trees: Psi-archery and Grip.
    The Psi resource now regenerates naturally like mana and stamina
    Mindslayers start knowing the Shoot talent
    Conduit applies to shots fired from telekinetically-wielded bows
    Conduit applies to Mindlash when telekinetically wielding a gem
    Matter is Energy benefits more from increased talent levels
    Buffed Focused Channeling
    Loading screens with a waitbar!
    Screen FPS will not go bonkers for a second after a long load/compute time
    Fixed random black screen bug
    Achievement added for killing the blood master
    Dying while recalling will cancel the recall
    All stores now have a tile
    Suppression talent actually does something now
    Quest log correctly defaults to the selected quest when it appears
    Creatures killed by traps correctly drop alchemist ingredients
    Fixed floor on Temple of Creation(2)
    Brawlers will now have field control at birth
    Made it much more obvious that brawlers can not use weapons, shields or massive armour with many of their talents
    Made it more obvious that stealth can not be used in mail or plate armor
    Fixed a random white texture bug
    Loading bar while loading the game/savefile will indicate progress
    Permadeath setting is remembered
    Undead faction now opposes Fearscape faction
    Added missing trap tiles
    New lore: "Dust to Dust, an undead hunter's guide"
    Troll stew!
    Healing now produces a flying text
    Secret of the Eternals takes no time to use
    Random bosses can now use the unlockable trees (poisons, wildfire, ...)
    Arcane Blades can access Stone spells when unlocked. Earthen Missiles can be cast by Arcane Combat
    New class: Necromancers
    New zone: Last Hope graveyard
    New quest: From Death, Life (for necromancers only)
    New lore available in Last Hope Library
    New option to use either the new icons hotkey toolbar or the old textual one
    Tombstone lore UI
    Glass walls tiles
    New vault
    Constitution does not grant damage reduction anymore
    Health talent replaced with Thick Skin talent, granting damage reduction
    Glove egos are more interresting for brawlers
    Fix a rare bug when corona could permanently reduce max positive/negative
    Trollmire now has a road, for easier navigation
    New zone: the Slazish fens, starting zone for human and elven Sun Paladins and Anorithils (it is located in the far east and explains how the player ends up in maj'eyal)
    New achievement: Lost in translation
    Limited the power of Doomed knockback spells
    Roads, water and molten lava show up on the minimap
    Reduced ranges on teleportation anomalies
    Reduced the speed bonus of Elemental Harmony
    Added experimental support for MoonScript (a CoffeeScript like language for lua)
    Fixed the prides levers to not reset when save/reloading
    Shadow Combat cost fixed
    Shadowstep cost reduced, added a darkness damage component
    Shatur now have awesome tree-stores
    Added many new "@" custom player tiles
    Using the exploratory farportal can now sometimes lead to special zones
    Increased game loading speed tenfolds (for people with slow loading) by packaging the engine, boot module and tome module into a single file format
    Maze zones now have the boss usualy looking for the player
    New advanced Shadowblade tree: Ambush
    Fixed birth screen to indicate race/class combo that do not make much sense
    When encountering the new special farportal zone, you will learn a new painted lore, it is awesome!
    Sher'Tul fortress command orb got a correct tile now
    Sher'Tul control orb text correctly translates when you speak Sher'Tul
    Escort portal does not disappear when digging nearby
    Temple of Creation quest now uses the new underwater portal tiles
    Removed the Archer metaclass.
    Archers and Slingers merged into Archer, under the Warrior metaclass
    Archers now get both a bow and a sling at birth, along with both one point in bow and sling mastery
    Permadeath mode: Exploration Mode with infinite lives. Donators feature
    New painted lore for using the Farportal in Reknor
    Painted lore for master death
    New painted lore for game win
    Yeek Wayist talent summons have tiles
    Waters of Life becomes instant cast
    Void and Nightmare Horrors now have some unique new talents
    Displace Damage will now credit reflected damage to the actor with the sustain active
    Bindings of the Eternal Night buffed and made into a set with a new artifact (found in the same zone): Crown of the Eternal Night
    Fixed tactical AI infos on some AOE talents
    Tannen level has correct tiles
    Permanent particle effects like farportal vortexes correctly scroll
    Many typos
    Corrupted Negation is subject to spell resists
    Razorblade, the Cursed Waraxe can not correctly be generated
    Fix Shadow Mages description
    Time Prisoning yourself can not fail
    More traps are avoided by Feather Wind (and the new Light of Foot talent)
    New class: Marauder, a more thug-like rogue focusing on damage and movement
    Lethality now also increases critical damage modifier
    Deadly Strikes increases APR somewhat more
    Deadly Strikes and Willful combat are now instant talents
    Improved the thieves/bandits/... NPCs with the neweset roguish talents
    Added a Shadowblade NPC
    The assassin lord just got quite beefier
    The Master just got nastier
    Orc necromancers improved with the new necromancer talents
    Vampires made beefier
    Resting regens faster
    Buffed Cripple
    Garkul's Helm has a special bonus to Skullcracker talent
    New random name generator(engine.NameGenerator2) based on http://code.google.com/p/name-gen/ (it uses the same language files)
    Temporal Devourers renamed Devourer and subtype changed to eldritch
    Temporal Dredge renmed Dredge (subtype still temporal)
    Worm that Walks and Devourers now have unique talents
    Devourer hit points and damage improved (beware the land sharks!!)
    Carrion Worms multiply less but have better resists
    Epidemic now checks for disease immunity when spreading diseases
    Dredge Frenzy improved a bit
    Disabled loading C module in Lua, for safety
    Random name generation on birth will use a special generator per race/sex (right click on the name box to make up a new random one)
    Skeletons NPCs are now poison immune
    Base accuracy raised to 4 (from 0)
    Buffed Yeek's Wayist talent
    Dread, Dreadmaster, Banshee, Ruin Banshee now have permanent *stealth*. This means you can see them without see invisible but it's not perfect you can loose them sometimes
    The Eidolon Plane is now a zero gravity zone, so encumberance is near meaningless (x20)
    The Temporal Rift is a zero gravity zone
    After coming back from the east, the lost merchant in Last Hope can make you a unique item of your choice, for a .. unique price
    Doulbed the effects of willpower for Paradox failure, backfire, and anomaly checks
    Changed how global speed stacks
    When a level 5 Lure is killed it will trigger all explosion, poison gaz and future AOE traps
    Cleaner game exit (codewise)
    Newly picked up items are shown in bold (and marked as such in the tooltip) in the inventory window
    When dead (on the death screen) it is now possible to review message log, see current chat and talk to people
    Drop dialog (and others such) will remember sorting order when dropping multiple items
    "Lament for Lands now Lost" poem now correctly available in Shatur
    New "cave" tileset
    Fixed Melinda moving in
    Limited max projectile speed reduction on talents providing it
    Derth post-attack chat now accounts for being an antimagic char
    All artifacts now have their unique tiles!
    Added more particle effects for chronomancy spells
    Rewrote grappling so it's easier to understand (code-wise)
    Sustains can now be disabled while disarmed
    Switching equipment will now disable sustains you no longer meet the requirements for
    Updated the Temporal Rift bosses talents to better reflect current chronomancy spells
    New rift tileset
    Buffed Chromatic Harness

    Have fun!
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