Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DarkGod

Pages: 1 ... 4 5 [6] 7 8
76
As promised here comes T-Engine4 and ToME4 beta22 ! See http://te4.org/

Piles of new stuff, classes, racial trees, zones, lores, quests and more!
 
Don't forget to help ToME by with donations( http://te4.org/donate ) !
 
Release highlights:
    * Many fixes
    * New class: the Paradox Mage, a pure caster chronomancer class!
    * New class: the Brawler, a barehanded stance-based melee combatant
    * New zones: orc breeding pits, the ring of blood, the golem graveyard
    * New quests
    * Racial trees: each race now has a racial tree further defining it
    * NPCs scale better with levels
    * Many tweaks

Expanded changelist:
    * Elandar and Argoniel now have fixed resistances, no more physical immune endgame bosses
    * Added resolvers.levelup() (check how it works on ToME's dragons)
    * resolvers.talents{} can now take a table for each talent value which specifies how and when the talent is level'ed up
    * Dragons have lost summoning; but they are now more formidable foes
    * Added an option to not have chats appear in the game log
    * Rings and amulets can now be double egos
    * New options to select UI style, font style and font size; Small screen users rejoince!
    * Fix a bug when putting on an inscription of which type you have too many already
    * Fix bloodied lore notes
    * Fix presing escape when using the Attack talent
    * Fix a bug with Extract Gem
    * Lore popups can be exited with Enter
    * Fix Arcane Combat trigger %
    * Fix Flare
    * Archery now behaves more like other bolt spells, it can be targetted to empty squares
    * Right click map menu now shows the projection path (just like when targetting manually)
    * Stealth will not make the world fully grey, itwill only tarnish the colors a bit
    * Updated the Main Menu with the new tiles and more level types
    * Zones now have material level restrictions. Gone are the days of degenerated skeleton warriors powning you with voratun greatswords!
    * Artifacts sold to shops will now be gone forever.
    * Most things that happened on actor's turn now happen on game's turn. Due to this change Movement Infusion, Lightning Speed and Step Up now provide their buff for a veyr low number of turns (usualy one or two), but since they are game turns they give ample player turns
    * Changed the drop system to a two steps system: First the game chooses the quality of the item (unique, double greater, greater, ...) and then the actual object is selected. Quality chance varies by levels and by drop source (bosses obviously drop better stuff).
    * Sunwall is no longer automatically hostile to the assassin's lair
    * Snow Giant Boulder Throwers are now distinguishable from the ground in the Daikara
    * Changed how movement speed bonuses affect actors, to prevent running into the negatives!
    * Changed the checkhit method to make low and high results more significant
    * Fix Gem Golem
    * Replace Mana Tap with Supercharge Golem for Alchemists - it will instantly bring back a dead golem to life and give it a big regen boost and damage boost
    * Lowered Celerities movement speedbonus
    * Lowered AP and Damage on Weapon Folding
    * Made the stun on Borrowed Time irresistable and lowered the actual effect duration so it coincides with the tooltip
    * Decreased Quantum Feed and Strength of Purpose stat increases but increased saving throw bonus
    * New option to disable left click movement
    * Immovable creatures can not be knocked back
    * Eternal Bone Golems changed color slightly to be visible in Tannen's tower
    * Reduced sustain cost of Quicken Spells
    * Make the Fall of Zigur reward more obvious
    * Fix tracking of Pyromancer & Cryomancer achievements
    * Fixed Derth after the lightning quest - they wont thank the mages if you sided with Zigur
    * Norgan will correctly levelup now
    * Curse of Death now fully prevents regen (not healing)
    * Orc ambushes now use a slightly bigger map with slightly fewer orcs
    * Fix Reavers dual wielding a 2h weapon and a 1h weapon
    * Traps can be placed in adjacent tiles again
    * Bellowing Roar now uses strength for the save test
    * Creatures now levelup stats as bonuses, they can go over 100
    * Rune: Speed does not take a turn to activate anymore
    * The C core is not split into a shared library (.so/.dll/...). The game executable is now a very simple runner that takes a core name and dynamically loads and runs it. This will allow the game to make updates even if the C core changes, since it can simply download the new dll and place it along the other engine stuff. This means that in the future when a module needs a version of the engine no present it will simply download it and switch to it. Same for old savefiles, they will use the current module & engine version to run.
    * Zigur arena and Derth arena now allows to collect loot before leaving
    * Middle mouse click can be assigned to talents too
    * Pressing escape on the self target dialog will properly cancel
    * Objects with activates now spend their turns after being activated
    * Fixed donation dialog
    * Fix description radius on some psi talents
    * Target passing between NPCs only happens when theyr are friendly (not neutral) toward one another. This should fix the "veneration" of alchemists in towns
    * Dropping (destroying) and item from the inventory will correctly update inventory
    * Rename Attack to Accuracy
    * The mage apprentice can not pop in a spot where it blocks your character
    * Teleport is now allowed again on the endboss fight but controlled phase door will have somewhat higher chance of fizzling
    * Reshape Weapon/Armour can not be used on quest items
    * Bloodbath now correctly resets its duration when a new crit happens, instead of decreasing and re-increasing the total life
    * Limmir now creates artifact amulets (normal ring making is still available)
    * Dominate Will does not work on Sandworm tunnelers
    * All races now possess racial talents that can be learned using generic talents
    * Humanoid NPCs now have access to racial trees, jsut like the players
    * Vaults now use the new loot table system, they improve the default zone drops and thus are guaranted to store great items
    * Psionic focus slot now has a quickslot version, and switches with 'X'
    * Aura spike damage nerfed to not scale so ridiculously with willpower
    * Thermal aura spike damage reduced to balance the huge area of effect
    * Reshaping something that already has negative fatigue no longer sets it to zero
    * Charged Leech now properly returns energy when it strikes the killing blow
    * Superhuman leap renamed and no longer causes problems when you land directly on somebody
    * Damage from auras and Beyond the Flesh attacks will now break Wild Speed
    * Leech cooldowns reduced
    * Shield of Light should no longer break when under the effects of burning hex
    * Better running algorithm
    * Recalling will fail when you can not move, to prevent being stuck on the worldmap
    * The Slime tree is back, for antimagic users!
    * Antimagic users when they get a magic escort can pretend to accept to help. The ending will be different though.
    * New fun lore about halflings
    * New lore: The Legend of Garkul, in the Gurshnak pride. This is a very long and epic tale. You *want* to read it
    * New zone encounter in the east: the Orc Breeding Pit, with some new interresting lore giving a new perspective on the orcs
    * Added new npcs: liches; they are very rare and qutie physicaly weak. But they will destroy you if you let them play
    * Most NPCs now scale better with level, they levelup their innate melee damage if they dont use a weapon and they levelup their talents
    * Reduced Bill HP somewhat
    * Bosses get a few more HP
    * Returning from the Eidolon plane now tries evry hard to place you on the map
    * Correct dwarf intro text
    * Fix bug when saving profile data would error out while saving the game
    * Prevent color bleeding in talent requirements
    * Townfolk now can have random chatter when backup guardians are up
    * New tiles for the Daikara
    * New zone: the Golem Graveyard
    * Random worldmap encounters that create an entry to a zone are now on the map (randomized) since birth (this thus does not affect "trap-door" encounters)
    * Recreated Last Hope
    * Most towns now have split shops (light armour, haevy armour, swords, axes, ...)
    * Shops now only restock upon "important" game events (which is not often)
    * Fixed Carrier
    * New quest: the brotherhood of alchemists. Go talk to your favorite aclehmist(s)!
    * Yeeks get their very own special game ending when beating the sorcerers
    * The endgame text can now vary based on various actions done in quests
    * New achievement for saving Melinda
    * Siding with the grand corruptor now has an impact on endgame text
    * New class: Paradox Mage. That's it: chronomancy to its fullest! Time manipulation, timetravel, multiple timelines, age control, ... You name it, they've got it! (Note: unlock might now be what it appears. Think paradox.)
    * New quest for Temporal Wardens
    * "Quick" weapon ego now increases weapon speed, not global attack speed
    * Dwarves dont start on a staircase to the worldmap anymore
    * Golem can not pickup plot items
    * Plot items are described as such
    * 10 new vaults!
    * New class: Brawlers, they are unarmed melee fighters with difference combat stances and grappling attacks
    * New random encounter: the Ring of Blood
    * Player tiles
    * Tactical display now has a special contour for bosses and for the player.
    * Reworked the Gates of Morning
    * Temporal Wardens no longer have access to the Temporal Archery tree but Spacetime Folding is less melee specific
    * Borrowed Time now increases global speed by 100% to account for timed effect changes
    * Foresight now only triggers when the attack does 10% or more of your hit points
    * New Spactime Folding talent, Swap. This replaces Kinetic Folding
    * Inverted Campaign and Difficulty selection on birth. Removed stupid combos (like Arena/Adventure as extra lifes never worked there)
    * Paradox damage scaling effects lessened at high and low values

Have fun!

