ToME: the Tales of Maj'Eyal

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PostPosted: Wed Jun 27, 2012 8:18 pm 
Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10241
Location: Angolwen
As promised here comes T-Engine4 and ToME4 beta41 ! See
Don't forget to help ToME by with donations ( ) !

Release highlights:
Important bugfixes
Many balancing changes
Many talents & classes updates to make them more fun
New "events" system, sometimes .. things happen
Rares are less deadly at lower level
New "rare" item kind, droped by rare NPCs
Updated SDL for, hopefully, a better support of windows7

Expanded changelist:?
Blood Vengeance has a sustain cost
Right-click on beneficial buffs allows you to remove them (like removing a weak regen to cat a better one)
Object tier is written in objects tooltips
Added new projectile param "friendlyblock", if set to false it will travel through friendlies
Party reward selection dialog can not be closed without choosing
Randelites only start to appear after completing the first zone
Random bosses/elites that can multiply/split will only spawn normal version of themselves, not bosses/elites
Can not get random elites bosses
Random elites rodents (mouses, rabits, ..) that get Warshout will now instead do Warsqueak. Yes. Just because.
Clear Mind torque will not remove brainlocks
Fixed teluvorta bug on load
Teluvortas now only swap 50% of the time
Teluvorta swap now has a saving throw
Fixed riposte not giving crit bonus
You can tell the Eidolon you just wish to die now
Random elites of low level ( <20 ) will now have a damage penalty based on their level. Starting at -40% at level 1
Fix realtime mode
New horror creatures, just because you all love horrors!
Random elites do not appear in Easy mode
De-activating Willful Tormenter will also disable other sustains until the max vim is > 0
Keyboard movement updates tooltip in shops
Rend, Acid Strike and Dark Surprise correctly refund vim when dealing a deathblow
Goodbye Fake Skullcleaver!
New artifacts
Accuracy is based on willpower for mindstars
Fixed offhand penalty for mindstars
Switching to and from ambushes should be quite faster
Updated SDL, should work better on windows7
The Overpowered Wyrms on vor armoury can breath water
Right click map menu can not go over the bottom of the screen
AutoID is back in tutorial
Psionic Grip/Bind is now a pin effect as the description suggests
Temporal Reprieve has correct requirements
Robe of Spydre buffed
Slight nerf to Mind Sear damage
Fix Hat of Arcane Understanding
New object class: "rares" that work by additing random powers to a base item (not egos)
Rare monsters now drop a "rare" item
Fixed talent level restriction for rares (it was not working at all sorry for those fearscaping levle 2 trolls)
Talent level checks for rares is doubled, that is to be able to use a talent requiring level 12 a rare would have to be level 23 (because of rounding)
Duck and Dodge now is an Evasion effect triggered when the halfling takes damage
Militant Mind now starts off capping at 5 foes and grants saves too
Indomitable now clears existing stuns, dazes, and pins as well as prodiving free action
Fix mindstar in telekinetic grasp
Fix naming the lost merchant artifact when using #
Updated fonts to use google's 'Droid' series
Fixed random escorts spawning on daikara 3 and messing up the paradox mage unlock
Fixed epoch spawning the player on daikara 4
Fixed wormhole targeting at level 4+
Fixed non-functioning bow and sling egos
Fixed Storm Fury
Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have only 5 levels instead of 10 (scale end benefi, just spread over less points). So melee classes will have more generic points for "other" toys
Unarmed Mastery reduced to 5 levels too
Bow & Sling Masery also reduced to 5
Loadscreen now have little tips/lore pieces displayed at random
Renamed Linaniil's sister
Walking on a level changer popups a flyer to notify you
Escorts will flee foes instead of attacking them
Eternal Bone Giants will not ressurect 5 times
Necrotic Aura updates when learning Aura Mastery
Fearscape now has a negative vim cost per turn
Knife Mastery renamed Dagger Mastery
Anorithil escorts do not provide Providence but Healing Light (you can still learn the tree if you need providence)
Alchemist escorts do not provide Imbue Item (you can still learn the tree if you need imbue item)
Nerf a bit Gwai's Burninator
Improved Higher talents:
Overseer of Nations now also increases lite, infravision and heightened senses radius
