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Topics - DarkGod

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31
As promised here comes T-Engine4 and ToME4 beta43 ! See http://te4.org/
This is the last "big" beta, the next one/ones will focus on polish and then onto V1 !
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
    New progression path for high level characters: prodigies talents
    Removal of traps in most zones, uness it's a vault
    Many new artifacts & uniques
    New quest zone for Cursed
    Nerf of Solipists
    Engine supports tile animations and movement "twitching"
    Removal, addition and rebalancing of many egos.
    Buff of Wyrmics
    New minor even in many zones: glowing chests
    Graphical updates
    Many bugfixes & polishing

Expanded changelist:
    Antimagic arena should really not stop
    Dream actors can not access inventory
    Sane keyboard navigtion in the levelup screen
    Fix aether beam being disarmed at the same time as expiring
    Some new donator tiles, mostly yeeks and undeads
    Points buttons have description in the levelup screen
    Transmo popup happens before level switch instead of after
    Focus Whip visual effect doesnt overreach
    Fixed possible bug with fearscape when the cster had not enough vim to sustain it one turn
    Fixed blade of distorted time
    Fix explosion expert in rare cases
    Sped up the profiles protocol, reducing/eliminating the "profile disabled" bug
    Sex choice is remembered
    After killing 3 tier1 bosses you simply stroll through other tier1 zones, getting directly to the last level
    Fixed naga portal particles and worldmap unvisited glow
    Golem can levelup past level 50 in the ID
    Fixed chat/charsheet/inventory actor display not showing special tiles
    More pace for price in shops
    Some classes are "rare" and will appear less often on rares / randomboss
    Shadows will not scale beyond level 50
    Fix the lost wife dream when using no shaders
    Fixed thought form reloading
    Fix stone shader
    Deactivating sustains no longer breaks psionic channels
    Fix feedback tooltip
    Mind damage from the summoner no longer damages thought-forms
    Fixed ooze horrors slime wave talent
    Distortion bolt no longer rolls crit twice, damage calculations for explosion changed
    Dreamforge no longer brainlocks every turn but has a chance to brainlock instead
    Thought-forms can now spawn with technnique based egos (hopefully reducing the chance they'll spawn without an item)
    Thought-forms in ascii are now easier to distinguish
    Secondary bonuses from thought form unity moved to over mind, over mind range increase removed
    Fixed restless night and nightmare interaction
    Disruption Shield is not deactivated when switching items
    Yeeks winners should correctly be noted in the vault
    Fixed backlash loops
    Fixed corrupted strength procing off non-spells
    Distortion will now last two turns instead of 1
    Distortion bolt now makes distortion effects ignore friendly targets at tl 5
    Reduced values on many dream-forge talents
    Insomnia now stacks up to 10 turns
    Inomnia now ticks up while the target is asleep, preventing overlapping sleep abuse
    Nightmare aoe increased
    Distortion wave aoe increased
    Inner demons can no longer summon
    Inner demons and waking nightmare now ignore fear immunity if the target is asleep
    Sustaining a thought-form will now put other thought-form talents on cooldown
    Reduced sleep power bonus on insomnia, increased insomnia power reduction
    Dismissal now only blocks 50% damage on a non-crit and 75% on a crit
    Projections spawn more often in the dreamscape
    Dreamscape now ends if enough projections are killed to kill the target
    Reduced worm that walks talent levels
    Dreaming horrors spawn fewer dream seeds
    Fixed timeskip/rune of the rift sometimes leveling up targets
    New Unique: Void Spectre.
    New Artifact: Void Orb, the Arcane Ring.
    Slight buff to fists of the desert scorpion.
    Mindpower on Nexus of Way nerfed for yeeks and buffed for non yeeks.
    Eye of the Wyrm infinite power fixed.
    Surefire nerfed
    Mindpower on focus whip nerfed, but it now counts as a gem for mindslayers. As well, damage, level range, and material level increased.
    Mindpower on Serpent's Glare nerfed, but it now activates for spit poison.
    on_takeoff removed from Inner Eye due to uselessness.
    Corpus' Vilespawn weakened.
    Hydra's Bite damage increased.
    Ward removed from spellhunt remnants.
    Dawn's Blade given old summertide features :)
    New zone for Cursed only, around level 20 revealing some backstory
    Rush switched placs with precise strikes
    Suicide on the eidolon plane is duely noted
    Kill count in tooltips works
    Right click on the map dialog will scroll
    Disengage and Hack'n'Back can not be used when immobile
    Correctly falgged many npcs as not bleeding
    Eating the sandworm queen heart when knowing the category properly gives +0.2 mastery
    Random rares/bosses should not be able to learn shell shield/call of amakthel/...
    Paradox resource bar indicates a bit better that it gets high
    Equilibrium resource bar changes color when getting too high
    New escort type, temporal which teaches chornomancy; replaced by a psionic reward for antimagic
    'p' is now a binding to the levelup interface, no more silly shift+letter
    Introducing a new evolution path for high level characters: Prodigies. They are a bunch of talents tied to having high stat (>= 50) and some other requirement. They are only one level, you may learn one at 40 and one at 50. They can do anything and are *not* class bound.
    Some bosses have been upgraded with prodigies
    Fyrk buffed to a correct power level
    Paradox failures etc. now have sound effects and more visible combat log entries
    Fixed Precognition (hopefully)
    Fixed steady mind defense bonus
    Reduced duration of dreamscape
    Dream prison drain is now based on a percentage of maximum psi
    Max scroll distance increased to 30
    Reduced ultrashield particles on fallback display for some minor events
    Fixed some tooltips
    New hooks to add escorts
    Arcane escorts can always be sent to zigur even without antimagic. After all they ARE filthy magic users, they must burn. Everybody knows that!
    Confusion maximum power capped at 50%
    Stuns no longer reduce healing
    Bellowing Roar now does physical damage
    Bill quest only requires the lore from Prox
    Shadows do no trigger traps
    Ritches on the island of Rel now drop ingredients
    Marauders are unlockable using rogues or shadowblades
    The caldera will awlays be available to yeeks
    Shadowstep max daze duration limited, cooldown increased to 6 (from 5) and damage increased
    Healing Nexus is correctly classified as a debuff
    Earth's Eyes now reveals a bigger area but always centered on the player. Also when meditating if you know earth's eyes you gain ESP
    Drag/droping an item to wear will only takeoff items from the correct slot
    Merchant artifact can not be arcane for antimagic characters anymore
    Bearscape reward will actaully change your tile to a bear ;>
    Solipsism damage to psi made less spammy
    Mind Storm damage reduced and feedback cost increased
    Mind Storm bolts now pass through friendly targets
    Nightmare damage reduced
    Reduced range on most solipsist talents to 7
    Antimagic disruption made more obvious in the combat log
    Changed the power source on many artifacts to more appropriate ones
    Purging egos now give a saving throw
    Amulets and Ring egos reworked; all otehr egos will not give effect immunities but them; but they will have much higher values
    Tab will cycle between minimap, full map, no minimap
    Autoexplore will rest before starting, disable-able by an option
    Electric eels and Rel's flamespiter ritches have lite radius of 1
    Wear option from the transmo chest
    Talent config is @ instead of * in the use talent menu
    Shift+tab works in equipment window to switch betwen controls
    New status effects will flash green/red when they appear
    Fixed ctrl-compare in stores
    Reduced particles of the whistling vortex
    Fixed cheezing golem power
    Fixed sustains staying on when unlearning them in some corner cases
    Escort quests mastery bumped to 0.8
    New archery hooks
    Godslayer weapons can not be cursed
    Quick switch weapon is bound to q by default
    All npc talents should correctly show up in charsheet
    New 'cosmetic unlock' redhead humans
    Added mindstar stores to Zigur and Shatur
    Graves in the last hope graveyard are predeterminted, chronomancy can peek inside
    Fixed enemies sometimes not targeting the player when the player is blinded
    Fixed cloning enemies in the fearscape/dreamscape
    ixed cloning enemies in the fearscape/dreamscape
    Buffed threads of fate, broken hour glass, and temporal augmentation robe power usage
    Maybe fixed the particles crash-to-desktop bug
    Fix double-hitting projectiles when moving into them
    Many new artifacts
    Added support in the core for tile animations
    Core now supports movement 'twitch', small bumps while moving
    ToME now uses movement twitch (option to disable it) for both movement and attacks
    Golem rushing skills provide visual feedback
    Recalling from sub-zones works
    Prodigies with special requirements are autovalidated in the arena or the ID
    Exploratory Farportal uses 45 energy
    Entrance to the charred scar bowels is a little more obvious
    Fixed the unresponsive keypress/mouse bug
    Saving will not uselessly clone particles & suchs
    Atamathon Ruby Eye buffed
    Bloodrage tooltip fixed
    Bloodrage duration based on talent level
    Zigur sacrifce is now a birth unlock
    Weirdling Beast lost its poison resistance
    Stun can not put Reload on cooldown
    Moved 'super unique undead' into rak'shor only (no more rotting titan in dreadfell)
    Reduced drop rates on greater egos in tier one and two dungeons
    Rewrote and rebalanced many egos
    Removed many redundant egos
    Added many new egos
    Maybe fix the non-redrawing screen. After a few tens of seconds it should force back to display
    Resources regen is faster and more efficient, we can now add new resources without fear!
    Savefiles are now bound to the addons that created them, they forceload only those, and cant load if they do not exist
    Automatic talents taht take a turn will not trigger in sight of foes
    New corrosive venom drakes
    New corrosive venom drake category for wyrmics
    New high level drake category for wyrmics
    Heroism infusions now let you survive at negative HP
    Golem wnt start with ego items
    Blighted Maul correctly specifies it hits both friends and foes
    Autoexplore tries vault doors last
    Lava Island "vault" in Eruan changed, and rewards a clean voratun ring!
    New minor event available in many zones: glowing chests. Can contain nice stuff. But beware.
    Worm that Walks no longer has a casting speed bonus
    Dreaming Horrors no longer know the talents Slumber and Restless Night
    Fixed a bug that caused Night Terrors to create an infinite loop when spawned by Hammer Toss
    Money 'vaults' are correctly restricted to OOD of the zone
    New FOV algorithms available
    Automatic talent use can now be set to fire when no actors in sight, when actors in sight, when actors in melee range or always
    Adjusted the description of weapon mastery talents to mention they only work when using said weapon
    Enable the Adventurer bonus class when winning the game. It allows you to select any of the possible talent trees in the game. Beware this is not balanced nor even sure all combos are working. Use at your own risk, and fun
    Profile login integrated on the main menu
    Zigur is on the move, new patrols on the world map
    Autoexploring into a seen_by actor will work
    Explosion expert will not make throw bomb crash when targetting darkness grids
    The Master can summon his minions once again
    Can not sacrifice to Zigur if you are a filthy magic user. Bouh to you ! BOUH !
    Minor events should correctly appear in ASCII mode
    Quake will only work on growable or diggable terrain
    Autoexplore will try to avoid bad minor events effects
    New particle engine capability: line mode
    Using the new particle system the lightning effects have been improved!
    New lore when entering the Dreamscape
    Two new loading screens
    New option to only popup lore once per profile
    Fixed scrolling in the levelup dialog
    Lost merchant quest can not pop near the iron council
    Event portals & such can not be moved around
    Summertide has defense & armour
    In an unpredictable move all traps are gone from most normal zones! Traps can still happen in vaults and a few special areas
    Hateful torques correctly grant hate instead of removing it
    Fungal Growth correctly triggers from summoner's turtle grand arrival
    Item can not be used from the transmo chest
    Psionic Pull doesnt damage the caster
    Patrols should not give rare errors anymore
    Fixed coral spray
    Fixed inner demons spawning with extra lives
    Fixed restless night dealing damage twice when inner demons spawn
    Fixed night terrors spawning from friendly targets
    Psiblades APR can nto go down
    Wild Gift's Detonate now can crit
    Detonate will also reset a random summon talent
    Fixed clicking on talents on the worldmap in Classic UI mode
    New 'GameOptions:HUDs' hook to add new HUDs
    New achievement for headbanging 20 bosses to death
    Fix a race condiion in display&realtime timers, should remove random soft freezes
    To alleviate problems with silly OSX and right clicks; alt+left click will function everywhere as a right click
    Life Drinker is classified as arcane powered
    Mummy wrappings fire penalty reduced to -25%
    Bindings of Eternal Night fire penalty reduced to -20%
    Burning Star is not wieldable anymore
    Fixed duration of rune of reflection
    Mind wards correctly work
    Overseer of Nations correctly increases infravision and heigthened senses
    Piercing Sight bonus appears in the charsheet
    Fix haymaker when targetting things bellow 0 hp (like a blurred mortality creature)
    Evasion does not prevent self-hits (so you can break your own iceblocks)
    Stone Wall and Ice Wall will not override some important event terrains
    StaticMap generator can handle special list for actors, objects and traps too
    Death diablog now shows the new achievements you gained and unlocks you made
    New vault in the old forest
    Two new greater vaults
    Prevent the debug console from erroring out when intorspecting objects with strings over 100chars long
    Loot cant drop outside of the derth arena
    Thunderstorm correctly works with Spell Shaping
    Frozen Spear rune projectile travel time removed
    Changed hyms, chants and moonbeam particle effects
    Celetial Glyphs and Circles talents can now crit and take no turn to use
    Changed Blighted Soil to reduce diseases resistance and grant all attacks made by the creature has a 40% chance to infect the target with a random disease