77
Yup, and who do not use the online profile

78
Uh ?
This is a only once action, the game manages offline/online just fine

79
As promised here comes T-Engine4 and ToME4 beta21 ! See http://te4.org/

Many things in this release, making life easier, balancing, online profile, ....

I am sorry this release too a bit longer than planned and has less stuff than planned, the profile & smooth shadow took longer than expected, but then, they are neat! :)

Please note: if you do not use an online profile the game will forget your achievements and unlocks. This can be fixed by renaming your home/T-Engine/4.0/profiles/default/ directory to home/T-Engine/4.0/profiles/offline/

Don't forget to help ToME by with donations( http://te4.org/donate ) !
 
Release highlights:
    * Many fixes
    * New starting zones and town for the Dwarves (more races to follow)
    * Smooth FOV shadow: instead of a blocky rectangular look, the seen->unseen transitions will be .. smooth
    * Reworked the online profile system. The game now connects to a specific server, this will someday enable some very fun stuff, and for now this adds an ingame chat
    * Many balancing moves (Cursed should feel less godlike at high level, alchemist got more burst damage, Vim using classes get much easier time managing Vim)
    * New dialogs UI
    * Upgraded tactical AI. Things are gettign quite smart, your summons will try to avoid breathing on you, your foes will assert your weak resistances and use that to their advantage, ...
    * The Sher'Tul fortress gained a new function!
    * Many many many more lore to be found and flesh up the world of Eyal. Total lore now counts over 28 thousands words!
    * Armour and APR working changed

Expanded changelist:
    * Replaces Wildfire's Combust and Dancing Fires with Burning Wake and Cleansing Flames
    * Rod of Recall is not an arcane item anymore
    * Elves should get escort quests again
    * The (many) lore of Reknor now correctly generates, go read it!
    * Talent levelup screen separates next level info more clearly
    * Upon arrival in the Eidolon plane player ressources are filled up (or down acordingly)
    * Mindslayer auras do not work on the worldmap
    * Left click talent does not work on the worldmap
    * The orc prides can scale to higher level
    * Resting when all ressources are at maximun will trigger resting for cooldowns
    * Vaults will block detection again
    * Zigur will not offer the antimagic quest when it is already done
    * Refusing antimagic quest will not prevent changing your mind later
    * New game icon
    * The Orb auto ids blue items too
    * Bill can not be cut off from the level
    * Escort portals should be again visible in ascii mode
    * Scatter Shot can not bypass stun immunity
    * Vor Armoury will not kill its own wyrms
    * The lumberjacks are back in the lumberjack town
    * Added Zigur lore
    * Automated error reporting within the game (module independant)
    * Staff of Absorption is now two handed
    * Kinetic Aura spikes are now beams, and Thermal Aura spikes are now cones
    * All auras can be deactivated without triggering a spike by targeting yourself
    * Boosted Conduit damage multiplier given by additional talent points
    * Increased crit boost from Perfect Control
    * Telekinetic Smash applies Conduit damage if Conduit is sustained.
    * Will and cunning affect damage and accuracy of Telekinetic Smash
    * No more than two shields and two auras can be sustained at once.
    * Highly Trained Mind info text changed
    * Conduit only affects the telekinetically wielded weapon
    * Leeches talents get reduced cooldowns with additional talent points.
    * Mindslayers get less health per level
    * Reshaping talents nerfed
    * Shattering Charge automatically spikes Kinetic Shield
    * Nerfed shield spikes and shield efficiency.
    * Clarified shield talent info texts.
    * Matter is Energy regens energy every turn for X turns
    * Mindhook now cancels and explains why if you use it on a target out of range
    * Corona will deactivate when it tries to fire a bolt without enough energy
    * Sapphires now have the correct tile
    * Fix inscriptions on the online chardumps
    * Zigur shops now only sell items powered by nature or craftmanship
    * Zigur shops now sell much better loot
    * Stores now stock much better quality loot and will update with the player level (within limits of the towns)
    * Shaloren start with runes instead of infusions
    * Enabled selling again, gems still sell at a high price, other stuff less (as before)
    * Most stores have much better stuff to buy
    * Reduced drops
    * Derth has been transformed!
    * Running will not pop up the annoying dialog anymore
    * NPCs that can not breath under water will not be generated under water
    * Two handed weapons say so in their descriptions
    * Most town stores respect their town factions now
    * New *awesome* farportal tiles
    * Temporal Wardens now start with the bow tree instead of utility archery
    * Replaced Avoid Fate with a new talent Foresight
    * Moved Perfect Aim to the Temporal Archery tree and replaced it with Daja Vu
    * Moved Celerity to the Speed Control tree
    * Moved Entropic Field to the energy tree
    * Dimensional Step now gains more range with talent points
    * Phase Shot is now a single target temporal shot that bypasses terrain and other obstacles
    * Quantum Feed and Strength of Purpose now add some Physical and Spell saves
    * Damage Smearing duration increased
    * Echos from the Past now does much less Echo damage and some base Temporal damage and has a larger cone starting out
    * Jumpgate now has a range attached to it rather then working everywhere on the level
    * Balanced range and cooldown on several Paradox Mage spells
    * Increased the duration on Time Skip slightly
    * Particles scale correctly with map size
    * New smooth FOV shading (aka fog of war). Instead of being squares it will smooth transitions between seens and unseen tiles (only works with opengl framebuffers enabled)
    * Cuirass of the Thronesmen now has a fatigue value
    * Summertide Phial also lites the player's tile
    * Some zones now have a (purely cosmetic) day/night cycle
    * The game now starts at 11h instead of midnight
    * Onetime worldmap encounters can not be dismissed by a missclick
    * Double greater egos have their own special color (because player love colored loot!)
    * Armour and Defense are shown into actor tooltips
    * Channel Staff does fire damage with fire staves
    * New melee oriented Temporal Warden tree: Spacetime Folding
    * Several Chronomancy abilities are now sustains
    * Anomalies can no longer occurr in the Eidolon Plane
    * Time Skip and Borrowed Time swapped positions in the Time Travel tree
    * Corona should no longer hit the player
    * Retribution description clearer
    * Price of ego ammo is now more correctly aligned with other egos
    * Cant nager npcs by not doing them any damage
    * Deep Wound correctly gives credit to the attacker
    * Fixed Disruption Shield while silenced
    * Fixed summon control ending while the player is dead
    * Tidal Wave can not be recast before it ends
    * Fix Smoke Bomb when cast on the player
    * Arcane Combat and Shadow Combat will not trigger if not enough mana, this preventing disabled other spells because of those
    * Archers and Slingers now have the passtive combat training by default and the activet one can be learnt
    * Dual Arrows cost 0 stamina
    * Aim, Rapid Shot, Heave and Slow Motion sustain cost reduced
    * Critical Shot replaced by Relaxed Shot, which replenishes stamina
    * Halflings are really not all nice people, they can now be corrupters
    * All Summoner's summons now inherit APR, stun/blind/pin/confusion immunity
    * All Summoner's summons now are not limited to 100/stats
    * Summoner's Jelly now absorbs 10% of all incomming damage and uses it to replenish it's master's equilibrium
    * Summoner's Helly summon cost reduced
    * Fix arena zone music
    * Optimized low level lua IO code (which was my mistake), it should load faster now
    * Tweaked garbage collector settings, it should be better for people who had huge lag spikes
    * Alchemist Infusion talents now also turn all fire damage done into their elements, thus making Fire Alchemy much more viable
    * Unnatural Body: fixed (not percentage based) life gain, 50% global healing penalty
    * Seethe: gives more hate, shorter cooldown
    * Dominate: Increased odds of success
    * Life Leech: fixed (not percentage based) life gain, maximum total life gain per turn
    * Rampage: Shortened duration
    * Doomed: Increased damage for many talents to speed the pace of the game.
    * UI elements have faint animations
    * Nagas got new tiles
    * Profile system changed. There is now two profiles "offline" and "online". If the game module validates then data is saved into the "online" profile, if a connection is available (and account logged in), it will sync with the server. Otherwise data gets put into the "offline" profile. Things like unlocks and achievements will be loaded from both profiles when module is invalid and only from the "online" profile when it is valid. This means that is you have no internet connection you will play from the "offline" profile. If you have a connection you will play from the online profile, even if you are not logged in. (and it will sync later if you do). Data from "tained" module versions will never "bleed" online but data from online will always "bleed" offline, so you get the best of both worlds. This might sound a bit complex but it should Just Work(tm)
    * Changed the main game fonts, test them out!
    * Unique tile for the Spellblaze Crystal boss
    * Can not loose double resonating diamonds
    * Linaniil can not appear in the ID
    * Eruan got nice palmtrees tiles
    * Renamed duplicate technique trees
    * Items without resistances wont sometimes show a resist line
    * Added 25 new room shapes by burb lulls
    * Switched Shield Wall and Repulsion
    * Shield Wall now reduces damage done by 20% instead of reducing attack/damage by flat values, making it more usefull at lower levels
    * Armour values are no more flat reductions of damage, instead armor deducts a % of the incomming damage, this means that super high armour values can not cheese out some npcs but no npc can cheese out the player either
    * APR follows the same idea as armour
    * Backup guardian are correctly scaled in insane mode
    * Fix critical power modifiers
    * Vim now automatically increases when a foe is killed by 1+WIL/10; making Willpower useful for Corrupters
    * Anorithils escorts teach the Light tree instead of Hymns
    * Bathe in Light now also lites up the affected area
    * Chant of Light increases lite radius
    * Reduce bonus from hymn of perseverance
    * Massive talents update to include more tactical info for the AI, big thanks to Yufra
    * Engine change: friendlyfire is now selffire, and friendlyfire defines if your *allies* are hit
    * Tactical AI using NPCs will be less likely to keep hiding in corridors, they'll get into LOS to try to pound you (but then you can thus pound them too)
    * Tactical AI now has parameters to avoid friendly fire
    * Imporved the effect of Blood Sacrifice
    * Switched Drain and Blood Sacrifice
    * Killing a creature with a vim using talent will refund that talent's cost
    * Corruptors now start with Drain instead of Blood Sacrifice and Blood Spray instead of Blood Grasp
    * Added new lore: scintillaing caves, a tale of zigur, and a complete history of the orc race (found in the Prides)
    * Added lore to the Maze; archmages, take heed of the warning!
    * New lore to Kor'Pul
    * New lore: Spellhunter's guide
    * Melee attacks are now routed throught a talent (invisible to players) so that the tactical AI can prioritize it correctly
    * Tactical AI using party members can be given talent priorities to use (or disabled from using some talents completly)
    * New lore, myth of creation for humans & elves (only the respective race can find it)
    * Added many new artifacts, some specific for antimagic users
    * New bow artifact
    * Undeads can not be Wilders
    * Nature's Call summoned bear now has a tile
    * Rogues now start with Trap Mastery
    * Players with Trap Mastery would do well to investigate the maze, they might find something interresting down there
    * The Sher'Tul Fortress gained a new function: talk to the shadow butler and gain the Transmogrification Chest which is both a way to power the fortress for further functions and a way to turn unwanted items into gold without having to come back to a shop.
    * Added special lore inside the Infinite Dungeon campaign
    * Actor:takeHit() also returns damage actualy taken
    * Rearranged the Mental Discipline tree
    * Buffed Highly Trained Mind
    * Made Mindslayer auras less costly to sustain
    * Use on_pre_use for disallowing Mindslayer shields and auras
    * Shields now apply their reduction to incoming damage before resists
    * Mindhook cooldown reduced, and reduces further with talent level
    * Telos's Staff Crystal has wielder properties that match its imbue properties
    * Disruption Shield can never be negative
    * Stores refill after killing a boss
    * Removed old unused NumberBox TextBox Button ButtonList classes
    * Dialogs UI update
    * Lore found is displayed in a parchment like dialog, sometimes with bloodstains!
    * Merged the two parts of the troll and necromancer poems into one
    * New dwarven starting zones and town
    * Right click on the minimap will now scroll the map
    * Gaining the achievement for Wildfire, Storm, Ice and Stone talents while playing an archmage will teach them to the current archamge
    * New lore to the Rhaloren Camp and the Sandworm lair
    * New lore: myth of creation by the halflings (only findable by halflings)
    * New lore: correspondance between two .. great .. adventurers
    * The fall of Zigur quest now rewards Hexes instead of Vim tree
    * New lore: how to become a Necromancer
    * When ran for the first time the game will maximze as much as possible instead of using 800x600
    * Store UI now uses teh same method as inventory: double columns with tooltips
    * Actors now start with 150 Paradox so new players have more leeway before they start blowing themselves up
    * Failure, Backfire, and Anomalies don't start happening until 200, 300 and 400 paradox
    * Added gamelog messages for when paradox thresholds are crossed.
    * The Dark Crypt counter now is 20 turns instead of 30 but each time an acolyte is killed the counter will go up
    * Antimagic users rejoince! Movement infusions have been buffed, they now provide a "Lightning Speed"-like effect, granting very high movement speed for a few turns and thus can be used as escape mechanism
    * Currently equiped comparaison tooltip working again
    * New lore to the ancient elven ruins
    * Fix the extra project tile bug and updates a few talents that were using canProject incorrectly
    * Adds support for damagetype/resistance checks to the tactical AI
    * Added cut_immune to ghosts
    * Fix some FOV errors in cones
    * New tiles for some artifacts
    * Fixed tannen tower, I think
    * Explosion Expert now increases the damage done by the bomb if the affected zone is less than the theorical possible zone. AKA: firing it in small rooms or cooridors will make BIG BOOMS !
    * Breaths and cone attacks can be targetted at any angle now
    * Online profile system updated, the game is now connected to a special server
    * Profile update now allows for inter-user chats, check out the new user chat pane, press ctrl+space to switch and space to talk
    * Replacing inscriptions will keep existing keybind
    * Ignore escape in text/numberboxes