Born into Magic gives a higher benefit to spell resist and also +arcane% damage
Higher's Bloom now lets your use any active talents without cost for a few turns
Death Blow only uses half stamina and cooldown/cost are greatly reduced
Blood Frenzy cost reduced and is instant use
Juggernaut is now instant use and grants more damage reduction
Onslaught costs less and has a lower cooldown, also uses much less stamina per turn
True Grit also raises your all damage resists cap
Undending Frenzy bonus increased
Heave cost reduced
Reduced cost of Cripple and Evasion
Shield blocks now trigger a on_block(self, src, type, dam, eff) call on the shield if it exists
+def gems now give +2-10 to all saves as well
Citrines give +2 infravision in addition to their +1 lite radius
Turquoises gives +10 see through stealth in addition to their +10 see invisible
+damage gems now give +1-5% crit rate (phys, spell, and mind) as well
on_resurrect event
Undead Explosion now works on max life
Sacrifice now provides a very special shield
Improved higher undead chances on Minions Mastery
Thunderstorm mana drain is now on hit, the hit is now a radius one ball and the sustain cost decreased a bit
Defensive Posture penalty removed, mana cost reduced and also increases Armour
Blunt Thrust now stuns instead of daze. At level 5 it always hits
Nerfed a bit Eden's Guile speed boost at high Cunning
The Teluvorta Swap effect now checks for line of effect, preventing the player from getting stuck in walls and making the encounter a bit more controllable
Gnaw reworked to a special disease that can make a ghoul pop.
Invoke Tentacle should work anywhere
Fearscape will not trigger if the creaure casting it dies in the same turn it casts it
All creatures that use arcane powers will now never spawn with antimagic equipment
The automatic zone/level save on zone/level change will also trigger a main game save, so crashes can not "destroy" zones
New demon unique and his nasty axe
New feature: 'events'. Sometimes, in certain zones, there will be a special event, this can be anything from an old graveyard to a falling meteor
Fix psi/equilibrium on crit
Mindslayer talents now use mindcrit
Physical Power is only increased by the mastery applying to the current weapon
Quests grant/update are displayed much more evidently
Duplicate entities protection
Fixed a duplicate actor bug on talent change
New levelup screen. Much faster, lighter, smaller and with less wall of texts!
Grand Corruptor & friends will become invulnerable for only a few turn at the end of the fall of zigur quest
Detect and remove player clones automatically
Some Afflicted fixes
New bows, slings and ammo egos
New more "complex" traps to replace, in most places, elemental ones
Life rating is shown on birth screen
Rebalance gloves for non brawlers
Rares under level 10 have their talent cooldowns x3, under 20 x2
Catalepsy can not crit, because it works of dieases which can crit, so it wont double crit
Stun will not put instant talents on cooldown, such as wild infusions
Nerfed Overkill damage a bit
Fix Fearscape when having an escort
Overkill does not double-dip on +blight damage
Detrimental status effect are not on the same line as beneficial ones in the HUD
Gestures correctly will not work with two handed weapons
Arcane Blades start with Aegis, Conveyance and Dirty Fighting unlocked
Arcane Blades now use Cunning instead of Dexterity
Arcane Blades now can unlock Battle Tactics and Superiority
Arcane Blades, Arcane Combat now triggers less when dual wielding
Arcane Blades Frost Hands changed to Shock Hands
Arcane Blades Fire Hands now also regens stamina on hit
Arcane Blades Shock Hands now also regens mana on hit
Arcane Blades Arcane Destruction buffer, also upon a melee crit a random radius 2 ball will trigger
Arcane Feed also increases physical and spell critical chance
Thorn Grab now does not take a turn to use
Merchant artifact reward will not give arcane items to antimagic users
Killing a slaver will free its thralls in the slavers compound
New achievement for saving many thralls
Running over a trap stop running
Using vim based talents will increase equilibrium a lot if the creature has any (nature hates corruptions!)
Acid, Lightning, Cold Infusion now also benefit from +%damage gems
Shockwave Bomb is not increased by Fire Infusion
Items in the transmo chest will appear with a greenish background in the inventory
Counterstrike also works to increase archery damage

Have fun!

PS: svn 5302

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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