Have fun!

32
Traditional Roguelikes (Turn Based) / [ARRP] Fylish Island
« on: September 16, 2012, 09:51:21 PM »
For this year's ARRP (Annual Roguelike Release Party) I have decided to not do a ToME release, but instead release a new content for it, without requiring users to even download something!

Every 30 minutes for the one week the server will push a new zone, Fylish Island, automatically to all characters.
It is a level 20/25+ zone, with 3 levels, a custom lore and chat and a very very very special reward!

Have fun, and be sure to be logged in to get it!


http://te4.org/blogs/darkgod/2012/09/arrp/arrp-2012-fylish-island

33
As promised here comes T-Engine4 and ToME4 beta42 ! See http://te4.org/

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


Release highlights:

New event/zone: the Dogroth Caldera and various associated subzones
New class: Psionic / Solipsist: The world is but a mere projection of your thoughts you are all powerful! Or are you?
Better levelup interface
Reaver improved
Rogues get a new Scoundrel tree
Archmages get a new Aether tree
New "minor" events; like special features in some zones
Better shield graphics ahoy !
Infinite Dungeon improvements
Many bugfixes & polishing

Expanded changelist:

Spinning beam trap has a max damage and will not trigger from pets
Spinning beam trap now does not increase damage when stepped upon but instead switches damage type. All possible damage types now have a special effect
Reavers's Corrupted Strength talent now also provides a free melee attack on spellcast
Fixed levelup screen
Teleport: Angolwen will not instantly teleport when cancelled
Stat tooltips in the levelup screen display their effects in realtime
If there is room on the screen a new pane will appear in the levelup dialog to replace the tooltip
Summoner's summons are now based on mindpower, can crit and melee ones have dexterity increases for accuracy
Overriding/removing/.. complex traps will correctly remove them
Rare items ultra high powers is harder to get
ESP on rares is more .. rare
New achievements for many events
New events
Crystal Focus & Heart can not be applied on rare items
Gems can not be put on rare items
Old battlefield event can not be re-entered
+all resist gems power reduced
News tiles for the new artifacts & creatures of b41
Fix the tier of alchemists lamp
Fearscape orbital invasion platform is redder
Events can not happen on stairs
Fearscape restores coords even to dead actors
Killing the Grand Corruptor after destroying Zigur is now correctly accounted for
Fixed gnaw
Fixed crosstier effects on gestures
Fixed unarmed mastery physical power
Many new musics
Closing/Opening is talent tree is correctly remembered
Fungal Growth will not trigger for small heal effects
The Maze corridors are now 2 wide
Lowered the size of the Maze a bit, but with the same number of foes
Ardhungol levels reduced in size
Targetting ignores map padding, making it betetr with an heavily loaded UI
Bone Shield cost and cooldown much reduced
Bone Shield number of charges increased a little
Fix flame/shock hands
Fixed scatter shot
Fixed gloves speed display for brawlers
Fixed sacrifice description
Tooltip properly moves out of view
Charsheet link is properly clickable
Fix an other UID issue, the last one I hope
Buffed Spellblaze Echoes, Feathersteel, Burning Star, Dragon-helm&Scale Mail of Kroltar, Temporal Augmentation Robe - Designed in Style, Zemekkys' Broken Hourglass, Trident of the Tides, Petrified Wood, Lifebinding Emerald, Lunar Shield, Duathdlen Heart, Pendant of Sun and Moons, Unsetting Sun
Mousing over an item in the log will show the tooltip
Ghouls exp penalty reduced to 25% from 40%
Unlearning partially a talent will not make it un-autocast
Levelup screen changed to have class & generic talents side by side
In the levelup screen talents will grey out when unlearnable
Pary frames now show if the party member can be leveled up
Fix corrupted strength
Fixes the 'Restart the same character' option in the death dialog from properly restarting your character if its name contains any non-alphanumeric characters.
Outdoor events can not happen in the halfling ruins
No traps will spawn on the last level of the halfling ruins
Resists of 0 will not be shown in the tooltips
Foo Masteries provide the correct amount of physical power
Made mind, temporal, arcane, and conversion effects much rarer on randartifacts and rare objects
Made mind conversion egos less common
Nightmare horrors are rarer now and spawn at higher levels
Sun Flare radius and description should line up
Fixed Shattering Impact and damage conversion interaction
Many new artifacts and a new unique horror
Added an 'add' parameter to combatPhysicalpower and combatSpellpower
Show correct talent level in inscription dialog
Display sliding rock trap after it is triggered
Remove blurring effect as soon as confusion is cured
Fix the wrong "block" and "attack speed" compare color
Change talent info when current talent level is 0 (not learned)
Fix Spit Blight description
Levelup screen shows both base & current stats
Added temporal resistance to the Girdle of Preservation
Paradox will no longer increases when anomalies can't occur
Fixed confusion immunities effect reducing confusion power
Fix Tornado casted on a target with Gloom/Sanctuary
4 new achievements for killing certain bosses first
Fixed a bug where some parts of the UI could disappear out of screen
Particle effects will always appear on top of actors, even for moddable tiles actors or for tall actors
Particles can have shaders attached
New shader-enabled damage shield effect
Fix levelup tooltips
Charge Leech description will not include random crits
Added 3 hooks (Object:descCombat, Object:descWielder, Object:descMisc)
All Last Hope weapon merchants can train martial combat
Fix farportals lightnings
Lichform quest is now considered completed in Infinite Dungeon & Arena campaigns
Lichform also grants Celestial/Star Fury at various power
When Mind damage is saved against it still deals half of it
New artifact available only in the Infinite Dungeon: the Potion of Martial Prowess which can teach shoot & the combat training tree
Arcane Eye level 5 correctly sees throught stealth & invis
Fix scrollbar positioning
Tooltips will autoscroll when too big
Tooltip can be "locked" by pressing shift+l
Scrolling is "smoother" in long textzones or lists
Various misc UI improvments
New artifact in the Infinite Dungeon to learn antimagic
New psionic class Solipsist - Create and destroy with your thoughts, manipulate and enter the dreams of others, overcome the world with the power of your mind
Ressource bar shaders will only load as needed, speeding up game load
Disruption Shield uses the new shield shader effect
Aegis works on Disruption Shield
Demon/Naga invasions can not happen in Reknor
Fearscape/Dreamscape can not be used on the sorcerors in the charred scar
Fearscape/Dreamscape correctly restore minimap
Fatigue is correctly not factored in for sustains
New rogue tree: cunning/scoundrel
Two new high level artifact daggers
Complex traps are never auto-activated, they all need a trigger
No traps on the last level of the High Peak
Removed many traps from vaults that had too much
Mindslayer shields upgraded to the new shader
Level 20 mindslayer tress brought back to level 10
Psi-archery removed
Fearscape Invasion zone will look better on map borders
Hourglass counter now has a description depending on the counter
Improved the look of wildfire/tempset/uttercold/crystaline focus visual effects
Eel-Skin lightning scales with mindpower and triggers on wild-gifts
Summertide phial does not grant arcane stuff anymore
'Building' generator is now working
Prevent temporary terrains from overriding one an other or "loosing" the default terrain
Master Summoner now has a particle effect
Archmages, Mindslayers, Necromancers and Summoners birth screen particles updated
New jungle ambient sounds
Desert sounds & ambience for some zones
Faster auto-explore
Dungeon ambient sounds to some zones
New event: the Dogroth Caldera will sometime appear on the worldmap. What do you dream of finding inside ?
Many new creature sounds
Defense reduction from Block will not let off-guard effect trigger
Many new "minor" events. A minor event is a simple feature on a level, usualy with a field of effect. Like a font of life in the trollmire that increases life/stamina/equi/psi regen around it
If a foe fails to appear in the antimagic arena, it will try again
Infinite Dungeon will now also have events
Death message is now shown after the damage message
Fix Shadows in the shadow crupt
*Perhaps* fix the particle error log spam
New archmage high level tree: Aether, an advanced arcane tree. Lock by default but given to all archmages
Version scheme changed for the tome module, now uses the same version as the engine (aka 0.9.42 instead of 3.9.42)
Golem picking up gold is given to the alchemist
Reavers free melee blow only works on active talents, not sustains
Fix black entity icon in tooltips