Have fun!

80
Temple of the Roguelike / Re: Send your banners!
« on: February 28, 2011, 12:06:51 AM »
And one for ToME4!


Link to http://te4.org/

Thanks!

81
As promised here comes T-Engine4 and ToME4 beta20 ! See http://te4.org/

This release focuses on some bugfixes and gameplay improvements (and even more super tiles!)

Don't forget to help ToME by with donations( http://te4.org/donate ) !
 
Release highlights:
    * Many fixes
    * Yeek starting zone somewhat more easy
    * New starting zones and town for the Shaloren (more races to follow)
    * New particle engine that should lag less on multicore CPUs
    * New Fighter tree: Battle Tactics
    * Temporal Warden upgrades to make them easier to start
    * Many quality-of-life improvements

Expanded changelist:
    * More sweet tiles!
    * Fix artifact duplication when golem picks them up
    * Fix Dominant Will talent tooltip
    * Melee attacks now display a visual feedback
    * Murgol Lair now has a stair up on level 1
    * Ritches in the Ritches tunnel now have only 40% fire resist
    * Trap damage randomization changed so they do not get 100 or more damage at level 1
    * When hit a creature now has a quick visual indicator that it is it, like blood stains. All creatures have their own blood color (most are red but not all, even some player races :) )
    * Reworked talents in Shadows to make developing shadows more fun and useful.
    * Replaced Feed Life (passive boost to feed that steals life) with Devour Life (steal life attack used while feeding)
    * Minor fixes and tweaks to Doomed/Cursed.
    * Changing stats should correctly update life/mana/...
    * Firebeam talent range set to 7 instead of 70...
    * All egos/artifacts now have a line defining what kind of power made them (nature, arcane, master craftsmanship)
    * Curse of Magic quest changed: Now doable starting from level 10 it will not request that you level without magic, instead upon entering the challenge all magical abilities and items will be forever disabled for the character
    * Resolve is now learnt at 1/5 when learning antimagic
    * Antimagic will forever prevent the use of spells, corruptions, runes, divine talents and arcane powered items
    * Can not escort magic people when you have been trained by the ziguranth
    * Portal to Angolwen will be disabled if you use antimagic
    * The mage apprentice will have an appropriate reaction when meeting an antimagic character
    * Bill in the Trollmire can only get a wild or heroism infusion, no heal or regenerate
    * Ben should correctly appear in the temporal rift
    * Temporal rift is only usable once
    * Temporal rift zone is less dark
    * Fix crippling shot description
    * Autopickup gems
    * Resting in water will not suffocate you to death
    * Fix a possible bug when accepting the Grand Corruptor quest
    * Fix crash in the shadow crypt
    * Golem Power works even on the first talent screen
    * Hymn of Detection now grants some stealth and invis detection
    * Paradox cost scaling reduced and paradox costs rebalanced
    * Temporal archery tree adjusted
    * Speed-control tree adjusted
    * Temporal wardens should be more playable at level one
    * Pickaxes can be hotkeyed even with one in inventory
    * Aeryn in the endfigth will not get angry to the player
    * Resurrecting now happens on the spot of the last party member death
    * Creatures summoned by summoners now also are affected by summon destabilization
    * Humans, Halflings, Dwarves and Elves now start with the Orb of Scrying directly
    * Yeeks have a talent to merge their mind with the Way to identify stuff (and also grant passive mundane ID as the orb)
    * Undeads have a talent to recall their past life memories to identify stuff (and also grant passive mundane ID as the orb)
    * Adventure mode resurrection changed, the player is now taken to an other plane where she/he can rest and then go back
    * Meditation works around friendlies
    * Summoners do not start with a useless staff
    * The game will not switch to development profile if online profile is not logged in
    * Reduced a bit the alpha channel of clouds in the Old Forest
    * Stairs/ways/.. now appear again on the minimap
    * Fixed psionic gem wielding when the gem has no material level
    * Insane mode changed: Removed damage bonus to NPCs, instead they get higher talent levels
    * Insane mode now does NOT increase the level of objects
    * Cause of deaths are correctly logged again
    * Tweaked the colldown of some infusions/runes
    * Escape works to cancel yes/no popups
    * Keen Senses and Arcane Eye switched places
    * The temporal rift bosses now are blood linked
    * Epidemic now reduce the target's healing receieved
    * The Storming the City quest can be alternatively completed with the help of Zigur
    * Killing the Shade or Bill correctly triggers the quest for people who did not have it yet
    * ActorProject can now use a "args" field to it's particle settings
    * Reduced the stat effect on NPC runes/infusions
    * Flying texts will not appear over unseen targets
    * Infusions/Runes are now affected by staturation effects. If used quickly in a row their cooldown increases (a little)
    * Psi talents do not always deactivate at 0 energy
    * Infusions/runes on bosses have longer cooldown
    * Rod of Recall will not drop in tutorial mode
    * Disperse Magic only works on spell sustains
    * The portals in the endgame correctly disable with orbs of command instead of the orb of many ways
    * Fix Moon/Star pairing
    * Life regen is now affected by healing factor
    * New infusion: Insidious Poison, spit a bolt of poison at the target, doing nature damage per turn and reducing healing received
    * Orc wyrmics/soldiers base level increased to 10 (they should not appear in the trollmire)
    * New Fighters high tree: Battle Tactics
    * Shaloren start in their own zone (the Scintillating caves)
    * NPCs have a limit on the maximun types of inscriptions they can get at once (like they can never have more than one healing, never more than one protection, ...)
    * ESP is only computed when needed
    * New town: Elvala, the Shaloren home city
    * New zone: Rhaloren Camp, second Shaloren starting zone
    * Undeads can not use Infusions
    * ui.Checkbox control
    * Particle engine optimized some more to compute stuff only when needed
    * Overhauled the particles code, most particle computations now run in separate thread(s), this should prevent them from lagging the game on multicore CPUs
    * Detect number of CPUs and create particles threads accordingly
    * Weather disable option
    * 60% of will and cunning now used to determine Beyond the Flesh damage
    * Swapped Shield Discipline effect with Absorption mastery effect
    * Swapped Aura Discipline effect with Projection mastery effect
    * Augmentation tooltip fixed, nerfed slightly
    * Base shields don't absorb as much energy per point of damage. Spiked shields absorb much more.
    * Auras drain less energy
    * Base shields nerfed, spikes buffed
    * Base shields absorb lower percentage of incoming damage
    * Spiked shields apply to 100% of incoming damage
    * Nerf Reshape Weapon slightly
    * Reshape Weapon and Reshape Armor have 0 cost
    * Shields don't use turn
    * Auras do more damage
    * Arena update, Ziguranth inside should not be friendly
    * Random birth selection is noted in the log
    * Removed the line in the yeek wayist dialogthat can fail the unlock
    * Rush now apply a small daze on hit
    * New video option: gamma correction
    * Fix mold vault
    * Poison water now poisons
    * ActorResource can now set a minimun on ressources
    * Equilibrium from sustains can not be lost with meditation
    * Thermal leech uses a new, more appropriate damage type
    * Updated leech talent tooltips for clarity
    * Increased damage of Charge Leech
    * Increased duration of Thermal Leech's freeze effect
    * Fix Reflective Skin
    * Object that activate for talents wont trigger the cooldown if the player has that talent
    * NPCs controlled by yeek powers give exp for kills
    * Maybe fix random blackscreen
    * Beyond the Flesh works with artifacts
    * Wielding a weapon telekineticaly wont prevent wielding normal ones
    * Many spelling fixes
    * Default gamma correction set to 1.2
    * Trollmire clouds project their shadow on the ground
    * Hexes do not affect the caster
    * Tweaked the endgame bosses
    * The endgame boss zone has been put in its own level, things should not teleport out
    * Mouse wheel works in the hotkey panel
    * Socketing your golem does not use the whole pile of gems
    * Move the project up a level because I'm freaking sick of the extra layer every single timemac
    * Savvy talent grants the correct experience bonus
    * Fixed material level on some artifact gems
    * Talents resolver can resolve subresolvers
    * Fix loading saves on windows when the user has unicode in his windows username
    * Prevent timed effects from being removed multiple times
    * Can not set traps over traps
    * Fix rare sandworm tunnelers bug
    * Add a correct description to the Yeek Wayist
    * Murgol Lair and the Ritches Tunnels have a much higher ratio of lite rooms
    * Add shield damage description
    * Improved the contrast of the party icons life bars
    * Party icon tooltip now indicates life
    * Mouse run now avoids traps
    * Running now only stops when on an object, not twice
    * Running over an object only stops the first time you run there
    * Fix hotkey 8 of the third page
    * Fixed giving the staff of absorption to the apprentice mage (and added some more effects to it)
    * New achievement for giving the staff of absorption to the apprentice mage
    * Beyond the Flesh will not work on the worldmap
    * Shield Wall does gradual stun&knockback resist

Have fun!

82
As promised here comes T-Engine4 and ToME4 beta19 ! See http://te4.org/

This release is huge. I mean HUGE.

Two new classes, one new race, party system, gfx niceness, you name it, it's in there!

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

 
Release highlights:

    * Many fixes
    * Many UI improvements
    * New class: Mindslayer, a psionic class that erects mental shields and dive into battle, swinging a balde with his hands and one with his mind
    * New class: Temporal Warden, protect and use the timestream, use both archery and melee attacks, create temporal distortions and even travel back to the past!
    * New race: Yeek, a puny looking race, with a big mind. Yeeks are natively powerful psionics, united in a global psionic network. They have their own starting area
    * Party system: Sometimes during your adventures you can meet new party members, or start with them, or summon them. It can be used to either fully control them or give them order
    * Reworked Alchemist class: Taking fully advantage of the party system the alchemist golem has grown in power and usefulness
    * Many graphical improvements, 64x64 mode, new tileset (not by default yet as it is not complete)
    * Better AI: bosses and elites now have a much betetr AI that will analyze their current options and needs and act accordingly
    * Most sentient creatures are smart enough to use infusions or runes, so now they have them
    * New zones to discover: halfling ruins, the island of Rel, the temporal rift
    * Changed the economy: shopswont buy your filthy stuff, they are only interrested in gems and artifacts, but buy them at a much higher share
    * Rewrote most of the OpenGL code, it should be faster now
    * And many more, come and play !

Expanded changelist:

    * Added pockets of air bubbles on the flooded level of the lake of Nur. Beware, they will not last forever
    * Renamed the 6th old forest note
    * Added an achievement for owning the "house"
    * Going up from level 2 to 1 of the lake of Nur works correctly
    * Archmage unlocked schools have the correct mastery value
    * Cyst Burst & Epidemic only replicate diseases on hostiles
    * Tooltip over simple terrain is now of the correct size to show the full name
    * Hotkey display now shows the page number
    * Can't teleport inside the fortress
    * Switched the font used by 16x16 map modes
    * Sustained talents that are on cooldown show as such in the use talent dialog
    * Fix Nova
    * Arcane Eye is now usable in the right click map menu
    * The sandworm queen will not always appear in the first room
    * Sand tunnels are now correctly strengethed by passing sandworm tunnelers
    * Grgglck the Devouring Darkness will now invoke tentacles every few turns, not at random
    * Encumberance column on item lists is now showing the total for the stack
    * With smooth movements on npcs will not appear to "jump" when they enter visual range and stealth npcs should work correctly
    * Sling talents correctly show that they do take a turn to use
    * Each reason of death is recorded in the online charsheet
    * Glyph of Repulsion has the correct requirements
    * Golem starting equipment is identified
    * Equipment/Inventory dialog now shows item stats using the classic tooltip
    * Made tooltips much faster, moving the mouse over the hotkeys list should not lag anymore
    * Tooltips now internaly use tstrings, you can pass a tstring to Tooltip:set()
    * Disruption Shield ratio tweaked somewhat, cooldown added
    * Displacement Shield absorption hugely increased to be in line with runes
    * Time Shield absorption hugely increased to be in line with runes
    * Switched position of Time Shield and Time Prison
    * Fixed Displacement Shield to not dro prematurely
    * Killing your own escort is worth a few points of experience
    * Phase Door range starts smaller
    * When Phase Door fizzles you get a random blink instead of nothing
    * Shuffled Temporal talents around
    * Resurrecting now ensure the player has enuogh energy to act first
    * Fixed a golemancy bug when no ammo is present
    * The Shadow Clone of the player has some less life
    * Add a "party" code framework, allowing you to have multiple creatures in a party and assume direct control of one of them (and switch at will)
    * Summon Control is now a passive that allows summons to be part of the party, increases dureation and reduces damage taken
    * Default keybinds: F1-F8 for quick select of party members; ctrl+tab for popup
    * Clicking on the creature "portrait" in the left side pane will transfer control
    * Stop resting/running when dead
    * Added ActorTalents:getTalentCooldown()
    * Party control can be switched by right clicking on the creature on the map too
    * Quests are now always done for the main character of the party
    * Blinding Speed does not take a turn to activate anymore
    * Mark of the Spellblaze now has a way back from level 2
    * Pressing the stay command while targetting will return target to the caster
    * Sindar ego renamed to Thaloren
    * Congeal Time correctly reduces speed
    * Talents that do not take a turn to use are not affected by confusion effects
    * Bear tiles
    * Arcane Combat will project beaming attacks as far as possible without hitting friendlies
    * Crypt of Kryl-Feijan quest will not succeed wrongly
    * Meditation provides the correct amount of equilibrium
    * Changed default binding for hotkey 11 from ) to -
    * Flare talent does not use two turns
    * Updated tutorial texts
    * Kill message is now displayed in bold
    * New mouse cursor
    * Map:setViewport lost its multidisplay parameter (it was useless). That was the one before the last
    * Overhauled the graphic mode selection (settings are reset), you can now select tiles & size independantly. Added a 64x64 mode
    * New tileset started by Shockbolt, looks the best in 64x64
    * Characters start with a pickaxe in the infinite dungeon
    * Water breathing is not permanent now
    * Increased bloated horrors minimun level
    * Changed the maximun range/sight for players & NPCs from 20 to 10, thus reducing the offscreen rays of deaths, increasing tactical value and allowing for bigger tiles
    * Fix Inferno tooltip
    * Move Actor:attr(), Actor:addTemporaryValue(), Actor:removeTemporaryValue() and Actor:onTemporaryValueChange() to Entity
    * Fixed duplicate uniques
    * Talents learned with escorts are correctly set to 0.7 mastery
    * Eliminated dead-end doors in the Roomer generator
    * Map smooth scrolling
    * Summoners now get 1dex/0con and Wyrmics 0dex/1con
    * Archmages now also get a portal on the worldmap to Angolwen
    * Overhauled all Alchemist golemency talents. Golem is now fully controllable (using the party commands). When the golem levels up it gains stat & talent points that you must spend on it to learn golem specific talents.
    * Added luadocs for core.* functions
    * Party members that can not be fully controlled may still sometimes be given orders. Selecting them will popup the order dialog
    * Escorts are now part of the party, they can be ordered to wait for a (short) while and to indicate the portal direction.
    * Right clicking on party memebr on the map will allow to give orders when possible
    * Fix objects not recharging (I think)
    * Swallow now performs a melee attack (doing nature damage), if it succeeds the swallow check is made, if it was killed by the attack it is swallowed automatically
    * Halved Swallow cooldown
    * "forest_clearing" room generator will floodfill to ensure are are no 1x1 spots insolated from the map
    * Nerfed Blood Fury and Curse of Vulnerability
    * Sandworm tunnelers now do not travel in diagonal, and do not always take the shortest route
    * Renamed difficulties again: Discovery/Aventure/Roguelike/Insane
    * Updated most egos, added many (and many greater ones)
    * Prevent a bug when using easy/normal mode resurrects in some corner cases
    * Shield Pummel's first attack is now also affected by shield expertise
    * Do not de-activate equilibrium talents on levelup
    * Changed Feed Shadows to a passive talent that increases attack, damage and gives hate back to the player when a shadow kills.
    * Replaced Punishments' Cursed Ground with Infectious Thought (an attack that can spread to other nearby targets)
    * Changed Punishments' Agony to ramp up damage over 5 turns (no longer based on proximity to caster).
    * Reduced hate cost of Deflection
    * Increased duration of a summoned shadow from 100 to 500
    * Increased Willful Strike and Blast damage
    * Fixed problems with shadows and feed effects not disappearing after leaving the level.
    * Main menu will not consume ressources if background anim is disabled
    * Randarts are now created by combining egos + random powers
    * Physical talents are disabled if no correct weapon is used
    * Faerlhing get more mana
    * Stealth now takes no turns to use
    * Stealth now also teaches a new talent "automatic stealth", as long as it is active the player will auto-enter stealth when conditions are good
    * Textzone now correctly cuts text based on font style
    * Reduce the level at which runes of shielding start appearing
    * Updated Alchemists description to better fit the class
    * Bext change ever: bumping walls does not consume turns
    * Reduce most creatures (both NPC & players) damage done by about 25% - reducing oneshooting factor which aint quite fun
    * Improve the effect of stats on physical/magical/mental saves (and denote them correctly on tooltips)
    * Constitution bonus to life reduced a bit but it now also provides global damage reduction%
    * Added Combat:combatTalentStatDamage()
    * New campaign: The Arena. Fight on the sandy grounds of the arena to prove your worth. Defeat your own previous champions! Unlock available in Derth. (thanks to Hetdegon!)
    * Stores will now refuse to buy your filthy items, probably still covered in blood!
    * Stores now buy only shiny gems are unique items, but they do so at a much better share.
    * Price of gems increased tenfolds
    * Increased the price of bill's tree trunk & the staff of kor
    * Upped the minimun level for the cryp of kryl-feijan
    * Fix FOV to not loop/crash over borders (fixes Quake)
    * Adventure mode only gets 7 lifes instead of 11
    * core.fov.calc_*() now take the map size(w, h) as third and fourth parameters
    * Nicer looking UI
    * Gave specific colors to grushnak orcs
    * Evasion talent does not require stamina anymore
    * Rush cooldown now reduces with talent level
    * New tactic AI. It will be used by elites and bosses mostly. It asserts the current situation, determines needs and capabilities and uses them accordingly
    * The sentient creatures of Maj'Eyal have created a loby to counter the players. They demand to have access to random runes and infusions. Their demand has been fulfilled!
    * Most bosses and elites now use the new tactical AI
    * Most bosses now have their share of infusions/runes (depending on the boss)
    * Game ends when all controllable party members are dead. (But not all are allowed to switch zones, dont get your hopes too high)
    * Removed Packing talent tree
    * Water stairs do not provide air anymore
    * Moon and Star (the artifacts) are now a pair and will provide additional bonus when used together
    * New artifacts!
    * Tweaked some Alchemist talent costs
    * Object requirements are currently colorized again
    * Controlled phase door rune is now subject to fizzle when blinking out of LOS, like the spell
    * Talents that can not be used will only grey out after the cooldown has elpased
    * Left click on an hostile target can now be bound to a talent (archers get it bound to Shoot by default)
    * Alchemist Protection tooltip now reflects the fact that it does protect the golem too
    * Channel Staff now ignores friendlies (it will pass over them harmlessly)
    * Clicking on the minimap now makes the character run to this spot
    * Updated Maj'Eyal and the Far East map to be more "meaty"
    * Repulsion has a slightly greater knockback distance and will also daze any targets affected
    * Fix Shadow Blast damage
    * Optimized OpenGL drawing code: use vertex arrays instead of immediate mode; removed some useless calls; remvoed debug code from shaders
    * Reworked how the minimap works, Entities now can have a setupMinimapInfo() method that is called by the map code. If you use a special map update code, have a look at Map:updateGrid to make your code up to date
    * New race: Yeeks - look out for some new ruins on the map
    * New starting zones for the Yeeks
    * The Rod of Recall is now dropped by the first boss killed
    * Archery talents now give a correct range
    * Sandworm tunneler should finaly strengthen existing tunnels
    * Actor:setEffect() now rounds its duration *UP*
    * Archery now correctly uses attack bonus from ammo
    * ESP will not make the out of LOS display "flicker"
    * Weather effects: A few zones now get clouds, sand storms, ... moving over them
    * New class: Mindslayers. The yeek's frontline figthers, mindslayers are powerful psionics that use their powers to enhance their melee abilities. They can psionicaly wield a second weapon and erect powerful auras. *beware this class is not easy to play*
    * Inventory window now displays a currently equiped compare tooltip if available
    * Nerf flurry somewhat
    * New class: Temporal Warden. Protect and manipulate the timeline. Instantly switch between ranged and melee combat. Time travel (to the past!)

Have fun!

83
As promised here comes T-Engine4 and ToME4 beta16 ! See http://te4.org/

Not everything I wanted to have is in this release but my life is a bit complicated currently, not much free time until the end of the year, so those 118 lines of changelog will have to do ;>
Release highlights:

* Online automatic character-sheets: all your characters will automatically be uploaded to te4.org
* New class: the Doomed
* New trees for Anorithils
* FOV code speed improvment
* Persistent hotkey assignements when quickbirthing!

