Author Topic: T-Engine4 / ToME4 beta19 "Temporal Mindstorm" unleashed!  (Read 6128 times)

DarkGod

  • Rogueliker
  • ***
  • Posts: 137
  • Karma: +0/-0
    • View Profile
T-Engine4 / ToME4 beta19 "Temporal Mindstorm" unleashed!
« on: January 25, 2011, 11:13:29 AM »
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!

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: T-Engine4 / ToME4 beta19 "Temporal Mindstorm" unleashed!
« Reply #1 on: January 25, 2011, 01:06:27 PM »
Quite a release, especially given this start of a party system opens the doors engine-wise for a great many previously undone directions people can take in T-Engine 4 projects.   Congrats.   8)

As am I curious how everything will look once 64x64 mode is complete---likely to be my mode of choice if all works well.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Krice

  • (Banned)
  • Rogueliker
  • ***
  • Posts: 2316
  • Karma: +0/-2
    • View Profile
    • Email
Re: T-Engine4 / ToME4 beta19 "Temporal Mindstorm" unleashed!
« Reply #2 on: January 28, 2011, 11:24:44 AM »
The speed of development is really an inspiration I think. It makes me wonder if I could also work faster and get more stuff done.

corremn

  • Rogueliker
  • ***
  • Posts: 700
  • Karma: +0/-0
  • SewerJack Extraordinaire
    • View Profile
    • Demise RogueLike Games
Re: T-Engine4 / ToME4 beta19 "Temporal Mindstorm" unleashed!
« Reply #3 on: January 28, 2011, 11:43:43 AM »
 
The speed of development is really an inspiration I think. It makes me wonder if I could also work faster and get more stuff done.
Time and talent is all you need.  Unfortunatly I only have one of those and that is very debatable :)
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike