ToME: the Tales of Maj'Eyal

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PostPosted: Tue Nov 22, 2011 3:34 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 9287
Location: Angolwen
As promised here comes T-Engine4 and ToME4 beta35 ! See http://te4.org/

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

Release highlights:
Big overhaul of the saves system
Many improvements to Cursed, Doomed, Summoner, Wyrmic, Paradox Mage, Temporal Warden and Brawler classes
New inventory UI; transmogrification chest merges with it once acquired
Many new sounds & effects
Autoexplore !
Yeeks finally get to se Irkkk
More rows of talent icons are available in the options
Addons support (example addon here: http://te4.org/dl/tmp/tome-example.teaa )

Expanded changelist:
Changed the blue of recurring donators to an other blue
All timed effects are now grouped in one of four categories: physical, mental, magical or other, making it more obvious which save works with each. "Other" timed effects can never be reduced/removed/altered
Psi, paradox, and unarmed combat should show up in the vault now
Reduced scaling on Fade from Time and Haste
All timed effects now have a subtype
Moved many timed effects into more logical types (many rage effects are now mental for instance, burning is physical, etc.), players should double check timed effects to learn the new system
Body Reversion now only removes physical effects
Timeless and Providence no longer remove saturation effects (since these were moved to other)
Fixed Darkest Light no damage bug
Starting characters will now have a wild infusion that clears all physical effects rather then just poison (poison is now a physical effect with a poison subtype)
Bows & Slings are only equipable for people with the Shoot talent
Fixed various loopholes in the laws of spacetime
Timed effect subtypes now use a table and can have more then one subtype
Crushing hold and strangle hold will no longer deal damage if the source is dead
Smooth fov shadows now work even with framebuffers disabled
Fixed golem eye beam and arcane combat causing a game freeze when actor is frozen
Fixed a few rush-like talents when activated adjacent to the target
Big overhaul of the Cursed/Doomed classes
Rewrote the generic tree Conditioning
Rethread now can stun instead of daze
Reduced Quantum Spike talent level on Ultimate Teluvorta
Revision will now transport the player to the past immediately instead of at the end of the turn
Grapples will now break when the attackers stamina gets to low to pay the stamina cost
Spacetime Tuning is now a beneficial effect (so it can be used correctly by skeletons and other actors with detremintal effect duration reduction)
Water wall digs into water floor
Entering the last level of the dark crypt has a painted lore
Fix hands going through the shield in the moddable tiles
Setting leash anchor for party members will not prompt a "are you sure" dialog when self targetting
Brawlers have given up their quiet ways and will now make the same combat sounds everyone else does
Healing flyers are only shown when seen
Berserkers are the first class in the warrior's list, instead of fighters
Logfile should correctly flush when using --flush-stdout on windows
Fateful Aura tree does not grant a hate bar
Talents learnt from external sources (like cursed touch, resolve, escort rewards, ...) are not respec-able
Iron Mail fo Bloodletting now gives a healing mod bonus
Spiderweb now has a tile
Updated some gfx tiles
Can not teleport out of the south derth arena
Typos
Removed all egos with negative life regen
High level trees are not learnable until they can be usefull to the player
Activable items do not say they use 0 turns even if the talent they use does. Activated items always use a turn
Last Hope mausoleum is now denoted with a quest
Renamed Fighter to Bulwark, to make it very clear to new players that the fighter is not the "classic" dumb "bump until it dies" class (which really does not exist in ToME)
Ring of the War Master provides a bonus to Thuggery
Use item in the inventory screen will notify that it is impossible to use items without wearing them (when appropriate)
Clicking on columns in inventory window should work
When frozen effect is broken by damage it is removed only on turn end, meaning the player can never hit himself trying to destroy the iceblock
Anomaly damage now has a damage cap
Removed the anomalies that reduce and increase paradox
Static History will now only prevent failures (and not backfires or anomalies)
Flameshock is now a stun effect; damage over time increased
Rebalanced some effect immunity egos
Garkul Helm and Garkul Teeth are now a set
Life leech on negative HP creatures will not work
Reworked some immunity artifacts
New temporal damage death messages
Athamaton is now considered an Elite Boss
Celerity is now passive
Many chronomancy sustain costs adjusted
Darkest Light will no longer give energy at higher talent levels
Frenzy should be less rediculous at extreme talent levels
Rewrote the 'Chronomancy' tree
Paradox Mastery will no longer give a bonus to Static History paradox reduction
Static History is now a class talent in the timetravel tree
Borrowed Time and Door to the Past have been removed
New Timetravel talent, Temporal Reprieve (buffed version of the old version)
Spacetime Weaving now requires willpower so it should be more accessable to Temporal Wardens
