Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > ToME

Reply
 
Thread Tools Display Modes
Old September 20, 2010, 14:34   #1
DarkGod
T.o.M.E. maintainer
 
Join Date: Apr 2007
Posts: 130
DarkGod is on a distinguished road
T-Engine4 / ToME4 beta11 unleashed!

As promised here comes T-Engine4 and ToME4 beta11 !
See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

I wanted to release it this sunday for the ARRP but I was with my wife at a medieval fantasy meeting, so no go (but you might get pictures later !).

Hopefully this late release can quality for the ARRP, but anyway it was scheduled to happen! Sorry if there are a few rough edges, I rushed to put it up as soon as I got out of the train!

Release highlights:

* New class : the Cursed
* New race: Noldor
* New feature: Vaults!
* New talents for archers and some other classes
* Better UI, fully playable using the mouse
* Display speed improvments
* Much balancing and fixes

Expanded changelist:

* Fixed alchemist channel staff description
* Fixed alchemist description
* Offensive Phase Door & Teleport will only apply the debuff if the target was teleported
* Jeweler correctly deducts his fee when making a ring
* Fixed the Trollshaws quest completion
* Clicking on your spot now spends a turn
* When finding lore items they register in the combat log
* Added trails based on damage type to the Channel Staff spell, made it intoa real projectile and uses spell crit instead of physical crit
* New zone: Path of the Deads, a special starting zone for undeads
* Strings can have font style inlined: #{normal}# #{bold}# #{italic}# #{underline}#
* Heavy & Massive Armour Training talents now increase armour by a bit more and reduce the chance of incomming critical hits
* Undeads can also have escort quests generated
* Objects can have a “not_in_stores” field to prevent them from appearing in any stores
* Added more new world artifacts
* The portal to Mount Doom in Eruan is one use only
* New troll & canine tiles
* Increased UI display speed. LogFlasher, LogDisplay, HotkeysDisplay, ActorsSeenDisplay, Tooltip and PlayerDisplay classes have changed and are now easier (and faster) to use. Converting is easy:
o In your Game:display() change lines like self.log:display():toScreen(self.display_x, self.display_y)
o to simply: self.log:toScreen()
o To convert your own PlayerDisplay have a look at ToME’s one, but basically you just need to create a texture with :glTexture() and then update it at the end of yoru display() and add a new toScreen() method
* Escort quest AI will now try to not get stuck deciding between two possible ways
* Escort quest AI will now run for the portal if it is in sight and the path is clear
* The money achievements will pop no matter the mean of acquiring money
* Allow on_grant() method of quests to return true to prevent the quest from being assigned
* Amulets of the fish now have a description
* Added a new unique jelly
* Added new world artifacts
* All starting zones now forbid big out of depth NPCs
* Added Packing cunning generic talents, available to archers & slingers at start and unlockable by rogues
* Projectiles run a checkAllEntities(“on_projectile_target”) on their destination
* New talent category “Field Control” as dexterity based techniques. Available to archers/slingers and unlockable by fighter/berserker and rogues.
* Added an easy mode: -30% damage, +10% healing, one self-resurrect at the level entrance every 5 levels
* Can not escape from the endgame fight
* New feature: Vaults !
* New class: Cursed (thanks to Benli)
* Magic Mapping is blocked by block_sense grids (like vaults)
* Added a new encounter in the west that leads on a quest and unlocks the Cursed class
* Extracter the rooms loader of Roomer generator into a RoomsLoader taht is now also used by Forest
* Static map generator can now use a rotates variable (in the map def, like startx) can can be any of “default”, “flipx”, “flipy”, “90″, “180″, “270″
* Limmir is not teleportable anymore
* Added scrolls of controlled phase door
* Talents ids are now strings instead of numbers, this should make savefiles more compatible proof
* Conveyance’s space destabilization effect is now based on your spellpower
* Added fs.rename() function
* Savefiles now write to a temporary file and are then renamed, this prevents savefile corruptions
* Ensure consistency check of the various files of a savefile: zones saved between a save and a crash will not load
* Changed the Valley of the Moon map ot make it possible for non mages
* Town generator can produce vaults
* Fire/Acid/Lightning/Frost infusion got special effects (burn, blind, daze, freeze)
* Added lore to Tol Falas
* Reduced Thunderstorm mana drain
* HotkeysDisplay, ActosSeenDisplay and LogDisplay can now use an image as a background “color”
* Changed UI to split the various zones visualy and add background images
* Added a warning to the portal to Mount Doom in Eruan that mount doom is a very fiery and dangerous place
* Fixed Slime Tunnels and Mount Doom reentry
* Aeryn will correctly complete the “Many prides of the orcs” quest
* Added some new “fun” traps
* Reaver unlock can now be done over the course of multiple games, so people will naturally get it over time
* Added icons for main menu/craetures display/talent display
* Hotkey display shows a tooltip for the mouseover
* Fix icon application
* Reduced the chance for jewelry to be ego at very high levels
* Buffed a bit the endboss
* Buffed one of the endgame boss drops
* Can not teleport forward in Mount Doom
* Tweaked Stone Wall spell
* Added ghost NPCs, if you die to them: you can complain to Patryn on the forums
* Increased number of spiders in Arhungol
* Increased dragon power
* drawColorStringBlended and drawColorString can now get a new argument that limits the size of the string to output
* Inventories/Stores/… dialogs will not allow an item name to “bleed over” other parts of the dialog
* Shattering Impact talent will not damage the user anymore
* Maybe fix quake ..
* Dialogs titles are in bold
* Time Prison applies the same continuum destabilization effect as phase door & teleport
* Left mouse click now confirms a talent use instead of rigth click
* Right click on the map will now bring up a list of possible actions (pickup item, move to, use stairs, …). Thegame is now fully playable using just the mouse!
* Usuable talents show up in the right mouse contextual menu
* All (nearly) dialogs can be exited by clicking outside their borders
* New race: Noldor (Elves)

