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ToME: the Tales of Maj'Eyal • View topic - The Veins of the Earth

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Thu Oct 03, 2013 9:48 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
If Git tags or ModDB file names or module file names are messed up, that's my fault - I've overhauled the versioning system this morning.

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PostPosted: Fri Oct 04, 2013 2:49 am 
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Thalore

Joined: Mon Mar 25, 2013 10:09 pm
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(QDZ) - an Oriental-themed fantasy game for T-Engine. - auto-generated spoilers for ToME.


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PostPosted: Fri Oct 04, 2013 11:43 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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PostPosted: Mon Oct 07, 2013 8:06 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Popping by just to say I got the traps to work (they don't spawn yet).

Some sort of search code coming as soon as I get Stealth to work. It's gotten worse (I swear it loaded)

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PostPosted: Sat Oct 12, 2013 9:29 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
An update is out!

This is beta 3.25, code-name "Christmas Tree".

You probably know the drill by now. Grab it from or wait for ModDB authorization.



CHANGELOG:

* bug fix for player leaving lit tiles behind himself (kudos to Castler)
* bug fix for new keybinds (spellbook and help) not being recognized at game start [Sebsebeleb]
* bug fixes
* new items: amulet of health, periapt of wisdom, gauntlets of ogre strength, gloves of dexterity, cloak of charisma; wands & scrolls (unusable for now)
* item tooltips now inform you of (some) magic properties if the item is identified
* expanded Quit dialog to allow discarding characters
* traps are coded in but do not spawn yet

Note: most of the bug fixes came thanks to Castler's feedback.

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PostPosted: Fri Oct 18, 2013 6:12 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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Castler, I just fixed the feat bonuses. They are now applied on top of any ranks you might have and do not count against max ranks. And are uncapped (more sweet goodness to come in this field!)

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PostPosted: Mon Oct 21, 2013 10:31 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
A new version has just been released. Grab it from . ModDB download to come later, as usual.

CHANGELOG:

* bug fix: gain spellcasting properly if you multiclassed from a non-casting class
* bug fix: apply (uncapped) feat bonuses on top of skill ranks
* bug fix: Intuition now applies to a single item
* bug fix: ensure 1 damage unless Damage Reduction is applied
* new spells: inflict X wounds, fireball
* improved HUD - now with bars, changing color depending on the amount of HP left
* XP for descending & disarming traps added
* two weapon fighting penalties, feats & background
* death and dying closer to d20: death at -10 and detrimental effects both at 0 and in the -1 to -9 range
* level feelings (based on monster CR for now)
* changed wait a turn keybinding and added it to controls screen
* random naming for potions & scrolls

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PostPosted: Sat Oct 26, 2013 2:53 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada

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Some of my tools for helping make talents:

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PostPosted: Sat Oct 26, 2013 7:16 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Thanks for reminding me - I've found this bug some time ago, forgot I didn't fix it and didn't have time.

Sitting down to fix.

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PostPosted: Mon Oct 28, 2013 11:22 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
"Half-ogre with a spiked chain" is out!

Grab it from or wait for ModDB authorization.

This version wouldn't have been created without AuraOfTheDawn's invaluable feedback, both bug reporting and suggesting improvements. The codename is a tribute to him, too - he knows why!



CHANGELOG:

* bug fix: all dialogs now obey screen size
* bug fix: fire beetle AC is no longer through the roof
* bug fix: spells are now properly restricted [Seb]
* bug fix: no more freezes when trying to exit to Menu in some cases
* bug fix: no more lua errors with some spells
* bug fix: bard skill points
* bug fix: assasin and shadowdancer not giving level-up bonuses
* new monsters: aboleth, athach, choker, chuul, cloaker, drider, ettercap, otyugh; ankheg, aranea, arrowhawk, assasin vine, barghest
* survival kit, healing kit, lockpicking kit added - grant a +2 bonus to skill
* all characters now receive a single feat when rolling stats as a perk
* level-up screen now displays class points, feat points, skill points
* humanoids can now try to shoot the player
* increased inventory size slightly (from a to z instead of w)
* monsters bleed out quicker than the player
* implemented chasm & ice effects
* tooltips now describe whether a weapon is simple/martial, light/reach
* re-added a crash course to d20
* MODDING.md now contains information useful for prospective contributors
* reach weapons & talent added
* scrollbar added to feat select screen [Seb]
* spellbook now displays higher-level spells properly [Seb]
* tooltips now describe magic properties (except elemental resistances) for identified items

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PostPosted: Mon Oct 28, 2013 3:13 pm 
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Uruivellas

Joined: Fri May 24, 2013 4:27 pm
Posts: 717
Sorry for the dumb question, but how exactly hit/miss roll works? I've had a character with decent Str and Dex that had roll modifier equal to -11. )Needless to say, he died a cruel death).


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PostPosted: Tue Oct 29, 2013 7:51 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449

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PostPosted: Fri Nov 01, 2013 1:48 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
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Location: Canada
Trying out 0.9 now, and dualwielding is a bit bugged. You can wear two handed weapons (eg. a Halberd) in your offslot by equipping it while the main slot is full and offslot is empty. Also, is there a way to not two-weapon-fight with a shield? It's making me miss too much.

Also, I think that Intuition is bugged. I managed to roll a 4 once, despite having a +5 bonus on my char sheet.

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Last edited by lukep on Fri Nov 01, 2013 2:00 am, edited 1 time in total.

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PostPosted: Fri Nov 01, 2013 1:57 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
Two weapons and a shield???

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My feedback meter decays into coding. Give me feedback and I make mods.


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PostPosted: Fri Nov 01, 2013 3:01 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
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Location: Canada

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