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Questions about 2.4.0

Posted: Wed Mar 10, 2021 10:42 am
by Bast

I'd like to start this question thread by thanking the team which has carried on updating TOME 2. It used to be my favourite roguelike and, for all the qualities of TOME 4, I don't think that it makes the older game obsolete since they are really different in design and philosophy.

So, my questions are :

-> Traps and identification seem to have been fully removed in this version. It makes the early-to-middle game feel easier and more fluid, and, while I don't regret the traps being gone, I miss the identification meta more, even if it was quite cumbersome. Is there a way to bring back ID and ID scrolls without downgrading to the 2.3.5 version and also getting those pesky traps back?

-> I can't remember how to access the monster list in-game. Is this option implemented in the current build?

-> How do I save automatizer settings in-between sessions?

-> Are there other major differences between 2.3.5 and 2.4.0, of which I should be aware?

-> Are there still people involved with the 2.4.x branch, and are there any projects for it?

-> Is the project to adapt TOME 2 to T-Engine still alive?

Thanks in advance for your answers,


Re: Questions about 2.4.0

Posted: Wed Mar 10, 2021 1:02 pm
by Yottle
AFAIK 2.3.5 is the last stable release. That was ten years ago. There were people who worked on it after that but they didn't get far. I don't think I ever played 2.4.0.
Someone had a branch that removed traps but I don't remember who.
To recall information about monsters, use /.
The automatizer can be accessed through the = menu. s should bring up a save dialog. If you are making major changes it is easier for me to edit the file in a text editor. It's a simple xml format. If you can't figure something out make a test edit in the game, save the file, and look at the result.

Re: Questions about 2.4.0

Posted: Sun Mar 14, 2021 6:39 pm
by Lord Estraven

2.4.0 is Anonymous Hero's port to C++17. Among many other things it removes traps entirely. See:


Bringing back the ID minigame would require some pretty extensive patching I think. I have no idea where you'd start, sorry.

Monster list, try '/'. Be warned that searching the list with Ctrl-m currently crashes the game (LOL guess I'll investigate that).

Automatizer: hit 's' in the Automatizer screen to save a ruleset, and let it be saved (as per default) with the name of your character. Be warned that the automatizer is extremely bugged right now, IDK if it's even possible to add rules outside of destroy-item prompts (and you may also get crashes).

Differences from 2.3.5 to 2.4: Alchemists have been removed. Boost is required as a build dependency, and CMake in order to build. Compile times are much slower because it's all C++ now, and includes a bunch of Boost stuff (using ccache to speed up repeated builds might be a good idea). The Lua stuff is all gone, but the famous Theme module is now built in along with the original ToME.

People still involved: Anonymous Hero still is very intermittently, I still am very intermittently and with the caveat that I'm terrible with C++ (and with all serious programming really). Probably a few others even more intermittently. But it's not dead yet.

ToME2 on T-engine: yes! You can find it in the Modules subforum. Last I checked it's less complete than 2.4.0, but Zizzo seems to be pretty active and on top of things.

Re: Questions about 2.4.0

Posted: Mon Mar 15, 2021 1:38 pm
by Yottle
I stand corrected. I am glad to see there is still some interest in T2 development.

Re: Questions about 2.4.0

Posted: Thu Mar 18, 2021 12:23 am
by Zizzo
Lord Estraven wrote:ToME2 on T-engine: yes! You can find it in the Modules subforum. Last I checked it's less complete than 2.4.0, but Zizzo seems to be pretty active and on top of things.
Still here. If there's a particular unimplemented feature that you miss, let me know and I'll make it a priority. (Interestingly, the source code I'm working from lists itself as v2.3.9, so it's possible there are differences.)