Author Topic: T-Engine4 / ToME4 beta38 aka "A new beginning" unleashed  (Read 4607 times)

DarkGod

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T-Engine4 / ToME4 beta38 aka "A new beginning" unleashed
« on: February 27, 2012, 01:20:59 AM »
As promised here comes T-Engine4 and ToME4 beta38 ! See http://te4.org/
Don't forget to help ToME by with donations ( http://te4.org/donate ) !

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

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

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

Have fun!

getter77

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Re: T-Engine4 / ToME4 beta38 aka "A new beginning" unleashed
« Reply #1 on: February 27, 2012, 02:53:39 AM »
Long awaited and absolutely packed with goodies---a hearty congrats to getting back down to it!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training