Author Topic: T-Engine4 / ToME4 beta35 aka "Saving Wilders" unleashed  (Read 2517 times)

DarkGod

  • Rogueliker
  • ***
  • Posts: 137
  • Karma: +0/-0
    • View Profile
T-Engine4 / ToME4 beta35 aka "Saving Wilders" unleashed
« on: November 22, 2011, 03:28:55 PM »
As promised here comes T-Engine4 and ToME4 beta35 ! See http://te4.org/

Don't forget to help ToME by with donations ( http://te4.org/donate ) !
 
Release highlights:
    Big overhaul of the saves system
    Many improvements to Cursed, Doomed, Summoner, Wyrmic, Paradox Mage, Temporal Warden and Brawler classes
    New inventory UI; transmogrification chest merges with it once acquired
    Many new sounds & effects
    Autoexplore !
    Yeeks finally get to se Irkkk
    More rows of talent icons are available in the options
    Addons support (example addon here: http://te4.org/dl/tmp/tome-example.teaa )

Expanded changelist:
    Changed the blue of recurring donators to an other blue
    All timed effects are now grouped in one of four categories: physical, mental, magical or other, making it more obvious which save works with each. "Other" timed effects can never be reduced/removed/altered
    Psi, paradox, and unarmed combat should show up in the vault now
    Reduced scaling on Fade from Time and Haste
    All timed effects now have a subtype
    Moved many timed effects into more logical types (many rage effects are now mental for instance, burning is physical, etc.), players should double check timed effects to learn the new system
    Body Reversion now only removes physical effects
    Timeless and Providence no longer remove saturation effects (since these were moved to other)
    Fixed Darkest Light no damage bug
    Starting characters will now have a wild infusion that clears all physical effects rather then just poison (poison is now a physical effect with a poison subtype)
    Bows & Slings are only equipable for people with the Shoot talent
    Fixed various loopholes in the laws of spacetime
    Timed effect subtypes now use a table and can have more then one subtype
    Crushing hold and strangle hold will no longer deal damage if the source is dead
    Smooth fov shadows now work even with framebuffers disabled
    Fixed golem eye beam and arcane combat causing a game freeze when actor is frozen
    Fixed a few rush-like talents when activated adjacent to the target
    Big overhaul of the Cursed/Doomed classes
    Rewrote the generic tree Conditioning
    Rethread now can stun instead of daze
    Reduced Quantum Spike talent level on Ultimate Teluvorta
    Revision will now transport the player to the past immediately instead of at the end of the turn
    Grapples will now break when the attackers stamina gets to low to pay the stamina cost
    Spacetime Tuning is now a beneficial effect (so it can be used correctly by skeletons and other actors with detremintal effect duration reduction)
    Water wall digs into water floor
    Entering the last level of the dark crypt has a painted lore
    Fix hands going through the shield in the moddable tiles
    Setting leash anchor for party members will not prompt a "are you sure" dialog when self targetting
    Brawlers have given up their quiet ways and will now make the same combat sounds everyone else does
    Healing flyers are only shown when seen
    Berserkers are the first class in the warrior's list, instead of fighters
    Logfile should correctly flush when using --flush-stdout on windows
    Fateful Aura tree does not grant a hate bar
    Talents learnt from external sources (like cursed touch, resolve, escort rewards, ...) are not respec-able
    Iron Mail fo Bloodletting now gives a healing mod bonus
    Spiderweb now has a tile
    Updated some gfx tiles
    Can not teleport out of the south derth arena
    Typos
    Removed all egos with negative life regen
    High level trees are not learnable until they can be usefull to the player
    Activable items do not say they use 0 turns even if the talent they use does. Activated items always use a turn
    Last Hope mausoleum is now denoted with a quest
    Renamed Fighter to Bulwark, to make it very clear to new players that the fighter is not the "classic" dumb "bump until it dies" class (which really does not exist in ToME)
    Ring of the War Master provides a bonus to Thuggery
    Use item in the inventory screen will notify that it is impossible to use items without wearing them (when appropriate)
    Clicking on columns in inventory window should work
    When frozen effect is broken by damage it is removed only on turn end, meaning the player can never hit himself trying to destroy the iceblock
    Anomaly damage now has a damage cap
    Removed the anomalies that reduce and increase paradox
    Static History will now only prevent failures (and not backfires or anomalies)
    Flameshock is now a stun effect; damage over time increased
    Rebalanced some effect immunity egos
    Garkul Helm and Garkul Teeth are now a set
    Life leech on negative HP creatures will not work
    Reworked some immunity artifacts
    New temporal damage death messages
    Athamaton is now considered an Elite Boss
    Celerity is now passive
    Many chronomancy sustain costs adjusted
    Darkest Light will no longer give energy at higher talent levels
    Frenzy should be less rediculous at extreme talent levels
    Rewrote the 'Chronomancy' tree
    Paradox Mastery will no longer give a bonus to Static History paradox reduction
    Static History is now a class talent in the timetravel tree
    Borrowed Time and Door to the Past have been removed
    New Timetravel talent, Temporal Reprieve (buffed version of the old version)
    Spacetime Weaving now requires willpower so it should be more accessable to Temporal Wardens