Haste no longer gives casting speed but has an interesting on move effect
Gather the Threads now boosts spellpower instead of damage (note that it will break before a sustain is cast to prevent abuse)
Ritch Tunnels shouldnt spawn high level ritches
Big saves overhaul:
Display change: Combat stats(Accuracy, Spellpower, Mindpower, Physical power) and Saves (Defense, Spell save, Mental save, Physical save) are now computed on a O to 100 scale, split in 5 tiers. In each tier it takes more points to upgrade. So if you have 22 spellpower and wear a new item granting +2 spellpower you only get up to 23 spellpower. *This does NOT change the damage you are doing since a similar scale was applied to damage done in previous betas*
Saves now reduce the duration of timed effects
When a creature is hit by a special effect from a creature whose combat stat is in a tier over the target's save tier it triggers a "cross tier effect"
Cross tier effects are dependant on the nature of the effet. A powerful knockback will set a target offbalance, a terrible mind attack will brainlock the target, a overpowering spell will spellshock the target
Tooltips show both combat stats & saves for all creature
Added 25 more rooms
Reduced Rush cost
Spell Shaping becomes Spellcraft, a sustain that keeps the old effects and adds a chance to cause spellshock on spell damage
New temporal spiderkin
Wild Growth infusion now does damage based on Mindpower
Necrotic Minions will decay if their Necromancer is dead
New temporal spiderkin
Overhaul of the equip/inventory screen, with visual equipment doll, drag&drop, inventory tabs
The few non-unlearnable talents can not be unlearnt event at birth
Vim correctly refunds when killing foes with a Vim using talent in all cases
Bloodbath will not increase the stamina loss of Blood Frenzy
Brawler grappling and discipline talents will now use Physical Power instead of strength for damage calculations
Unarmed Mastery now improves damage on grapples and kicks too
Double Strike no longer has a stamina cost
Double Strike will now autocast on 'bump' if it's off cooldown and the character is in Striking Stance
Relentless Strikes stamina increase reduced
Rebalanced Rethread (increased cooldown, reduced paradox cost, reduced paradox gain)
Terrain tooltip's improved to provide various useful info (diggable, breathable, teleport, blocks sight/move)
Titanic shield now also improves armour hardiness
Binding/Crown of the Eternal Night will not let people stay undead after removing them
NPCs will not use Body of Stone because they are too dumb to use it well
Perhaps fixed items usable without wearing them
Curse of the Meek rabits stay for two more turns and have 70% chance to grant a soul but killing them yourself never grants a soul
Rigor Mortis lasts a bit less
Frantic Summoning now is a timed effect that allows fail-less summons with faster casts. It also resets a random summon cooldown on activation
Using a hotkeyed item will first try to activate it and if not possible wear it
Clarified damage on hit/when hit in tooltips
Give gorbat orc summoners a shoot talent to go along their sling
More fun damage type death messages
Removed debug prints from tactical AI
Marauders start with armour training(1) and an iron helm
Atamathon will always drop some plain voratun rings/amulets
Temporal rift portal provides a warning
New lore: The Tale of the Moonsisters
Allied kingdoms calendar adjusted to include the Time of Balance and the Time of Equilibrium, located between the Summertide and the Wintertide, when both moons can be faintly seen on the opposing horizons
Store buy/sell is logged
Fix disappearing mark of the spellblaze & a few others
Fix crash when leaving the endgame zone
Only new talent start on cooldown when learnt, not existing ones
Status effects are now shown as icons, just like talents
Zigur can not be seen by undeads
It is possible to recall from the thieves tunnels
Gates of Morning rune shop now stocks .. runes
Undeads can now take on the celestial classes
Many new & redone sounds
Updated some NPCs tiles
Added ambient sounds to the trollmire and the old forest
Trolls, bears, treants got their own sounds
Swarms/bees, wolves/foxes, jellies/oozes, ants got sounds
game:playSound() can now take a second parameter to speficy the 3D position of the sound
Sounds made by talents, creatures, ... are now placed in space, the further they are the quieter they are and they are played in 2D (not just stereo)
Fixed character sheet and Relentless Pursuit text to reflect duration reduction changes
Made resource leeching weapon-only
Updated some talent descriptions with the new physical power
Nerfed Subject Z a tad and buffer Yeek Wayist a tad
Creatures should try to use sun infusion more smartly (smart ones at least)
Talent propjectile speed is always correctly used
New option to not learn talents at birth
New aggressive/passive mode, toggle with the icon or with key 'b'. Ctrl+direction allows for attack in passive more (all keybindable obviously)
Summons now use the faction/personnal reaction of their summoner
Harmony should have the correct mastery even for people that had worn an amulet of harmony
Reworked Fateful Aura talent tree into Cursed Aura.
Added inc_damage_actor_type to increase damage against a specific type of actor (undead, etc).
Added resists_actor_type and resists_cap_actor_type to resist damage from a specific type of actor (undead, etc).