Have fun!

34
As promised here comes T-Engine4 and ToME4 beta40 ! See http://te4.org/
Don't forget to help ToME by with donations ( http://te4.org/donate ) !

Important bugfixes inside!

Release highlights:
    Important bugfixes
    Small improvments to Archamge Time & Disruption shields

Expanded changelist:
    Slightly decreased random elite chance
    Random elites must now respect talent levels (roughtly)
    Implode is not usable by NPCs
    Removed Manaflow
    Disruption Shield is now affected By Aegis/Shielding
    Disruption Shield changed; only usable when <25% mana; each hit will regen mana. When at full it will explode as before. So either you get it at one point for a new mana regen or you get it to max for a less nice but still nice mana regen and a shield
    New arcane talent: Arcane Vortex; an arcane DOT that fires random manathrusts
    Time Shield backfire now leaves a dot on the ground
    Animal random elites should not be archers
    Fixed Cyst Burst after Epidemic
    Dark Surprise second hit is correctly a crit
    Various fixes
    Overkill can trigger only once per turn
    Reduced Brotoq all damage output by 40%
    Buffed Corpsebow
    When all resources are full, all talents are up, resting will try to wait for recall
    Rares should have a special tactical border in ASCII
    Fixed a bad bug that could make objects disappear
    Blood Vengeance has a sustain cost

Have fun!

PS: svn 5123

35
As promised here comes T-Engine4 and ToME4 beta39 ! See http://te4.org/
Don't forget to help ToME by with donations ( http://te4.org/donate ) !

A big release, get it while it's hot!
 
Release highlights:
    Full rework of wands system; now split in wands, totems and torques; collectively known as charms
    New weapon kind: mindstars. Akin to staves but for wilders, psionics and afflicted. Designed to be dual-wielded, a new talent tree can even make psionic blade from them
    Many balance & quality of life tweaks
    Many antimagic buffs
    New trees: Corruptions/Torment; Wild Gift/Fungus; Wild Gift/Mindstar Mastery
    Random elites are now wandering the game, beware!
    Dommed rework/buff
    Reavers buff
    Shields grant a Block talent
    New "ingredient" system; you start collecting ingredients before needing to take the brotherhood of alchemists quest