    Haste no longer gives casting speed but has an interesting on move effect
    Gather the Threads now boosts spellpower instead of damage (note that it will break before a sustain is cast to prevent abuse)
    Ritch Tunnels shouldnt spawn high level ritches
    Big saves overhaul:
        Display change: Combat stats(Accuracy, Spellpower, Mindpower, Physical power) and Saves (Defense, Spell save, Mental save, Physical save) are now computed on a O to 100 scale, split in 5 tiers. In each tier it takes more points to upgrade. So if you have 22 spellpower and wear a new item granting +2 spellpower you only get up to 23 spellpower. *This does NOT change the damage you are doing since a similar scale was applied to damage done in previous betas*
        Saves now reduce the duration of timed effects
        When a creature is hit by a special effect from a creature whose combat stat is in a tier over the target's save tier it triggers a "cross tier effect"
        Cross tier effects are dependant on the nature of the effet. A powerful knockback will set a target offbalance, a terrible mind attack will brainlock the target, a overpowering spell will spellshock the target
        Tooltips show both combat stats & saves for all creature
    Added 25 more rooms
    Reduced Rush cost
    Spell Shaping becomes Spellcraft, a sustain that keeps the old effects and adds a chance to cause spellshock on spell damage
    New temporal spiderkin
    Wild Growth infusion now does damage based on Mindpower
    Necrotic Minions will decay if their Necromancer is dead
    New temporal spiderkin
    Overhaul of the equip/inventory screen, with visual equipment doll, drag&drop, inventory tabs
    The few non-unlearnable talents can not be unlearnt event at birth
    Vim correctly refunds when killing foes with a Vim using talent in all cases
    Bloodbath will not increase the stamina loss of Blood Frenzy
    Brawler grappling and discipline talents will now use Physical Power instead of strength for damage calculations
    Unarmed Mastery now improves damage on grapples and kicks too
    Double Strike no longer has a stamina cost
    Double Strike will now autocast on 'bump' if it's off cooldown and the character is in Striking Stance
    Relentless Strikes stamina increase reduced
    Rebalanced Rethread (increased cooldown, reduced paradox cost, reduced paradox gain)
    Terrain tooltip's improved to provide various useful info (diggable, breathable, teleport, blocks sight/move)
    Titanic shield now also improves armour hardiness
    Binding/Crown of the Eternal Night will not let people stay undead after removing them
    NPCs will not use Body of Stone because they are too dumb to use it well
    Perhaps fixed items usable without wearing them
    Curse of the Meek rabits stay for two more turns and have 70% chance to grant a soul but killing them yourself never grants a soul
    Rigor Mortis lasts a bit less
    Frantic Summoning now is a timed effect that allows fail-less summons with faster casts. It also resets a random summon cooldown on activation
    Using a hotkeyed item will first try to activate it and if not possible wear it
    Clarified damage on hit/when hit in tooltips
    Give gorbat orc summoners a shoot talent to go along their sling
    More fun damage type death messages
    Removed debug prints from tactical AI
    Marauders start with armour training(1) and an iron helm
    Atamathon will always drop some plain voratun rings/amulets
    Temporal rift portal provides a warning
    New lore: The Tale of the Moonsisters
    Allied kingdoms calendar adjusted to include the Time of Balance and the Time of Equilibrium, located between the Summertide and the Wintertide, when both moons can be faintly seen on the opposing horizons
    Store buy/sell is logged
    Fix disappearing mark of the spellblaze & a few others
    Fix crash when leaving the endgame zone
    Only new talent start on cooldown when learnt, not existing ones
    Status effects are now shown as icons, just like talents
    Zigur can not be seen by undeads
    It is possible to recall from the thieves tunnels
    Gates of Morning rune shop now stocks .. runes
    Undeads can now take on the celestial classes
    Many new & redone sounds
    Updated some NPCs tiles
    Added ambient sounds to the trollmire and the old forest
    Trolls, bears, treants got their own sounds
    Swarms/bees, wolves/foxes, jellies/oozes, ants got sounds
    game:playSound() can now take a second parameter to speficy the 3D position of the sound
    Sounds made by talents, creatures, ... are now placed in space, the further they are the quieter they are and they are played in 2D (not just stereo)
    Fixed character sheet and Relentless Pursuit text to reflect duration reduction changes
    Made resource leeching weapon-only
    Updated some talent descriptions with the new physical power
    Nerfed Subject Z a tad and buffer Yeek Wayist a tad
    Creatures should try to use sun infusion more smartly (smart ones at least)
    Talent propjectile speed is always correctly used
    New option to not learn talents at birth
    New aggressive/passive mode, toggle with the icon or with key 'b'. Ctrl+direction allows for attack in passive more (all keybindable obviously)
    Summons now use the faction/personnal reaction of their summoner
    Harmony should have the correct mastery even for people that had worn an amulet of harmony
    Reworked Fateful Aura talent tree into Cursed Aura.
    Added inc_damage_actor_type to increase damage against a specific type of actor (undead, etc).
    Added resists_actor_type and resists_cap_actor_type to resist damage from a specific type of actor (undead, etc).
    Added player.money_value_multiplier that multiplies the money value of gold piles.