Expanded changelist:

* Can not be stuck on tannen tower
* Positive energy is magic!
* Z'quikzshl the skeletal mold has been demoted from Boss to Unique rank
* The Rod of Recall is now dropped by Bill. Rejoice!
* Many typos!
* Removes mentions of some left over tolkienian names
* Warning about the crypt danger
* Custom mouse cursor support (disablable in the video options)
* Infusions & Runes can be used while silenced
* The game now computes "keyframes", those are the number of reference frames displayed. Simply this means that particles effects and such that are dependant on being called 30 times per seconds now work independantly from actual FPS.
* Game:display() now receives a "nb_keyframes" parameter, it should be passed to to the map an other such things (see the example module, it is easy to update, although technically not needed)
* Requested FPS can be changed in the video options
* Do not pop artifact quest in the ID
* Maximun OOD creatures set to 6 in the infinite dungeon
* The Ruined Dungeon is now persistant
* Reduced the power of melee projection on randarts
* Artifact bows/slings have default ammo
* Fixed Dark Ritual
* Inscriptions are now displayed in character sheet and dump
* Creating a new incription slot correctly consumes the infusion/rune
* Made it clear that overriding an inscription deletes the old one forever
* Added new lore to Tol Falas, I am sure you'd love some undead poetry, wouldn't you?!
* Renamed Tol Falas the Dreadfell
* Infusions & Runes items now have a more descriptive name
* Infusions & Runes variable values should scale better with levels
* Randart themened name will be determined by the theme that has the higher powers in the randart (out of the possible theme names, not all themes have names)
* Wild Infusion will only clear detrimental effects
* Fixed spell crit multiplier increase
* Aeryn in the endfight is a big biffier
* Fixed cooldown for Cursed's Rampage
* Disable equipment destruction by elemental attacks
* Greatmauls now have the same attack speed as other weapons
* Fixd the duplicate hotkey binding in the third hotkey page
* Bad (online)profile data wont prevent load
* Twilight gives the correct amount of Negative enegy
* Forbid lore items in place of unqiues
* Wands of trap destruction are much more effective now
* Renamed Stalactitic Missiles to Earthen Missiles
* Improved antimagic quets description
* Switched Explosion Expert and Alchemist Protection
* Talent category points now increase mastery by 0.2 but can only be sued once per category (instead of twice 0.1)
* Ametrine correctly lights the target area when used with Throw Bomb
* Fix bone shield, probably
* Fix Brandish description
* Runed Skull wont prevent using Imbue
* Fixed Martyrdom
* Added an achievement for killing Harkor'Zun
* Corrupted talent description update
* Gave a unidentified name to all artifacts
* Reworked Nightmare and Insane difficulties. Instead of weakening the player they will generate much nastier monsters. You have been warned.
* Demon Plane can only be cast on or by the player
* Bow & Sling specific talents only work with bows or slings
* Fix random/rare crash when saving
* Fix Vestments of the Conclave
* Sand tunnels will be strengthened by a second tunneler passing by
* Improved the speed the NPC FOV calculation, should lag less on crowded big levels
* Absorption shield talents now provide more info in the corresponding tooltip when activated
* Demon Plane should not work on players possessing creatures
* Updated online profile creation to work with the new te4.org website
* Even if bosses are killed by non-actors (like traps or suffocation) the player gain exp
* Using magic will correctly put on cooldown all antimagic talents
* Hate regen (loss) lies on an exponential curve. Above 10 it falls very quickly. Below 5 it falls pretty slowly.
* Hotkeys assignements are now remembered when doing a quickbirth
* New achievement for killing Bill at character level one
* Fix Geomancer's life rating
* Reading lore does not randomly turn the font italic or bold
* Renamed Trollshaws to Trollmire
* Advanced Golemancy requires higher level
* The Demonic Orb of Many Ways is identified as such when discovering the trickery
* Entities can have a "__position_aware" flag to tell the map code to store their position in x/y properties
* Infusion/Rune scaling is shown in talent info
* canProject() returns 2 additional values, the explosion coords
* Great many typos fixed by greycat
* Improved talent tooltips
* Demon Plane can not be used in zones forbidding worldportation
* Domniation Hex is removed if the target is damaged by the caster
* Automatic character sheet upload to http://te4.org/ each time the game is saved. The charsheets are then visible online, with colors and tooltips!
* Character Sheet dialog now provides a link to the online character sheet url
* Increased healing from shield of light on the lower end
* Rebalanced shield of light positive energy drain (now drains up to 2 per hit instead of a flat 3)
* Fixed Brandish targeting
* Rebalanced Providence (lower duration but more healing, should encourage investing more then one talent point into it without it being worthless at one point)
* Fixed Simulacrum and changed it a bit, added some cunning scaling
* Made twilight scale off cunning
* New Anorithil tree: Eclipse
* New Anorithil tree: Circles
* Fix the onslaught on Zigur quest
* Killing the elementals in Derth will now currently trigegr the quest even if killed by a summon controlled pet
* Character sheet now displays archery damage correctly
* Fix a weird worldmap bug
* Static map addZone and addSpot can take a 4th parameter that is a table to be merged into the spot/zone data
* Ghoul & Skeleton stat increasing talent does not count toward the stat limit, like items
* Fix Grace of the Eternals speed
* Fixed quakes, again
* The Summoner's Stone Golem does not quake anymore, instead it can use Unstoppable
* Added new horror creatures
* New class: Doomed (Afflicted)
* Changes some of the talents of the Shades in the Shadow Crypt
* Meditation breaks on damage
* Clarify stealth tooltip
* The Flooded Cave can be encountered again
* The Shade can not bleed
* Fatigue can not be negative
* High level Phase Door & Teleport will indicate which targetting does what
* Cyst Burst & Epidemic tooltip changed to note they only spread one disease
* The alchemist's golem will not appear on the worldmap
* Fix Crooked Club
* Added lore to each of the orc prides
* Effects duration is now displayed in left player pane & tooltip
* Game modules will be verified against an online check; profile data logging and online charsheet will only activate if the game is found to be clean. This is to prevent developpers & testers from erroneously uploading false data
* Frozen effects now reads as "encased in ice", making it more explicit that cold resist has no effect on it
* Frozen provides a 20% resist all due to being encased in ice
* Frozen creatures are shown more explicitly
* Creating a new character over an existing one now prompts a confirmation
* Added lore to the Temple of Creation
* Reknor max level increased
* Updated Cunning tooltip, it does not affect APR

Have fun!

84
Yeah the two systems dont use exactly the same info so I had to merge things a bit :)

85
The new version of the Tales of Maj'Eyal and T-Engine4 website is now up and running: http://te4.org/
This version merges all three old sites (blog.te4.org, tome.te4.org and te4.org) into one, with many additional features.

What will you find there?

    * News, downloads, documentation as on the old sites
    * A list of the last 10 currently playing players
    * A detailed user profile for every people with an online profile that lists unlocks, achievements, deaths, ...
    * A global game statistic page that aggregates all those datas into fun stats
    * Website login are synchronized with online profiles. If you register on the website you can log into the game and the other way around. Note for old accounts: if you have some weird characters in your login it might have been adjusted on the web site, like spaces replaced with _

In the future there will be even more stats, and obviously support for module uploads and module stats.

Have fun!

86
Traditional Roguelikes (Turn Based) / T-Engine4 / ToME4 beta15 unleashed!
« on: November 21, 2010, 06:43:42 PM »
As promised here comes T-Engine4 and ToME4 beta15 !

See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

Yes, beta15 comes out very quickly. It is mostly a bug-fix release but there is one real improvement that I wanted to share with you all: Saving speed has been greatly improved. People that had really terrible saving speeds of over two minutes for simple zones are now down to a few seconds.

Release highlights:

    * Greatly improved saving time
    * New game option to disabled background saving, this blocks the game while saving but improves save speed

Expanded changelist:

    * Rewrote the data serializer, savefiles should be *much* faster
    * New option to disable background saving
    * Mage apprentice quets will now require only 10 items or an artifact staff/ring/amulet
    * Fixed wands of illumination
    * Fixed character description on the load screen
    * Fix the Dragon Helm
    * Update Tol Falas lore
    * Old forest is now a bit brighter
    * Much new Iron Throne lore
    * Higher now have a life rating instead of a lite rating :)
    * The Crypt of Kryl-Feijan will not pop before level 20
    * Elisa will not end her quets multiple times
    * Can not rush while pinned
    * Bumping encounters on the worldmap triggers them
    * Amulets of Mastery can provide bonuses to any trees
    * Divine/Guardian talents have higher requirements
    * Manasurge Rune now provides a small direct mana inscrease an a % increase of natural mana regen
    * Two new world artifacts

Have fun!

87
Thanks :)

Out of beta is drawing near :)
That does not mean there is not much stuff to add, I have still tons of ideas, new game campaigns, races, .. there's a whole world to explore!

88
Traditional Roguelikes (Turn Based) / T-Engine4 / ToME4 beta14 unleashed!
« on: November 20, 2010, 12:53:16 AM »
As promised here comes T-Engine4 and ToME4 beta14 !

See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

This is a very big release, introducing many changes, some very big the the removal of consumables (do not freak out, there is a replacement, hopefully more fun and balanced than chain-chugging potions) or the change of game setting.

WARNING: Please remove your quickbirth data/do not use quickbirth to recreate characters when upgrading

This is also a very special release for me because the first line of code was commited one year ago, the 17th november. So this is the one year’s release!

What a long way it has come since then, thanks to you all my good players!

