Author Topic: T-Engine4 / ToME4 beta13 unleashed!  (Read 6391 times)

DarkGod

  • Rogueliker
  • ***
  • Posts: 137
  • Karma: +0/-0
    • View Profile
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!

yodhe

  • Newcomer
  • Posts: 33
  • Karma: +0/-0
    • View Profile
Re: T-Engine4 / ToME4 beta13 unleashed!
« Reply #1 on: October 27, 2010, 07:25:55 PM »
Impressive list, almost makes me want to play the game... :D

Keep up the "good" work.

DarkGod

  • Rogueliker
  • ***
  • Posts: 137
  • Karma: +0/-0
    • View Profile
Re: T-Engine4 / ToME4 beta13 unleashed!
« Reply #2 on: October 27, 2010, 08:24:00 PM »
Almost ?

Fenrir

  • Rogueliker
  • ***
  • Posts: 473
  • Karma: +1/-2
  • The Monstrous Wolf
    • View Profile
Re: T-Engine4 / ToME4 beta13 unleashed!
« Reply #3 on: October 27, 2010, 08:47:12 PM »
Impressive list, almost makes me want to play the game... :D

Keep up the "good" work.
Mysterious "post".