    Pity talent breaks like stealth (combat/activated talent).
    Feed Strengths has no effect on 'all' resists.
    Fixed Surge talent to use the right stat requirement.
    Reduced Knockback of Willful Strike and Blast.
    Fixed Displace targeting bug.
    Reduced Slash healing factor reduction.
    Changed Cursed talent descriptions to display level differences better.
    Changed Dominate talent description to mention that you attack the target after activating.
    Change Gloom and Madness stunning affect to act like stun instead of paralyze.
    New gfx effect for Inferno
    A few artifacts (golden sword, robe of the archmage, mummy wrappings) got special player doll tiles
    New engine.ui.EquipDoll class
    Rod of Recall and Transmogrification Chest can not be dropped
    Overhauled transmogrification chest:
        A new inventory tabs appears for the chest
        All items are automatically pickedup and put in the chest
        Items in the chest are weightless
        You can still transmogrify from the inventory menu
        When you leave the current level all items in the chest are transmogrified automatically
        In the inventory chest tab you can move an item out of the chest, it will then act as any other item, with an encumberance and be useable (and will not be transmogrified)
    Step Up gives movement speed instead of global speed
    Fix Worm Rot
    LOS/FOV code fixes & speed updates
    Talents bound to "left- and middle-click on target" no longer work on unseen (i.e., invisible) actors.
    Location of unseen (i.e., invisible) actors may not be inferred from targeting highlights.
    Targeting highlights now show how a targeting path is blocked when blocked by a corner of an adjacent obstructed tile.
    Split inventory handling into engine.ui.Inventory
    Movement Infusion and Lightning Speed now increase movement speed
    Time Prison now completly removes the target from the timeflow, no turns will pass for it (no cooldowns, regen, ... will happen)
    Fix the 4th hotkey page
    Tidal Wave knockback is correctly centered on the effect, not the caster
    Getting a detrimental status effect stops resting/running
    Create Minion is now directed, so you can always try to stay behind those skeleton mages
    Slime Roots can not reset talent cooldowns
    Buffed Rage
    Summoner's Detonate now works on all summons
    Grand Corruptor will not offer the Zigur attack quest in the ID
    Auto Explore! Press z (or rebind it) and your character will try to explore all unseen space in the level. For now this is a ToME feature but it'll be backported to the engine
    Hotkeys settings are now correctly saved, both globaly and per race/class
    Movement mode (attack or not) is now per-actor
    New better statues, palm trees and burnt trees tiles
    Naga Portals got a super awesome particles animation
    Better statues in the Iron Council
    Less monotonous ground in the Mark of the Spellblaze
    The Yeek Wayist town Irkkk is now visitable (not much to see yet though)
    Ctrl+V is supported in the debug console
    Irkkk got stores!
    The Island of Rel now looks more junglish
    New Summoning Advanced tree for summoners
    Doomed class updated to be a fully mind based class, using mindpower to power its talents.
    Doomed lost the Primal Magic tree and gained the Gestures tree
    The Master will not drop the staff of absorption in the ID
    You can only switch places if the destination tile of both creatures is passable for them
    Creatures lifebar is color coded
    Two new game options to control the number of rows in the icons toolbar and the size of those icons. Yes you can now see all your hotkeys at once if you wish!
    Added a fifth hotkey bar. 60 keybinds should be enough for everybody! :)
    Fix items granting mastery levels
    Character Sheet right map click option renamed to Inspect Creature, it now works any any target
    Yeek Mindslayers summoned by the Wayist talent now have a custom tile
    Blood Sacrifice changed into Bloodcasting
    When a necrotic minion dies from being outside your necrotic aura, it can sometimes do an emote
    All talents now have tactiacl infos about the damage type they do so that the tactical AI can choose accordingly to target's resistances
    New tactical AI info: CURE, so it can know when to try to remove bad effects
    Hooks system added so that addons do their addon things
    Tutorial is now a special button in the birth UI, and both the basic and the stats tutorial are availavble
    Inspect Creature will also show talents
    Wild Infusions now always cure "cross-tier" effects
    Yeeks now start in their hometown
    Wyrmics now start with both two handed and weapon&shield offensive trees; with increased masteries
    Ice Claw does ice damage at level 4
    All talents in the cold/storm/fire drake trees increase their respective resistance by 1%, passively.
    All talents in the sand drake tree increase physical resistance by 0.5%, passively.
    New lightning breath particle effect
    Increased the damage of Tornado
    Static Field now works even on elites and bosses, but at a somewhat reduced effect
    Ice Wall now makes a line of ice walls, tangent to the projection line
    Custom physfs "archiver" to bind mounted trees into other mounted trees
    Support for compressed addons in .teaa files

Have fun!

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4952
  • Karma: +2/-1
    • View Profile
Re: T-Engine4 / ToME4 beta35 aka "Saving Wilders" unleashed
« Reply #1 on: November 22, 2011, 07:16:50 PM »
Wow, one of the bigger Beta release the project has seen yet----congrats and keep at it!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training