Expanded changelist:
    Fix Arcane Supremacy set
    Fix log lines option
    Fix drag&dropping Prox Halfling Foot in the hotkeys
    Middle-click on the big map will make it disappear
    New artifacts
    Amulets of Mastery now always provide bonus to a tree the player has/can learn
    Fixed quest description of the apprentice mage
    Talent errors are more explicit
    Fixed the "getTarget" bug after a talent bugs
    New weapon kind: mindstars. They are raw natural gems infused with the power of nature, kind of like staves. They are one-handed and can be dual-wielded. Offhand mindstar is not subject to normal offhand penalty
    Replaced Body of Stone's physical and knockback resistance with acid and stun resistance.
    Slightly increased Earthquake's damage.
    New talent: Earth/Mudslide
    Doubled the cooldown of Earthen Missiles to make it less abusable. The damage was increased
    Headless horrors will properly lose elemental resists when the eyes are killed
    Heart of the sandworm queen no longer tells undead they've learned the harmony tree
    Rewrote, rebalanced, and added many weapon egos
    Two-handed wepaons now have a small eqo multiplier
    Daggers now have a small ego penalty
    Gaping maw is now anti-magic
    Withering orbs and allettas diadem now psionic
    Halfling foot now arcane, hareskin sling now nature
    Stop talent now properly accounts for paradox level
    Foresight now properly senses actors
    Greater weapon egos generally less powerful
    Lesser weapon egos generally more powerful
    New anti-magic egos
    Resolve equilebrium and stamina regen more in line with other forms of regen for these resource types
    Added costs to ranged egos
    Set many artifact material levels to be more in line with their level range (should improve drops)
    Buffed many artifacts
    Reduced infravision given by many items
    Infravision and heightened senses no longer stack
    Fixed cease to exist double paradox cost
    Resist penetration no longer affects targets with negative resists
    Reloading will auto-trigger when auto-explore is activated
    Spacetime tuning and gather the threads will now only break on spell cast
    Blood lich rarity is now more in line with other liches
    Fixed anti-magic tree description
    Fixed quivers & pouches rarity
    Fixed killing NPCs with special death scripts on the fearscape
    Combat:attackTargetWith hook passes a dam parameter to know how much damage was dealt
    Typos
    Using an artifact digger should work again
    The Room of Death should not be empty even for low level chars
    Waitbars should look better on windows
    Time Prison mana cost reduced by 20
    Time Shield is now instant cast, the dot duration increases with talent level and while active all newly applied status effects are reduced by a %
    Error repor window has a close all buton, can be closed with Esc and tells if the error is new
    Rewrote, added, and rebalanced many staff egos
    Fade From Time now reduces all status effect durations (good or bad)
    Voice of Telos has new effects (check it out!)
    Increased Quiver of the Sun capacity to 12
    Wards (activatable staff ego that protects against damage)
    Staff's now give a bonus to elemental damage equal to their combat damage
    Most staves now allow the wearer to switch elemental properties using the command staff talent
    Base staff spellpower increased
    Increased base archery projectile speed
    Travel speed in general is now additive (making it in line with the tooltip)
    Travel speed on bows now works
    Fixed ranged project on bows
    Added ranged project to Withering Orbs
    Epoch's level is now in line with the rest of Daikara
    Epoch's Curve is now a guaranteed drop
    Epoch's clones can no longer multiply
    Epoch's cooldown on Multiply increased, making the second clone come much later in the fight then the first
    Changed how Teluvorta's handle teleport; should make getting stuck in the Temporal Rift less likely
    Weapon of Light, Shield of Light, and Hymn of Moonlight no longer deactivate when they don't have enough energy to trigger
    Fix Poison Gas Trap
    Fix flickering black screen bug
    Summoning (Advanced) correctly learnable at level 10
    Weaponset2: Quiver will not provide worn benefits
    If enough lumberjacks are saved they also provide a digger as a reward
    Reloading after saving on the eidolon plane will work correctly when returning to the previous level
    Right click on the resources move handle lets you configure resources visibility
    Plot & Quest items are also auto-pickedup now
    Reverted Quantum Feed and Strength of Purpose to b37 values
    Damage Smearing no longer takes a turn to activate
    Invigorate reworked; stamina regen reduced but it causes talents to refresh faster while active
    When appropriate, the target of the reward of a quest is selectable (like for escort rewards)
    The Alchemist Golem can not learn Harmony
    Quests that add a location to the map now reveal the location on the map
    Crit chance is bound to 0-100% range
    Flamespit description fixed
    Failing to wear an item will not consume a turn
    Negative health is correctly hidden in the new UI
    Surge of Undeath correctly adds to accuracy
    Summon talent now forces a max 2 level OOD
    New option in the main menu: reset interface positions
    The Grand Corruptor will speak to the main player
    Randbosses talent scaling should not get out of hands anymore
    On spell, on melee and on ranged talent procs can only happen once per turn
    Doomed cunning at birth now matches the description
    Mindslayers have one more cunning at birth (bringing total bonuses in line with other classes)
    Mindslayer knockback abilities can no longer hit twice
    Fixed many mindslayer talent descriptions (they scale off mindpower)
    Mindslayer gem bonuses now apply to mindstars as well
    Greater telekenetic grasp now applies it's level five bonus at talent levels beyond 5 (only matters in the Infinite Dungeon)
    Mindslayer auras now scale better at higher levels, deal less spike damage at low levels, have a cooldown of 10, and cost less psi to spike
    New artifact: Blood-Edge
    Four new random undead uniques
    Burning Hex now also increases the talents cooldowns
    Epidemic is a very potent disease and so is not affected by disease immunity. It also lwoers disease immunity on the targets
    Meditation can not lower equilibrium bellow the sustain values
    Static Field now shows how much damage was done
    Probability Travel now applies a debuff when used to pass a wall that will prevent an other wall passing for X turns (based on distance and talent level)
    Shady Cornac man going away wont fail the achievement for saving derth inhabitants
    New generic tree for Reavers & Corruptors: Torment
    New Wild Gifts/Fungus generic tree. Kind of like a nature based Aegis tree. Available to wyrmics
    Fix bug with the Eternal Night set
    Hydra summoning eldritch eyes can no longer spawn more then one hydra at a time
    Autocasting talents will not trigger when confused/terrified
    Toggle movement mode bound to shift+b instead of just b
    Enabling/disabling stealth will activate the visual effect right away
    Shadowstrike now works as a crit damage bonus
    Sacrifice at the endgame will really kill the main player, not a copy
    Fixed arrows speed
    New achievement: Fear me not!
    Fixed mouse-over for chat frame
    Aura of Silence do not apply on the user, to prevent brainlock
    Shielding talent now only increases shield strength. Shield duration only ever increasaes by max 1 at level 5
    Aegis/Heal renamed to Aegis/Arcane Reconstruction
    Fix Repulsion
    Randarts correctly use the same arcane/antimagic rules as egos
    Fix Outmaneveured
    Orc babies & youth in the breeding pits can be female or male
    Virulent Disease now tries to choose smartly which disease to apply (one that is not on the targe yet and that will reduce a stat that is high. So an
    archer type target will always ge the dex disease first).
    Virulentt Disease damage & stat reducion buffed
    Darkfire cost and cooldown reduced
    Many corruption spells are now able to crit, including diseases.
    Corrupter metaclass renamed to Defiler
    Cyst Burst now spreads all plague tree diseases at once (rotting, decrepitude, weakness and epidemic)
    Mana Clash and Resolve can now crit (mind)
    One With Nature is now instant cast
    Virulent Disease is now instant cast
    Many wild gift powers can now crit (mind); including breathes
    Removed animal encounters in the west
    New "wall" projection type
    Fixed a display issue with Psi cost and fatigue
    Rebalanced luminous horrors
    Dying at the endgame should still let your read the endgame text
    Thalore will not get escorts on Old Forest 5, since it does not exists anymore
    Wands have been redesigned into a new cooldown, chargeless system. All wands are now on the same cooldown, when activating one all are on cooldown for X turns
    Darkness (and other block_sight objects) now prevent projected attacks. (LOS check in Actor.canProject and Actor.on_project)
    Various tweeks (shortened ranges, lowered hate costs, altered damage, etc)
    Added a number of secondary buff/debuff effects to talents: Gesture of
    Malice lowers resistance, Madness increases Mind damage, Darkness allows faster movement, Force of Will increases crit damage, etc.
    Replaced Unnatural Body's Seeth and Repression with two talents that boost power as you take damage.
    Fixed criticals, they work and are applied to all affects.
    Gestures allow use of mindstars and provide some bonuses from them.
    Shadows scale better with leveling and don't rely on defense/evasion (they have a new fade ability that prevents damage for a turn when they are first hit)
    All activable egos use the new charm system with a global cooldown. Artifacts keep their own cooldown.
    Blank wands can be no more
    New "charms" category of items. Wands are arcane charms, Totems are natural charms and Torques are psionic charms
    Entity:addTemporaryValue can use "highest" and "lowest" merge algorithms
    Pausing the level loop for player input correctly pauses & restarts at the right position in the actors list
    DualWield/Precision is now instant and takes less stamina / cooldown
    Weapon & shield/Last Stand now takes less stamina / cooldown and the life bonus is increased
    Pinning Shot limited to 5 turns at most
    Buff Spell Shield
    Buffed Shadow Cunning
    Shadow Ambush also dazes 2 turns
    Corrosive Vapour changed to Glacial Vapour, mana cost reduced
    Illuminate blind durations fixed to 3/4, at level 4 it starts dealing damage
    Phantasmal Shield cost severely reduced
    Fixed stats inherit between base template and npcs
    New hook in Actor:actBase called "Actor:actBase:Effects", to hook on stuff like thunderstorm, ..
    Gestures are now generic points
    Doomed start with two mindstars equipped
    Random elites are in! Each level (except the very first one) can contain random elites. Less powerful than random bosses, should spice things up!
    Reavers now get access to Vim tree. Allowing them to get Vimsense & Leech for vimregen
    Fungus tree is now offered by Myssil after finishing a quest for her
    Antimagic escort rewards chagned to many different (and otherwise unlearnable) generic trees
    New generic talent tree: Wild Gift/Mindstar Mastery. Available from random zigur escorts and summoners start with it locked
    New "ingredients" system. When you do an action (like killing a monster) you can gain a special ingredient which is automatically added to you ingredients list. Ingredients are now part of the normal inventory and are weightless.
    The Brotherhood of Alchemists quest has been updated to use ingredients system; this means you will start collecting needed parts before taking the quests, without risk of loosing some.
    Death in explorer mode will not be reported in chat
    Shields now possess block value. Wielding a shield grants the Block talent that will block the next attack and allows for a counterstrike.
    Riposte talent doesnt provide a free attack, instead it boosts counterstikes
    Little buff to Kryl-Feijan

Have fun!

PS: svn rev 5104

36
As promised here comes T-Engine4 and ToME4 beta38 ! See http://te4.org/
Don't forget to help ToME by with donations ( http://te4.org/donate ) !

A big release, get it while it's hot!

Release highlights:
    A whole new UI!
    Shortened some long zones
    New artifacts/npcs/lore
    A slew of bugfixes & improvements to many parts of the game
    Addons configuration screen
    Reworked ammo