Added player.money_value_multiplier that multiplies the money value of gold piles.
Pity talent breaks like stealth (combat/activated talent).
Feed Strengths has no effect on 'all' resists.
Fixed Surge talent to use the right stat requirement.
Reduced Knockback of Willful Strike and Blast.
Fixed Displace targeting bug.
Reduced Slash healing factor reduction.
Changed Cursed talent descriptions to display level differences better.
Changed Dominate talent description to mention that you attack the target after activating.
Change Gloom and Madness stunning affect to act like stun instead of paralyze.
New gfx effect for Inferno
A few artifacts (golden sword, robe of the archmage, mummy wrappings) got special player doll tiles
New engine.ui.EquipDoll class
Rod of Recall and Transmogrification Chest can not be dropped
Overhauled transmogrification chest:
A new inventory tabs appears for the chest
All items are automatically pickedup and put in the chest
Items in the chest are weightless
You can still transmogrify from the inventory menu
When you leave the current level all items in the chest are transmogrified automatically
In the inventory chest tab you can move an item out of the chest, it will then act as any other item, with an encumberance and be useable (and will not be transmogrified)
Step Up gives movement speed instead of global speed
Fix Worm Rot
LOS/FOV code fixes & speed updates
Talents bound to "left- and middle-click on target" no longer work on unseen (i.e., invisible) actors.
Location of unseen (i.e., invisible) actors may not be inferred from targeting highlights.
Targeting highlights now show how a targeting path is blocked when blocked by a corner of an adjacent obstructed tile.
Split inventory handling into engine.ui.Inventory
Movement Infusion and Lightning Speed now increase movement speed
Time Prison now completly removes the target from the timeflow, no turns will pass for it (no cooldowns, regen, ... will happen)
Fix the 4th hotkey page
Tidal Wave knockback is correctly centered on the effect, not the caster
Getting a detrimental status effect stops resting/running
Create Minion is now directed, so you can always try to stay behind those skeleton mages
Slime Roots can not reset talent cooldowns
Buffed Rage
Summoner's Detonate now works on all summons
Grand Corruptor will not offer the Zigur attack quest in the ID
Auto Explore! Press z (or rebind it) and your character will try to explore all unseen space in the level. For now this is a ToME feature but it'll be backported to the engine
Hotkeys settings are now correctly saved, both globaly and per race/class
Movement mode (attack or not) is now per-actor
New better statues, palm trees and burnt trees tiles
Naga Portals got a super awesome particles animation
Better statues in the Iron Council
Less monotonous ground in the Mark of the Spellblaze
The Yeek Wayist town Irkkk is now visitable (not much to see yet though)
Ctrl+V is supported in the debug console
Irkkk got stores!
The Island of Rel now looks more junglish
New Summoning Advanced tree for summoners
Doomed class updated to be a fully mind based class, using mindpower to power its talents.
Doomed lost the Primal Magic tree and gained the Gestures tree
The Master will not drop the staff of absorption in the ID
You can only switch places if the destination tile of both creatures is passable for them
Creatures lifebar is color coded
Two new game options to control the number of rows in the icons toolbar and the size of those icons. Yes you can now see all your hotkeys at once if you wish!
Added a fifth hotkey bar. 60 keybinds should be enough for everybody! :)
Fix items granting mastery levels
Character Sheet right map click option renamed to Inspect Creature, it now works any any target
Yeek Mindslayers summoned by the Wayist talent now have a custom tile
Blood Sacrifice changed into Bloodcasting
When a necrotic minion dies from being outside your necrotic aura, it can sometimes do an emote
All talents now have tactiacl infos about the damage type they do so that the tactical AI can choose accordingly to target's resistances
New tactical AI info: CURE, so it can know when to try to remove bad effects
Hooks system added so that addons do their addon things
Tutorial is now a special button in the birth UI, and both the basic and the stats tutorial are availavble
Inspect Creature will also show talents
Wild Infusions now always cure "cross-tier" effects
Yeeks now start in their hometown
Wyrmics now start with both two handed and weapon&shield offensive trees; with increased masteries
Ice Claw does ice damage at level 4
All talents in the cold/storm/fire drake trees increase their respective resistance by 1%, passively.
All talents in the sand drake tree increase physical resistance by 0.5%, passively.
New lightning breath particle effect
Increased the damage of Tornado
Static Field now works even on elites and bosses, but at a somewhat reduced effect
Ice Wall now makes a line of ice walls, tangent to the projection line
Custom physfs "archiver" to bind mounted trees into other mounted trees
Support for compressed addons in .teaa files

Have fun!

PS: svn revision 4669

_________________
Frumple wrote:
I believe Shoob said he hit for somewhere in the range of two billion damage. You know something has gone terribly righ... wrong. Terribly wrong. When weapon power is expressed in exponential.


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