Release highlights:

    * Changed game setting from middle earth to the custom world of Eyal, with full history and lore to support it
    * New unlockable campaign: the Infinite Dugeon
    * New classes: Geomancers and Corruptors
    * Multiple new zones
    * Easier and more fun identification system
    * Removed consumables(scrolls and potions) and replaced with an inscription system. You can put infusions/runes on your skin that grant a permanent skill
    * Added random artifacts
    * More randomness in boss drops
    * Much balancing and fixes

Expanded changelist:

    * Activated fog of war on the world map
    * New Game dialog will autoselect the first game
    * Allow dwarven females to be played
    * Setting changed to the custom world of Eyal. Main continent is Maj’Eyal
    * Added random patrols and hostiles moving around the world map
    * Scrolls, wands and spells of identification are gone (do not cry this, with the other changes, makes things much less boring)
    * There is a shop in town that can identify stuff for you
    * New quest: to get the orb of scrying
    * Added many new room shapes
    * The game should slow down a bit less while saving
    * Saving will now display a progress bar
    * Reworked Divination spells, there are now: Keen Senses, Arcane Eye, Vision and Premonition
    * Added much much lore
    * Flameshock has got a cooldown again, oups!
    * Both Maj’Eyal and the Far East are on the same worldmap
    * Fix trap of lethargy
    * Quake should not work on vaults
    * Saving the game while running/resting will not crash the game/savefile
    * Allow the Static generator to read table of tables instead of table of strings
    * Changed experience level charts
    * Meditation can not fail due to equilibrium
    * Most bosses that drop an artifact now have only a chance of dropping theirs, if they do not they will drop a random one and theirs will be added to the random pool
    * Boss artifacts can be found before the boss is killed, the boss will cheat and use it for combat but will drop something else
    * Gwai’s Burninator got a fitting description
    * Many zones can now scale a bit more in levels to prevent player overgrowing them too much
    * Normal monsters give much less experience now, bosses give hugely more experience
    * Creatures stop giving experience if they are 7 levels below you instead of 3
    * Added wands of conjuration
    * All wands now have a spell inside
    * Many new world artifacts
    * Reduced Bill damage output
    * Reduced power of the Shade
    * Added random artifacts
    * Prevent an infinite loop under some rare conditions with thunderstorm on a NPC
    * Fix Throw Bomb special effects
    * Alchemist Protection protects against side effects at level 5
    * Rogue traps duration is now based on trap mastery
    * Fix mouse over on the hotkeys when an object is not present
    * Fix resting/running while waiting for recall
    * When Equilibrium is below the current willpower score talents will never fail.
    * NPCs Summon talent is now subject to equilibrium failures and each time it is used its cooldown will increase
    * Creatures that split on damage will have reduced split chance with each split
    * Meditation now dazes the player, if he is hit it will stop. Each turn some equilibrium is regenerated and a big chunck if the effect ends without disruption
    * Fixed Hurricane
    * Fix Channel Staff with the staff of absorption
    * New effect for Blastwave
    * Flame now beams at level 5, watch the pretty colors!
    * Removed the spider quest from the east, replaced with a new one upon arrival
    * Urkis drops an artifact in addition to the rod
    * Adjusted some spell costs
    * Skeletons can not bleed
    * Improved Angolwen design
    * Mana Clash absorbs more mana
    * New town: Zigur, the home of the Ziguranth, who oppose magic. Not available to magic wielders
    * Antimagic quest can now be taken from Zigur.
    * The Map class can now be configured for a specific search order for checkAllEntities. Default is now: Actor, Terrain, Projectile, Trap, Objects
    * Melee attacks now work to hit things inside walls like xorns
    * Example modules have their Game:setupDisplayMode() method fixed when loading a save
    * Ardhungol is now a side quest
    * New random encounter in the far east: the shadow crypt
    * New vaults
    * New campaign: the Infinite Dungeon (require unlock). Descend into the infinite dungeon, see how far you can go and die in a blaze of glory!
    * New achievements for going deep in the infinite dungeon
    * Players start with the Orb of Knwoledge when doing the infinite dungeon
    * New world encounter: the ruined dungeon
    * Lightning Speed breaks when drinking potions
    * Added a new rank between elite & boss for creatutes: unique
    * Added new random unique creatures
    * Fixed rod of recall/teleport: angolwen to not make stuff appear on the worldmap
    * New class: Geomancer (mage subclass)
    * Hexes are now balls, except Domination Hex
    * Malicious thieves has arrived in towns, making it unsafe to leave stuff on the ground :)
    * Blighted Ruins (undeads starting zone) is still 8 physical levels deep but NPC level will only increase at 0.5 per level
    * When a boss dies the player gets experience even if he did not kill it directly or through summons
    * Some more lore to be randomly found (well lore .. err .. trollish lore .. err .. kinda .. well trollish stuff!)
    * Random lore scrolls now can actualy be generated! Oups!
    * Zone:checkFilter() can now check “properties” and “not_properties” fields which contains list of fields to be found/not be found on the entity to validate it
    * Added new egos
    * The Awakened Staff of Absorption has been buffed and added lore
    * Staff of absorption has its own tile
    * Bows/Slings can not be used as melee weapons
    * Bows/Slings now have an “infinite” ammo embedded, all ammo found are ego (and rarer obviously)
    * Berserker talent now provides increasing stun & pinning resistance
    * Tidal Wave correctly grows
    * New random encounter on Maj’Eyal: a dark crypt
    * New horror monster
    * Gwelgoroths now have correct lightning atatcks instead of fire attacks (bad copy paste! bad!)
    * Added missing object tiles
    * Added an achievement for killing Ukruk
    * Golem: Pound does not hit the caster when mounted inside the golem
    * Stuns can now be partial, each turn you do not loose the energy of a whole turn, but a variable amount based on your stun resistance
    * Right-click during birth correctly works
    * Implemented “no teleport” objects. They do not prevent you from teleporting, but they do not follow.
    * Cyst Burst will spread diseases further
    * Autodetect fullscreen resolutions
    * More space for price in store dialogs
    * Fix tannen quest
    * Fix Shockwave Bomb
    * Fix mage apprentice quest when not selecting an item
    * Fix lost merchant quest: can not push around things
    * Replaced Forage talent with Flare (since basic ammo is infinite)
    * Added unique graphics to some artifacts
    * Fix dreadmaster disperse magic
    * Prevent Bone Shield from bugging under some werid cirscumstances
    * Aeryn will now explain why the player encountered sun paladins/anorithils in the west, if he did
    * Particle effects now correctly resize in 16×16 mode (if you spot one that does not do tell me)
    * “World” achievements can not be gained as personal achievements (like Reaver, Pyromancer, …)
    * Seer escorts will not manathrust you in the back
    * Sandworm heart provides benefit to Wyrmics
    * Remove scrolls & potions
    * Add runes & infusions to replace consumables. They are used once to inscribe an infusion(natural) or rune(magical) on your skin, which you can then activate at will. There is a limited number of slots available.
    * Fix critical damage modifier
    * Heithened senses/infravision allows to see as with a light in a 1/4th radius
    * Fix character dump log messages
    * Living races start with Regeneration and Wild infusions; undeads with Shielding and Phase Door runes
    * More high level sandworms
    * New vampire tiles
    * Removed energy usage cost from chants and hymns, also lowered cooldown to 12
    * Light tree is now generic
    * Replaced Second Life with Providence
    * New divine tree Guardian. Requires a shield to use
    * Sun Paladins now can access Light tree at birth
    * Sun Paladins can now access Guardian tree
    * Bathe in Light also improves healing received
    * New zone: Mark of the Spellblaze
    * New quest found inside the mark of the spellblaze
    * New class: Corruptors, a spellcaster brother to reavers
    * Resistances are now capped a 70% for players. Items can increase the cap.
    * Fireflash no longer does a DOT, it is all upfront damage
    * Firing bolts at a wall now hits what is inside the wall.
    * Firing balls at a wall now explodes the ball just before the wall.
    * Weapon brands now affect only the weapon carrying it. Other equipment granting brands work for all weapons.
    * Alchemist’s Golem now only levels with the player
    * Talent category points can be used to gain at most two more infusion/rune slots
    * Only two of the same kind of infusion/rune can be inscribed at once
    * Added “Game Options” to the main menu
    * Autosave all the game on zone change is now configurable in the game options.
    * Saving each level individualy is now an option in the game options. This will make sure the game only keeps one level in memory (thus reducing the need for memory) but incur a small save/load on each level changes.
    * Ukruk finally drops something useful. If you can beat him!
    * Rain in the old forest is a bit bluer
    * The endgame loot is more powerful
    * Archmages will not be able to cheese their way through the Charred Scar

Have fun!