Expanded changelist:
    New command: Show map, default binding to "tab"
    Toggle creatures list default binding set to "ctrl+tab"
    Wearing an item with charges/cooldown will reset them to 0 to prevent abuse
    Quick-switch will not reset cooldown of items
    New achievement
    New lore: Declaration of the Unification of the Allied Kingdoms
    Fixing a display bug in T_GOLEM_POWER and a seriously screwy bug in T_GOLEM_RESILIENCE (thanks SomeGirl and tekrunner).
    Fixed the unavailable preUseTalent check from actually checking equilibrium, etc. (thanks edge2054).
    Fixed the transmog chest not picking up some items (thanks tiger_eye).
    Fixed a bug where Volcano would remove the Temporal Rift portals.
    Fixed Dwarf hometown disappearing (thanks tiger_eye).
    Fixed T_SWITCH_PLACE cloning the player (thanks tiger_eye).
    Fixed magicMap stopping auto-explore from doing its business (thanks tiger_eye).
    Hopefully fixed the majority of the ice block bugs (thanks tiger_eye).
    Fixed the order of quest and death at the end-game.
    Allowing DamageType.POISON to receive a table with dam and apply_power. Now T_POISON_GAS_TRAP uses the source actor's combatAttack, the Hydra's on_arrival uses the summoner's combatMindpower, and T_POISON_STORM uses the actor's combatSpellpower.
    Fixed T_RELENTLESS_PURSUIT and T_SPIN_FATE interaction.
    Changed 'encased_in_ice' to still target, but change the range to zero (thanks tiger_eye).
    Hopefully fixing invis/stealth not properly protecting the actor from some talents (thanks tiger_eye).
    Changing T_POISON_GAS_TRAP fix to resemble other traps (using check_hit).
    Fixed Rune of the Rift's description (thanks edge2054).
    Disabled Insatiable ego until it can be balanced
    Weapon Folding damage reduced and armor penetration removed
    Weapon Folding now reduces paradox by a small amount when a weapon hits
    Temporal Warden Archery and Dual-Weapon mastery levels reduced
    Turn Back the Clock damage reduced
    Temporal Fugue and Swap confusion power reduced
    Precognition no longer kills the player if he dies during a vision
    Moment of Prescience rewritten
    Spin Fate no longer increases defense, maximum bonus reduced
    Energy Absorption power level reduced
    Diminsional Step range reduced
    Wormhole exit location is a bit less accurate
    Quantum Feed and Strength of Purpose no longer grant saving throws and
    have a stamina cost to sustain (in addition to paradox)
    Rethread's cooldown reduced
    Clarified a few Wilder tooltips
    Bulwarks, Berserkers and Marauders now have access to the conditioning tree
    Bloodbath now gives stacking life and stamina regen rather then multiplying existing values
    Warrior escorts can now teach the conditioning tree and a few talents from that tree instead of combat accuracy or weapon mastery (they still teach exotic weapon mastery)
    Deleting a premade now asks for confirmation
    Confusion resistance now reduces confusion power (up to 10% min)
    Fixed Cursed Sentry
    Clarify Wintertide Phial activation
    Nerfed defence of the half-finished bone giant
    Clarified Spellcraft talent
    Replaced Necromancer's Liches dark tendrils & creeping darkness by bone spead and bone grab
    Lichform necromancers can not use infusions
    Fixed barrow wight tile for Necromancers
    Saving throws now reduce duration based on a percentage (5% per difference)
    Saving throws with a minimum duration can now be 'shrugged off'
    Accuracy now has it's own cross tier effect, Off-Guard, that increases critical strike chance and critical power by 10%
    Off-Balance now reduces global speed by 15%
    Slime slow effect reduced to 15%
    Hit rolls now cap out at a 20 point difference rather then 10 increasing or decreasing hit chance in 2.5% increments
    Scrolling the chatlog will remove fading
    Trap Detection & Trap Disarm talents merged into a new Trap Handling talent
    New Cunning/Survival talent: Piercing Sight, granting a boost to see stealth/invis
    Power is Money provides somewhat less huge benefits
    Alchemists do not start with Combat Training tree anymore (it was locked anyway)
    Transmogrification Chest can now be activated to trasmo everything in it, or if empty, on the floor
    Adrenaline Surge no longer takes a turn to use
    Daunting Presnce no longer causes a cross-tier effect. Debuff effect slightly improved.
    Reduced the accuracy of many starting enemies
    Reduced a few corrupted horror talent levels in the deep bellow
    Meditation changed to a sustain that grants equilibrium regen, mental save, healing mod but halves all damage done
    Hate: Now ranges from 0 to 100 instead of 0 to 10 to be more consistent with other resources.
    Hate: Instead of falling to 0, hate falls to a baseline value. The baseline value is set to 50% of your current hate when you take damage, inflict damage or kill something.
    Hate: Is now affected by fatigue Cursed Form / Unnatural Body: now scales healing factor from 40% at 0 hate to 80% at 10+ hate. No longer affects damage resistance and no longer improves with cursed equipment.
    Cursed Form / Seethe: Allows you to stop hate loss but recieve other penalties
    Cursed Form / Repression: now trades up healing factor for loss of hate per kill.
    Gloom / All: Mindpower based (% chance to "hit", chance to save v Mindpower)
    Gloom / Weakness: Changed to reduce damage inflicted, attacking weakened foes adds hate.
    Gloom / Dismay: Replaces Torment; 3 turn gloom effect that guarantees 1 critical hit.
    Gloom / Sanctuary: Reduces damage that originates from outside of the gloom Slaughter / Slash: Insidious Poison effect has been changed to Cursed Wound (stackable damage reduction)
    Slaughter / Reckless Charge: Number of attacks is now limited by talent level.
    Endless Hunt / Beckon: Save v Mindpower reduces chance to move by half.
    Taking damage can dispell it (the chance to dispel is cumulative damage / maximum life).
    Strife / Dominate: Now mindpower based, Fixed range checking
    Cursed Aura: Dialog to take or reject it should only open once.
    Cursed Aura / Curse of Shrouds: should no longer cancel rest/autoexplore
    Cursed Aura / Cursed Sentry: Fixed (was completely broken)
    Dark Figure: Removed
    New Rampage/Predator/Fears afflicted trees
    Perfect Strikes now ignores the miss chance caused by attacking an unseen foe
    Crooked Club confusion duration reduced to 4
    Vision Runes now grant See Stealth in addition to See Invisible
    Sun Infusions no longer break stealth but instead apply a debuff that reduces stealth power for a few turns
    Meditation now also have a passive effect: when resting it grants an equilibrium regen
    Meditation does not take any turn to activate/deactiavte
    Reduced damage from Void Shards
    Reduced healing modifier on Vitality
    Reduced chance of removing debuffs on Unflinching Resolve
    Reduced spike damage from Time Elementals
    Time Elementals are now negative effect immune
    Buffed Harkor'Zun (not the fragments)
    Buffed Brandish and Retribution (Guardian Tree)
    Better smooth movement
    Frenzy now correctly debuffs at level 3
    Mimic now resets stats on next kill
    Preternatural Senses now rounds the range value.
    Fixed a Rampage talent on an arena NPC
    Outmanuever now gives a physical resistance reduction
    Mimic now gives stat bonuses relative to the target's stats instead of relative to player's stats minus target's stats.
    Reckless Change now scales range beyond 4.
    Rune of the Rift paradox reduction reduced to 60
    Rune of the Rift should no longer occasionally heal actors
    Time Skip once again removes actors from the map rather then time prisoning them
    Fix immunities on the Eternal Night set
    Always-center on player is set by default for new players
    Debug console: Cursor positioning (left/right arrows, home/end to move to beginning/end of line)
    Debug console: Copy to system clipboard support, bound to Ctrl+C and matches Ctrl+V paste support
    Debug console: Tab-autocompletion of table entries
    Fixed description of Tormented effect
    Fixed description of Panicked effect
    Fixed moving the player in panicked effect
    Added support for fear resistance to Fears/Panic
    Reduced damage of Slaughter/Reckless Charge
    Amushcade Shadow will no longer autopick up gold, gems, or gear
    Temporal and Eldricth horror files split
    Temporal Horrors will now spawn on levels 2 and 3 of the Rift instead of Time Elementals
    Buffed horror stats
    Reduced talent use frequency of Luminous Horrors
    Increased talent use frequency of Devourers
    Tactical Expert defense bonuses reworked
    Reduced Inner Demon max life
    Waking Nightmare is now resisted with Mental Save
    Three new uniques added to Dreadfell (Borfast, Filio, and Aletta) that can randomly appear in he zone
    Four new artifacts (Borfast's Cage, Aletta's Diadem, Hareskin Sling, and Withering Orbs)
    Increased rarity of Boots of Spellbinding and Staff of Channeling
    New Dreadfell Lore
    Orc breeding pits: reduced the total size
    Daikara: only 4 levels now
    Maze: only 2 levels now (one is huge)
    Eruan: only 4 levels now
    Old forest: only 4 levels now
    Sandowrm lair: only 4 levels now
    Ardhungol: only 3 levels now
    The four orc prides are now 3 levels
    Limir dying now instantly marks the quest failed
    Added a small speak bubble to creatures that can talk
    NPC & Player portrait will appear in chat boxes
    Fix multiple addons in .teaa form using overload
    New hook "Entity:loadList" to bind on any entities file load, altering the loaded data or loading more of your own
    New artifact: Prox's Lucky Halfling Foot
    Reduced the number of lore notes in many zones that got shrinked
    Added a popup warning when entering the mausoleum in Last Hope graveyard
    When using auto-reloading quivers/pouches resting will wait for full reload
    When the transmo chest pops up at the end of a level the inventory tabs setting is not lost
    Trollmire is nowa 65x40 zone instead of 50x50
    Equipment window now has a switch to select main/off weapons set
    Letter keys work again in inventory/equipment screen
    Learning lore stops running
    Necrotic minions are worht 0 exp
    Recall/Angolwen Teleport only works when the main player is alive
    Hydra's Grand Arrival does not also applies ritch's one
    Spiders from the egg-sac do not grant exp
    Levelup screen shows rounded stats
    Lore randomly found has a different tile than set lore
    Fix Tornado
    Fix for Frenzy
    Beckon, Panic and Paranoia should be less annoying to deal with
    Hex-mode support added to the engine; a simple 'core.fov.set_algorithm("hex")' in your module's load.lua and you are in hex mode!
    Directly computing directions is deprecated; instead use util.adjacentCoords and all the new coord functions
    Map borders should look better
    New UI!
    UI elements are now locked by default, with a small padlock on the toolbar to unlock them
    Move tooltips in inventory and stores to not obstruct the list currently being watched
    Added some missing musics to some zones, including new tracks
    Fearscape is usable in more zones
    Trees should have a bit less veritcal randomness
    font:draw() can take a new parameter to prevent displaying entities with an internal FBO and instead returns a table of entities to draw and their positions in the texture string
    New lore: "Gifts of Nature"
    New artifact set: Staff of Arcane Supremacy and Hat of Arcane Understanding
    Boots of Spellbinding and Staff of Channeling reworked
    Corona no longer deactivates when there's no energy to fire
    Added Spell Cooldown, Mind Crit, and Crit Reduction to the character sheet
    Darkest Light can no longer give back negative energy (for real this time)
    Talent paradox cost no longer factored into paradox failure(etc) rates
    Spacetime Tuning reworked now a sustain that reduces paradox over time
    Haste values reduced
    Static History values reduced
    Talent equilibrium cost no longer factored into failure rates
    Fixed Ruined Earth radius
    Fixed "weakness" damage type
    Mage apprentice quest changed, he wont collect rings/.. anymore, he just needs one arcane powered artifact
    Disruption Shield can never cost negative mana
    Classes may have an inherited method that gets called after module init
    Air warning indicator, like the hp warning indicator (corners become bluer)
    Reworked ammo. Now ammo comes in quivers or pouches that have charges. There is a new "Reload" talent and some new egos can auto-reload.
    Antimagic infused objects are usable without knowing antimagic, but they will incur heavy penalties on spellcasting (failure chances, reduced spellpower)
    Ego generator will forbid an arcane/antimagic item and an arcane/nature one will be rarer (but still possible)
    Nerf Witch-bane and Guidance for non antimagic users, buff them for antimagic users
    NPCs do not cheat with vim regen, instead they are smart
    Resting will auto-activate Reload
    Mana Clash cooldown reduced and damage altered
    Wearing an antimagic item also will incur a chance for spell sustain to be disrupted every turns
    New addons configuration screen, to select/unselect which addons will load; can be used to enable addons with version mismatches too, at your own risk
    Wearing the bindings of eternal night will prevent the use of infusions and wild-gifts
    Bindings of eternal night now reduces light and fire resists and grants blight and darkness resist
    Undead can no longer learn the harmony tree
    New game option to select either the new or old UI
    Some game options disappear when using the new UI; they are useless
    Antimagic quest gives more info ahead of time
    Aura of Silence now uses full mindpower to apply
    Rope Belt of the Thaloren is no longer arcane powered
    Dark Surprise now uses physical power to apply
    Improved the DebugConsole with suggestions by tiger_eye, edge2054 and Canderel, and implemented by yufra.
    Resizing the game does not require a (automatic) save & reload
    Developers are marked in red in the chat
    Reduced the effectiveness of Golem Power and Golem Resilience.
    Life regen display in the minimalist display now takes into account healing mod
    Weapon folding bonuses doubled for archery
    Fixed Shooting when encased in ice
    Improved Jelly description
    A copy of the party is now uploaded to the server on a save (a real savefile of it, not a dump). For later fun uses!
    Moment of Prescience now increases accuracy too
    Spin Fate now buffs all saves each time it's applied
    Swap and Temporal Wake ranges adjusted
    Dimensional Step no longer lets you break line of sight but takes no time to cast
    Wormhole now takes time to cast and the exit radius adjusted
    Celerity improved
    Strength of Purpose and Quantum Feed values adjusted

Have fun!