Have fun!
DarkGod is offline   Reply With Quote
Old September 21, 2010, 00:44   #2
Arendil
Apprentice
 
Join Date: Jun 2007
Posts: 78
Arendil is on a distinguished road
For some reason I can't save properly. First time saved being on level 2 of Trollshaws. That worked. Then, cleared level 3, helped a sage to get to portal, saved. Upon loadin I'm again on level 2. Thought it was my imagination, so again ventured to level 3, found and rescued similar sage/paladin, some time later killed Bill, saved. Upon loading, I'm again on the same spot as before on level 2...argh...

Windows version, no music, new character.
Arendil is offline   Reply With Quote
Old September 21, 2010, 08:37   #3
DarkGod
T.o.M.E. maintainer
 
Join Date: Apr 2007
Posts: 130
DarkGod is on a distinguished road
Yea hsorry, I saw&fixed the bug just after the release, just redownload it and it'll be fine
DarkGod is offline   Reply With Quote
Old September 21, 2010, 09:32   #4
Rizwan
Swordsman
 
Join Date: Jun 2007
Posts: 292
Rizwan is on a distinguished road
The new version does not open previously saved files (version 8). I am running windows 7 on Intel i3. stdout file attached.

Edit: New characters are ok.
Attached Files
File Type: zip stdout.zip (9.4 KB, 331 views)

Last edited by Rizwan; September 21, 2010 at 09:39.
Rizwan is offline   Reply With Quote
Old September 21, 2010, 10:00   #5
DarkGod
T.o.M.E. maintainer
 
Join Date: Apr 2007
Posts: 130
DarkGod is on a distinguished road
Yes savefiles are not compatible between betas and certainly not between 3 betas

Once we are out of beta, which should be soonish now, patch version changes (like 1.0.0 => 1.0.1) will keep compat
DarkGod is offline   Reply With Quote
Old September 21, 2010, 11:03   #6
Rizwan
Swordsman
 
Join Date: Jun 2007
Posts: 292
Rizwan is on a distinguished road
Quote:
Originally Posted by DarkGod View Post
Yes savefiles are not compatible between betas and certainly not between 3 betas

Once we are out of beta, which should be soonish now, patch version changes (like 1.0.0 => 1.0.1) will keep compat
Aww man. I guess I just have to start a new guy . Well keep up the good work.
Rizwan is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
T-Engine4 / ToME4 beta10 unleashed! DarkGod ToME 9 September 6, 2010 17:28
T-Engine4 / ToME4 beta9 unleashed! DarkGod ToME 2 August 16, 2010 13:16
T-Engine4 / ToME4 beta8 unleashed! DarkGod ToME 4 August 4, 2010 21:04
T-Engine4 / ToME4 beta7 unleashed! DarkGod ToME 0 July 14, 2010 16:58
T-Engine4 / ToME4 beta6 unleashed! DarkGod ToME 0 June 30, 2010 19:50


All times are GMT +1. The time now is 21:49.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.