89
Almost ?

90
Traditional Roguelikes (Turn Based) / T-Engine4 / ToME4 beta13 unleashed!
« on: October 27, 2010, 07:08:24 PM »
As promised here comes T-Engine4 and ToME4 beta13 !
See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

Release highlights:

* New talent tree for rogues: Trapping
* New talent tree for Wyrmics: Storm Drake Aspect
* New talent tree: Antimagic
* New class: Tempest
* New bosses, new content, new quests!
* Much balancing and fixes

Expanded changelist:
* Moved resolution setting inside Video Options
* The main menu interface is now a module like any others, called “boot”
* The main menu will now have a random animated background with an AI-controlled player running around in a forest, blasting things
* Particle density setting added to the video options
* Correctly index quick keys in inventory dialogs
* Can not riposte while stunned/dazed/stoned
* Ranged Defense property now shows up in tooltips
* Fixed quick keys in use talent menu
* Typos
* Scrolling descriptions now correctly work in talents dialogs
* Fixed boots of speed (removing them granted infinite movement speed)
* Changing graphical mode will now save & reload the game to avoid any display glitches
* Changing resolution will now make a popup asking if you really want to change, and save & reload the game to avoid graphical glitches. Module makers can update easily by just stealing the example module onResolutionChange() method
* To upgrade to the new resolution switch simply remove your Game:onResolutionChange() method it’s not needed anymore.
* Fixed artifact ring creation with the pearl or the resonating gem in your inventory
* Stores wont ID things when trying to sell
* Freeze will freeze for 3 turns
* Added gloves of iron grip that increase strength and provide disarming resistance
* Fixed time passing when learning talents
* Undead races are now unlocked by killing the Master (a random one will be unlocked each time)
* When multiple objects are stacked on the map there will be a visual indicator (modules can activate it by simply doing Map.object_stack_count = true)
* The various inventory dialogs will now update while keeping their current selection
* Clicking on an item in the inventory dialog will bring the usage popup under the mouse for easier access
* Quantity prompt first keystroke will “reset” the value
* Fixed Berserk talent penality
* Added Fixedsys Excelsior 3.0 font as /data/font/FSEX300.ttf (for those module makers that want an oldschool look)
* Diamonds corectly increase Constitution
* Allow to disable the background animation onthe main menu
* Fix main fbo shader
* Fixed cutoff texts in dialogs
* The game will load the engine version requested by the module
* Fix uruk-hai berserkers, they are now craeted wit ha 2h axe instead of a one hand axe. beware!
* Fix Shatter
* Second weapon set does not provide stats & prevent offhands to be used
* Thieves in the second level of the merchant quest can not be moved around anymore
* Modules required engine field is now strict: it will only use this engine, no others
* The game now supports multiple versions of the engine and of modules.
* There is a “Update All” option in the main menu that will download updates for all installed modules, and update the engine if they require it
* Savefiles are now tagged with the module version that created them, they will not be available if that version is not installed and will load with that version, even if it’s not the newest one
* Add an option to the New Game menu to start older versions of the modules
* Escort quest rewards provide a tooltip
* Angolwen’s staff shop has more staves and less wands
* Refactored Target:getType() to be more generic
* Only leather boots can be stealthy
* Adjusted the encumberance of heavy & light armours
* Probably sped up talents/inventory draw speed
* Gates of Morning has not got the nice looking palm trees!
* Orc encounters are back in the far east
* Wands can be correctly hotkeyed
* Wands work after a reload
* Store shoulds the correct price
* Inventory/equipment/store dialogs will hav a minimun size of 800×600
* New talent tree for rogues: Trapping
* Xorns wont stand helpless as you hit them from far away
* Turned the walls of the “hotel” vault into hardwalls
* Cursed Pity talent has a reduced range and a chance to fail
* Cursed Form is now a generic talent line
* Rampage is now a class talent line
* New class: Tempest
* It is possible to finish the mage apprentice quest by offering the staff of destruction even if archmages are not unlocked
* New quest to unlock the Tempest, available at lowish levels (around level 14)
* Allow updateMap to be customized
* Added music to Ardhungol
* Fixed Gloom confusion power
* Improved the artifact Gwai’s Burninator
* Fixed missing check to resolveSource in damage_types.lua
* Fixed endgame dialog running multiple times in some cases
* Fixed “player under ther stairs” bug
* Vor Armoury will not decay
* Rest is now bound to both ‘R’ and ‘r’
* Added a font:getStyle() method
* New “preformated” text type: tstring. They are special tables that contain preformated color, font, .. info to spare the engine the parsing, making some things MUCH faster. They degrade to normal color strings using tostring(mytstring) if needed
* Talents & objects now use tstrings instead of strings, making them faster
* Self-target warning will now show which talent is responsible
* Imrpoved “pickup all” option speed
* The Water Silmaril penality to luck has been drastically reduced
* Modified ListColumns and TreeList to use tstrings to speedup display. You need to update your LevelupTalentsDialog if you copied the one from ToME, copy it again ;)
* Added some more world artifacts
* Prevent some zones with fixed layout to decay
* Added betetr talent descriptions to some talents
* Riposte is now useful at any talent level
* Two new vaults
* Improved bonuses from talents in the passive combat techniques tree
* Stats at birth as correctly applied
* All timed effects and sustained talents now have a tooltip on the left side pane and on the character sheet
* Added a new world artifact, the axe of Durin, grants more power in the hands of a dwarf
* Lethargy trap will only put activable abilities on cooldown
* New vault possible in amon sul
* The right-click menu is closable with a right click
* Diggers vault is diggable
* New achievement: Backstabbing Traitor
* The caverns to the valley of the moon are not fully lit anymore
* Clarified the master jeweler dialog
* Added a static background for the main menu when animations are disabled
* Added “Encumbered” notification to the left pane
* New quest to learn antimagic
* The Corrupted Balrog is now stun immune
* Enforce a minimun range of 15 on teleport scrolls
* Powerful ego items are now color coded as blue instead of green
* Fixed quickbirth for Alchemists
* Ego ammo can modify travel speed
* Added new egos
* Replaced sword/mace/axe mastery talents with a single weapons mastery (knifes are still apart)
* Beefed up a bit the endgame bosses
* Added Storm Drakes creatures
* Added a Storm Drake Aspect talent line to the Wyrmic class
* Fix hotkey page switch message
* Fixed archery when projectiles are flying during a save/reload
* When the player comes back from the far east some of the zones he visited and vanquished the boss in the west will be updated with a new boss (only if the previous guardian has been killed before going east). This currently affects the Moria, Old Forest, Trollshaws and Tol Falas
* Fix the cloak of grim bonuses
* Added backup guardian to the Maze
* Added a backup guardian to the sandworm lair
* Added backup guardian to Amon Sul
* Added a backup guardian to Carn Dum
* Removed rings of invisibility
* Fix ActorProject to not call damtype if it’s a function over a friendly fire
* Fixes and tweaks to the Cursed class
* Fix replacing a slotted belt with a slotted belt
* Added a copy_add field to player descriptors
* Class life rating now adds to race life rating instead of overriding it
* Fixed diggers
* Fixed some objects that were wrongly classified as metallic
* Potion of dragon blood
* Increased gold drops
* New quest to create a portal back to the Far East
* Teleport: Angolwen is not instant anymore
* Reduced Mages life rating
* Increased Berserkers life rating
* Fixed Drain range
* Fixed range of Disperse magic
* Fatigue now affects mana at twice the effect
* Phase Door is now controlled at level 5. A controlled phase door to a location not in LOS will have a chance to fizzle.
* ‘m’ talents menu displays talents on cooldown as such
* New mold unique (no not moldoux!)
* Reduced Pyromancer and Cryomancer achievements to one million damage instead of two
* Achievements tracked by the world will correctly be kept track of when characters die
* Added an option on death to restart the same character, this forced quickbirth so it is really instant
* Sandworm Tunnelers now have the stairs on their nodes list
* Keeping 5 pressed to spend time will correctly pass time
* Added string.toTString() method to convert a string to a tstring
* Message log now shows a scrollbar
* Arcane Combat is now instantly cast (it does not use a turn)
* Racial talents (except undeads) take no time to activate
* Arcane Combat only casts Flame or Lightning, the other ones are more tatical and thus excluded
* Arcane Blades now start with Arcane Combat and their Flame & Lightning spells have a higher cooldown
* Increased the damage done by Fiery Hands and Frozen Hands
* New lore in the east to be found!
* Arcane Feed and Shadow Feed are now sustains that provide mana regen per turn
* New class: Geomancer, earth specialist Archmages (no unlock yet)
* Stores now have a limit on the price they can give for an item, it changes from stores to stores
* Imbuing items changes their names
* Ammo Creation talent is now called Forage, it is a sustained talent taht auto activated when you kill stuff
* Removed Benevolent Spirit talent and replaced with Suppress Summoning
* Artifacts found will now be added to the known lore
* Leaving the level while an escort quest is going on will doom the escort
* Apprentice mage can not be talked to if dead
* Breath attacks now have their own particles effects
* Added rain to the old forest
* Channel Staff does not say if it crits before targetting
* Can not create aclehmist gems from unique/special gems
* Zemekkys now correctly takes the money he is given, and the amount has been reduced to 100
* Items consumed to resurrect now corectly work
* Changed ghouls and skeletons intro text
* Autosave on zone switch
* The jeweler tome only drops in the far east
* Slime talents are learnt directly now

Have fun!

Pages: 1 ... 4 5 [6] 7 8