37
As promised here comes T-Engine4 and ToME4 beta37 ! See http://te4.org/
Don't forget to help ToME by with donations ( http://te4.org/donate ) !

This is a bugfix release to fix some important b36 bugs and it also is a celebration for winning the roguelike of the year poll!
 
Release highlights:
    Many important bugfixes
    Disappearing zones should be fixed, at last!

Expanded changelist:
    Fixed dying at the orc ambush
    Made the end of the lichform quest more obvious
    New "unavailable" category in the use talent menu
    Fixed staff of absorption quest when loosing the ambush
    Grand Arrival: Stone Golem correctly checks for stun immunity
    Grand Arrival: Flamespitter now correctly affects foes
    Stealth bonus correctly shows in the character sheet
    When killing foes in walls the object drops will try to move into a clean space nearby
    Perhaps fixed actor duplication on level change
    A NPC using switch place while dying will not duplicate the player
    Displacement Shield cast correctly respects maximun range
    Wearing an item directly from the transmo chest will correctly remove it from the chest
    Learning spells wil a shadowblade or an arcane blade will not provide mana regen
    Necrotic minions will not spawn Will'o'Wisp upon death if their master is already dead
    Necrotic Aura will be present even for necromancers starting with no talents
    Smaller initial resolution
    Golem/Arcane tree talents are now considered spells & can be silenced
    Lichform can not be unlearnt
    Fixed the disappearing zones bug. I'm quite sure this time! :)
    Time Prison now prevents the application of any timed effects
    The transmo chest will only start to provide energy once you have talked to the butler
    Grand Corruptor correctly triggers the quest even in the fearscape if spawned in the mark of the spellblaze
    Sunder Arms/Armour does not check for stun resistance anymore
    Grab/Crush/Constrict check for pin resistance instead of stun resistance
    Switching control of your character will not prevent respecing talents
    Removed speed rune from the Weirdling Beast; gave him a new one to compensate
    When 'l'ooking around if you press enter you get a map menu just like when right clicking
    Darkness & Shadows trees are not spells
    Bone Grab correctly deals damage
    Fixed when Fillarel is dies in the unremarkable cave
    Disruption Shield now takes effect *after* damage shield, time shield, displacement shield
    Talent icons stay greyed out even when cooling down when the talent is unusable (but the countdown is still shown)
    Disperse magic now respects range

Have fun!

38
As promised here comes T-Engine4 and ToME4 beta36 ! See http://te4.org/
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
    Many important bugfixes
    Easier transmogrification
    Saves can negate an effect completly again

Expanded changelist:
    Fix knife&exotic masteries
    New achievement for saving Derth without a single derht inhabitant dying
    Fixed Waters of Life
    Fixed Relentless Pursuit
    Fixed psionic Focus tree
    Fixed Shatter
    Infusion/Rune saturation doesnt prevent resting
    Moddable tiles boots appear behind the robe, not over it
    Fixes psionic randbosses
    Fixes Arena bosses
    Fixed mind damage cross tier effects
    Cursed Touch unlearn TL 5 now works
    Curse of Madness correctly reduces confusion
    Fix Fearscape
    Fix Beckoned
    Trying to rest with foes in sight will not spend a turn
    Learning the lost knowledge in Yillkgur library is still slow, but there is a progressbar! :)
    Correctly compute encumbrance
    Saves can again shrug off an effect completly, in addition to the duration reduction
    Nerfed Brotoq, his version of Skullcleaver can not proc greater weapon focus
    Nerfed Half Finished Bone Giant
    Once the transmogrification chest has been found once, all new characters will start with it from birth
    Leaving the level to regen while the other levels are "frozen" should work much less well (also known as stairscumming)
    Fixed giving the staff of absorption in last hope even when it is cursed
    Gem Portal cooldown is now reduced by talent level. Also it wont enter cooldown if not moved
    Icy Skin now scales with Willpower
    Bone Nova correctly refunds Vim on kill
    Addons are now validated just as the main module
    Disruption Shield changed. Now takes no turn to cast, costs less sustain mana, the explosion is now an arcane storm for 10 turns dealing 10% damage each turn. While in the arcane storm the caster gets an arcance resistance buff
    Addons show up in the online charsheets
    Blinding Spores duration is now kept in check
    Fix Void Echoes
    Negative price items should not appear in stores
    Healing talents are disabled while frozen (this does not change anything it will just make how frozen works more obvious)
    Maybe finally fixed disappearing zones; please keep your eyes open
    Fixed tutorials
    While frozen teleport spells are unusable (they were before but player could lose turn trying to use them)
    Fixed dual wield trick abuse
    Ctrl-compate works again
    See invisible & See stealth now works the the old "checkHit", because stealth & invis are not 100-scaled
    Attacking stealthed/invisible creatures now uses a normal hit check and then adds a random 33% chance to hit
    Mummified Egg-sac of Ungole summons are now working with Summoner's talents, summon control can affect them, they gain passives from the user and such
    Unlearning Vile Poisons will unsustain lost poisons
    Avoid avoidable ambush immediately after new target is attained when autoexploring
    Explore more efficiently by inferring likely wall tiles when autoexploring
    If autoexplore is stopped on the way to an exit (such as by a trap), then it will still go that target when AE is initiated again
    When autoexploring don't go to items that the player dropped
    Terrors from Curse of Nightmare do not spam "levelup" when appearing
    Fixed removing talents while knowing later talents

Have fun!

39
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!

40
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!

41
As promised here comes T-Engine4 and ToME4 beta31 ! See http://te4.org/

Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
    Many many bugfixes
    Improved sand tileset, new slime tileset

Expanded changelist:
    Runic/Infusion saturation do not prevent entering the worldmap anymore
    Fix arena start crash
    Stair up in Yillkgur has a tile
    Typos
    All party members now benefit from resting improved regens
    Fix huge lag when something is blinded
    Fixed clicking near the top of the chat log
    Lore on Z'quikzshl
    Fix unkillable npcs
    Fix a bug with Vimsense when saving/reloading
    Drain vim regain is now affected by the target's rank
    Sacrifice is now 40% of current life
    Blood Sacrifice darins 50% life
    Summons can not be permastuck in the Fearscape
    Fix saving while controlling a summon/golem
    Fix a rare bug in the running code
    Fixed Map:checkAllEntitiesCount
    Fix the damage achievements
    Greatly increase the rarity of water breathing egos
    Summoner's summons now inherit resistance penetration
    New weapon egos correctly project on strike
    Orc mothers are correctly flagged as female
    Force autosave on zone change on, to ensure savefile consistency
    Damage shields show up as a bar on the left pane
    Each level of the Infinite Dungeon now has a random boss guard
    Fix the sometimes missing random worldmap locations
    Sandworm Lair finally got its own unique music
    Added some missing tiles
    New slime tileset
    Target projection path will display the best possible outcome, showing unknown grids in yellow
    Increased life timed effect will only stun when it is removed with not enough life left
    The Room of Death is a no teleport zone, to prevent .. untimely death of the content
    Sun Infusions are considered attacks/disable for the AI
    Critical strike messages are in bold
    Fixed Zigur cultivation fields
    New possible random zone tileset: slime
    Improves sandwall tileset
    Molten lava tileset
    Most talents that scale of a stat do so more linearily
    Reduced the power cost of staves of illumination
    Fix tutorial player tile
    Fixed Strangle Hold
    All demons are now part of the Fearscape faction
    All creatures in the Crypt of Kryl-Feijan are now part of the Fearscape faction
    Fix Paladin vs. Undead vault when appearing in the Dreadfell
    Track description fixed
    Fixed ice to cold resists on crystals
    Willpower now increases Stamina by 2.5 per point instead of 2
    Fix show all achievements
    Dead creatures cannot get healed
    Alchemist's golem now has a random color tile
    Tentative fix for the NaN gold
    Walrog lore
    Hate is now correctly unaffected by fatigue
    Melinda can now move in with you in the Fortress
    Fixed Archmages starting in Angolwen who used custom tiles, they now correctly get the orb of scrying
    Sun Flare lights up the area in a radius double of the blinding radius

Have fun!

42
As promised here comes T-Engine4 and ToME4 beta30 ! See http://te4.org/

Don't forget to help ToME by with donations( http://te4.org/donate ) !
 
Release highlights:
    Mostly bugfixes
    CPUs without SSE2 support should work again
    Split Difficulty setting into Difficulty & Permadeath setting
    Improved start of Cursed & Doomed

Expanded changelist:
    Displace no longer works in vaults.
    Feed no longer feeds on yourself when frozen.
    Alchemist gems no longer become cursed.
    Only *body* armor gets the Grim Craft bonus
    Removed healing factor curses (which didn't work anyway)
    Fixed the worldmap
    Birth screen will not have "player" has the default name (unless using cheat mode)
    Worldmap rivers will not make you drown, and thus should also save poor alchemist & mage
    Added an option to the graphics mode selection to use a custom tileset by entering a folder name and a few parameters
    New game option to change the log/chat log fade time
    Setting log/chat fade time to 0 makes it never fade out
    Fixed duplicate achievements granting
    Achievements are correctly displayed in the ingame list
    Cursed start with a point in Weapon Combat, making thzeir first few levels much nicer
    New achievement for finishing the Abashed Expanse without taking a single void blast or manaworm hit
    Doomed start with a point in Call Shadows
    Split difficulty settings into Difficulty (Easy, Normal, Insane) and Permadeath (Adventure, Roguelike)
    Improved melee summons damage
    Archmages which do not start in Angolwen do not get the Teleport: Angolwen spell
    When inside an exploratory farportal zone you can use the rod of recall to force an emergency recall, doing so however has very high change of permanently breaking the exploratory farportal
    Laying multiple traps onto one an other will not destroy the last one prematurely
    Bathe in the Light now deals damage to undeads
    Shortened the Blighted Ruins to 4 levels
    Skeleton and Ghoul player races do not have underwear when naked
    Changed the "Blood" bar on the left panel for Cursed and gave it a correct tooltip
    Fixed rush range
    Fixed the tempest peak quest from Zigur side
    Left pane correctly shows max hate increases
    If the CPU can not support optimized LuaJIT, the JIT will auto-disable and let the game run normally
    Fixed Air Bubbles
    Blinding Ink gfx effect changed
    Blindness/invisibility/stealth now correctly updates the display
    Can not dig or teleport outside in the arena unlock zone
    Improved the visibility of the Heart of the Gloom and Norgos Lair on the worldmap
    Fixed some egos that granted an incorrect mastery
    Slightly increased auth wait time to let laggy connections have a chance to auth
    Rain fo Death vault is now correctyl flagged as no teleport
    Ben Cruthdar in the temporal rift now has a tile
    Doomed Shadows now enter the party and will follow between levels
    Runic/Infusion saturation do not prevent entering the worldmap anymore

Have fun!

43
As promised here comes T-Engine4 and ToME4 beta29 ! See http://te4.org/

Don't forget to help ToME by with donations( http://te4.org/donate ) !
 
As soon as this release is out the profile server will change to compute stats using the new config version.
Your data should transfer from b28 to b29 fine, pre-b29 to pre-b29 will still continue to sync but it will not be used for stats on te4.org. You are advised to upgrade as soon as possible.

Release highlights:
    Many fixes
    New and much improved birth screen
    Most everything should now have a tile, many floor transitions now have proper .. transitions
    Switch to LuaJIT2: more performances!
    Improved UI
    Many new egos (160!)
    More lore, including graphical lore
    New server-side profiles handling
    More achievements
    Improves artifacts
    Three new Cursed/Doomed trees

Expanded changelist:
    Sun Infusion now has a blindness component to it but is not instant cast anymore
    Mind Power Infusion deleted
    Heroism Infusion now increases your three highest stats and increases them by more
    New feature: automatic talents. Any talents can be setup to automatic cast, which means they will be used as soon as off cooldown. THe UI will warn you if the talent requires a turn or a target. Check out the 'm' menu or right click on the hotkeys list to configure
    New birth UI!
    All NPCs now have tiles!
    Anomaly: Summon townsfolk now correctly uses tiles
    New death option: restart a new character
    Novice Mage on the worldmap now has a tile
    Once the player won he can enter the Infinite Dungeon (from the ruined dungeon entrance) to meet a glorious end in the depths of the world
    Vargh Redemption now provides increased air capacity
    Power is Money grants the same bonus to all three saves
    Fix item tooltips on a few artifacts
    Improved performance of dialogs using ListColumn and TreeList
    Example modules only show up in the list if cheat mode is enabled
    If modules list only contains one entry it is auto selected
    The mummified eggsack can not appear in shops
    Flying text incoming damage now "sinks" instead of rising up
    Transmogrification option in the item menu doesnt close the inventory
    Farportal exits are correctly displayed as & in ascii mode
    Ruined dungeon orbs cannot be trapped
    Very high level Explosion Expert will not make NPCs instakill
    Ben Cruthdar now always drops his battleaxe
    New artifact for staff-happy alchemists
    Added tstring:tokenize() and tstring:diffWith()
    Talents levelup screen will now show value increases in the talent descriptions in a much more concise format
    Resting will stop if life regen is below 0
    All actors have a default esp range
    Shield attack section and Gloves attack section will only show in descriptions if you can use them
    Character sheet now displays a diff between the previous time it was invoked and the current state for even easier global comparaisons.
    Total realtime playtime is now registered
    Improved keyboard running algorithm
    Players can now whisper one another in the ingame chat system. Either select the user to whisp in the talkbox or just type her/his name followed by :
    Shift+t now cycles between: tactical border+healthbar, only healthbar, nothing
    Worldmap patrols now all have tiles
    Limit gamma setting
    Add tstring:extractLines()
    Agrimley and Ritch Hunters now have tiles
    New trees and grass tiles
    New artifact gem
    New lore added to the Deep Bellow
    Reduced the chance of lore randomly dropping
    Big UI update, the game log and chat logs are now displayed side by side in transparency over the game map, hotkeys are "flattened" over more width, making room for more map displayed at once
    Random bosses/elites using Fearscape will be much rarer
    Added a "run" command that prompts for a run direction, bound to . by default
    Some eagles (purely cosmetic) will randomly fly over derth
    Replaced SDL_Mixer with OpenAL for audio system
    Added support for grouping images into tilesets for faster loading
    Updated the worldmap with new tiles
    Fixed mountain tiles graphical glitches
    Improved lavafloor/walls tiles
    New underwater tiles
    Added about 160 new egos
    Objects can now grant talent use on spell hit
    Improved many artifacts
    One can never fail de-activating a sustain
    Fixed Shadow Simulacrum
    Renamed "Divine" classes to "Celestial", since they never had any relations with gods (since there are no gods)
    Player tiles now reflect the currently worn equipment!
    Pheonix egg got a tile
    Levers have a tile now
    Added two new generic terrains: GENERIC_LEVER and GENERIC_LEVER_DOOR
    Archers and Slingers now start with a rought leather armour
    As a thanks to donators I have added a feature for them: custom player tiles. Donators (who are logged on) will be able to select a custom tile for their character from a list of over 180, ranging from "classics" to "downright wonky". Have fun, and thanks to you all!
    Added support for LuaJIT2 (beta8)
    Fixes some arena bugs and tweak the unlock a bit
    Players now use 'moddable' tiles: their equipment will show on their char
    Alchemist golem now use moddable tiles
    Random elites & bosses based on player races (like adventurer parties) now use moddable tiles
    All traps now have tiles
    Updated the music & sounds dialog to be able to disable all sounds and control music & effects volumes independantly
    The horror level of the lake of nur now has .. ambient sounds
    The four attack runes now take no turn to activate, but put a 1 turn cooldown on all other attack runes
    Removed actTurn, instead the engine will call actBase (if it exists) based on its own energy counter, so even if you somehow are frozen, timed effects, regen, cooldowns, ... will tick anyway
    Added achievements for more damage than 600
    Fixed Rune of the Right range
    Display the character tile in charsheet
    Limited the maximun slow that slowing talents can provide
    Health bars are a little smaller than a full tile, so they do not "merge" when actors are near
    Added an option to control the number of log/chat lines to show
    Right click instead of left click on the chat log to see user infos
    Lore can now have pictures attached
    Fix Sun Flare
    Random elites/bosses can not get Aim and Last Stand
    Feeding/Grappling will be interrupted by creatures multiplying/cloning/splitting
    The Fall of Zigur quest correctly boosts Hexes mastery if hexes are known
    Objects granting esp now correctly say what (like "demon/major" instead of just "major")
    Fix Paradox mastery effect on failure chances
    Death messages have been improved and will display in a special color in chat log
    Chat tooltips now also work in the chat log dialog
    New option: chat filters, you can select what kind of chat messages you want to see and which to ignore
    Arrows & Shots projectiles now have a correct tile
    Fix a rare freeze when particles are on screen
    Improved online profile code, it should be more efficient and more controlled. Serverside storage changed completly, it will allow for much nicer server features.
    Due to the online profile storage change localy stored achievements will be lost, if you use an online profile they should come back correctly.
    When b29 is released the new server code will switch to prod, all previous betas will continue to sync but it will not update data seen by the server anymore and >=b29 versions wont see it. Basically: upgrade
    The Sher'Tul Fortress new has graphical lore, be sure to check out the paintings on the walls!
    Wilderness will not generate on birth anymore, thus speeding birth process
    Melnela is now correctly flagged as a woman
    Sandworm queen heart now has a tile
    Summoning circle in undead start now has tiles
    Wilderness is not kept inside the main save anymore, making saving faster
    All alchemist quest ingredients and rewards now have tiles
    The artifact whips, the blood runed athame, the lost merchant and the assasin lord now have tiles
    Unvisited locations now have a slight "sparkle" effect on the worldmap, their tooltip also says they have never been visited
    Greater Weapon Focus procs are now logged
    Many typos fixed
    Added radius info to many talents that missed it
    Better description for the ring of the dead
    LuaJIT2 is now the default premake target
    Activating caps-lock will put the map in scroll mode, allowing keyboard-only scrolling with the direction keys
    The custom death messages now account for drowning, suffocating, and other such fun deaths
    Self-kill messages are now denoted as such
    New achievement "Fool of a Took!"
    Added missing tooltips to the charsheet
    Much boosted the spell Heat
    Firestorm can not hit the golem anymore
    Farportal zones will try very very hard to make a portal back, if the boss is not found on the last level every 100 turns the game will try to make a portal back
    Fixed the appearance of high level npcs in the bottom of the raloren camp last level
    Using the cloak of deception will make a hood appear on the player's head (as opposed to most other cloak which do not)
    Artifact daggers correctly use str/dex as other daggers
    Darkness color name is a bit ligther
    Pacification hex will now check for saving throw each time it applies the daze (it wont prevent applying the daze this time but if it fails it will remove the remaining hex)
    Dragonskull Helm requirements changed to willpower
    Use talents dialog now groups talents by status instead of trees
    Added a new tile size option: custom, allows you to select any size between 10 and 128
    Buffed True Grit
    Changed doomed's Dark Vision to only add damage bonus inside Creeping Darkness
    Changed hate lost per turn (slower at higher levels of hate, faster at lower levels)
    Fixed some line of sight issues with doomed's Feed
    Added cursed Strife talent tree
    Added doomed Primal Magic talent tree
    Added cursed/doomed Fateful Aura talent tree
    Improved a few cursed/doomed particle effects for smaller tiles
    Balance adjustments in cursed/doomed trees
    Fixed NPC "The Mouth" to support pinning correctly
    Removed the cooldown on Extract Gems

Have fun!

PS: svn release 3839

44
As promised here comes T-Engine4 and ToME4 beta28 ! See http://te4.org/
Don't forget to help ToME by with donations( http://te4.org/donate ) !

Release highlights:
    Fixes most crashes
    Many smaller fixes
    Fixed character registration
    Much improved chat UI, scrollable, items/creature link ability, spoilers channel
    Various balance tweaks
    Reduced the length of the orc prides and hte high peak
    New unified and improved levelup screen
    New items tooltips with easy-compare feature

Expanded changelist:
    Confusion power is reduced by confusion resistance
    Many new zone specific creature tiles
    Reworked Aegis into a shield boost and replaced Contingency with Shielding
    It is now possible to create rings and amulets from unique gems
    Creatures inside the ring of blood can not see outside of it
    Reduced the four Prides to four levels instead of five
    Reduced the High Peak to 10 levels
    The Transmogrify menu option is correctly filtered
    Super high level psionic leeches can not get 0 cooldown
    Equilibrium and Paradox now show failure chance in the left pane
    Charsheet is on normal dialog background
    New levelup screen, merges both stats and talents and adds way more nice stuff. Thanks graziel!
    Dominant Will can not take control of dead creatures
    Exploratory farpotal exits can not be dug away
    Timeless does not affect timed effect with the "time" type
    Reduced chances of orc patrols
    Fix weird tiles/crash when coming back from the Fearscape or the Eidolon plane
    Conduit does not make resting infinite
    Oozes correctly reset their MOs when splitting
    Added a 10 seconds timeout to online character registration
    If a character has not been registered online the game is more lenient and can try again later
    Assigning a hotkey to a talent now removes the previous hotkey for that talent
    Mouse running will try very hard to avoid traps but if there is no way out but a trap it will walk through it
    Fix a rare random start crash
    Can not teleport outside the arena in the arena unlock
    Arena unlock NPC is now a bit more visible in Derth and will also ask the player to come talk to him
    Can not have two events at once in the worldmap
    Two new achievements related to the "room of death"
    Improved items tooltips with more color. Also when an item tooltip is show, pressing control will make it display the differences with your current equipped item for the same slot
    The Trapped! quest can only happen in some places now
    When using Dominant Will it is impossible to access the slave's inventory
    Fixed the error spam when freezing creatures
    Carbon Spikes will now regenerate over time
    Anomaly chance is now reduced by willpower like failure and backfire
    Switched anomaly and backfire chances
    Elite horrors will be more dangerous and have more hit points (but generally rarer)
    Carrion Worms are more dangerous
    Dredge Frenzy no longer costs paradox (preventing offscreen anomalies)
    Fixed precognition
    Fixed borrowed time timed effect tooltip
    Few typos corrected
    Paradox Mage unlock made easier, the future self will now cast Sever Lifeline after about 20 turns which ourights kill the target 4 turns later if still in LOS
    Disarm now requires a melee hit to work
    Dying while confused correctly removes sustains
    The last few creatures with a 20 FOV are now at 10 like the others
    The heart of the sandworm queen now grants unlockable harmoy tree if unknown, learns it if known and increases mastery if learnt
    When an NPC uses Feed on you, you get a debuff that goes away if the NPC dies or you switch level
    When changing list in inventory or store display the tooltip correctly updates
    When dropping items the inventory item description correctly updates
    Dark Tendrils correctly checks for pinning resistance
    Bosses whose artifact has alredy been generated will not be deprived of artifacts anymore
    Arcane Blades lost the Divination tree in favour of the Aegis tree
    rng.range, rng.float have now reversable parameters
    The Transmogrification Chest now correctly handles stacks
    Norgos correctly drops an artifact now
    Borrowed Time is now a time effect
    Random bosses/elites have a correct mastery level
    Fixed a crash when selling item stacks
    Rename wizard hat defender ego to aegis
    Cancelling Disperse Magic no longer casts it on you
    Unstoppable correctly prevents all healing
    Items and creatures can now be linked in the ingame chat
    Chat log can now be scrolled
    Clicking on a channel name will popup a big scrollable chat log
    There is now a "tome" and a "tome-spoiler" ingame channels
    When messages appear in the non-current channels their button will glow and the messages will not be put in the game log
    Ctrl+M shows the game log or the chat log depending on which window is active
    Shift+space allows to cycle through chat channels
    Gloves and Gauntlets artifacts now provide armour
    Levelup indicator in the left pane
    Fixed lore 2 of Lorekeeper Hadak

Have fun!

45
As promised here comes T-Engine4 and ToME4 beta27 ! See http://te4.org/
Don't forget to help ToME by with donations( http://te4.org/donate ) !
 
Release highlights:
    Many important bugfixes
    New Archmage starting zone: the Abashed Expanse
    Replaced Nature tree with Aegis tree
    Various balance tweaks
    Adventurer parties now can drop alchemist quest ingredients

Expanded changelist:
    When the player has the transmogrification chest a new "Transmogrify" option is available in the inventory item menu
    Most lore notes will not popup if already known (aka: via the sher'tul fortress library)
    Spell sustains will correctly disable when learning antimagic
    Freeze cooldown is now always 3 turns higher than the freeze duration. Damage increase accordingly so no loss there
    Ice Storm got a new, much cooler, effect
    Flameshock when using Burning Wake will leave a trail of fire of the correct shape
    Recalling out of the dark crypt on lvel 4 or before wont wrongly grant the Savior achievement
    Reduced the cost and cooldown of Ice Storm and Tidal Wave
    Fixed tactical infos for Fire Storm, now NPCs will use it
    Random zones from the Exploratory Farportal will not let you get out of the normal level range, nor let you miss the way back home
    Left pane now shows the kind and status of temporary effects in the tooltips
    Replaced the Nature tree with the Aegis tree
    When frozen the movement keys will do autoattacks to the ice
    Grids can be made passable by projectiles but not actors using pass_projectile
    Storm Wyrms/Drakes are not lonely fellows anymore, they have escorts just like all other drakes
    If the Eidolon is removed by any means from the Eidolon Plane it will instantly come back
    Human, Halfling and Elven archmages now start in Angolwen
    All non zone specific NPCs now have a proper tile!
    Archmages starting in Angolwen can now go into the Abashed Expanse
    New zone: Abashed Expanse, a part of Eyal torn away and thrown into orbit far above the planet
    Frozen now splits damage 40/60 instead of 25/75. Also while frozen you can not get any new detrimental status effects (the existing ones are kept however)
    Manaflow cooldown reduced
    Manaflow and Manasurge runes are now disabled while a mana regen effect is active (just like life regeneration effects)
    Drain will not work on oneself anymore
    Toxic Death will only spread to foes
    Fixed the jewelry creation
    Fixed the "black map" bug
    Fixed some achievements when not using shockbolt tiles
    Adventurer parties encounters are now correctly hostile
    Fixed One With Nature
    Corrected Flameshock description
    Rebalanced many Brawler talents
    Brawlers have a new talent in finishing moves (Concussive Punch)
    Removed Rushing Strike but Brawlers now can learn Rush more easily
    Finishing moves may now be used without combo points but at reduced effect
    Pugilism talents that used to grant more then one combo point now
    grant their additional combo points at talent level 4
    Increased damage scaling on most brawler striking talents
    Unarmed Training is now a class tree and based off cunning
    Conditioning tree now requires strength to learn instead of con
    Reduced Spacetime Tuning Cooldown
    Gloves & gauntlets should display correct damage mods
    Damage Smearing will now convert all damage except temporal damage into temporal damage over time rather than arcane damage
    Adventurer parties that wander the worldmap have been busy slaying stuff, they can now have ingredients for the alchemists quest
    Fixed Silent Blade
    Removed nightmare mode achievements (since nightmare mode is no more)
    Fix Arcane Eye at level 5
    No random lore appears in the random zones or in the islands of Rel
    Non-moving creatures will not try to flee
    Dominant Will correctly appears in the right click menu
    Fixed a rare combo of talents that could make a brawler random boss enter an infinite loop
    Telekinetic Leap respects the talent range
    Fixed the random crash/weird textures when coming back from the Eidolon plane
    Fixed Huge Appetite achievement
    Movement tutorial appears once again
    Frozen tooltip updated to clarify that it blocks teleport & heal
    Missing tooltips in the character sheet
    Fixed vertical doors in shockbolt tiles
    The "room of death" is the Vor Armoury is guarded by sealed doors
    Chrono worlds will now clear on level/zone change
    Paradox clone debuffs will now prevent the player from leaving the level or zone door to the past no longer increases paradox but may cause anomalies while active
    Six new vaults from the vault contest and a new unique for the winner, Burbs Lull
    Fixed a leak of particle systems

Have fun!

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