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Old June 15, 2010, 22:44   #1
DarkGod
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T-Engine4 / ToME4 beta4 unleashed!

As promised here comes T-Engine4 and ToME4 beta4 !
http://blog.te4.org/ http://tome.te4.org/ http://te4.org/

OSX binaries will come hopefully tomorrow and the linux binaries are
suspended for now until I find a good way to make them.

Release highlights:

* Fix the random crashes that could happen, you should be safe now!
* Changed ALL musics, please give them a try, they are very much
worth it!
* Two new zones
* A new class
* Much balancing and fixes

Expanded changelist:

* insane mode cannot cheese stats
* fixed crash on some platforms when entering levels (or even just
randomly)
* hostile encounters in the far east
* fix achievement \u201cthat was close\u201d
* fix savefile code on OSX
* Static map generator can use getMap() function inside maps to
access the Map object and change it directly
* the far east map central mountain is under a particle shield,
where the High Peek will be located
* staves are 2 handed
* cannot wield a 2handed weapon + 1 offhand
* new musics by Celestial Aeon Project
* music volume setting
* ego staves of wizardry and rarer and more expensive
* OpenGL shaders support (not used yet)
* changed the C map code to handle multiple textures (mainly used
for shaders)
* more orcs in the moria
* arcane power is a sustained effect and level 1
* manathurst is level 2
* mages now start with arcane power instead of manathrust and
lightning instead of corrosive vapour
* some monsters now have escorts
* new troll: the mountain troll thundered (elite)
* New class: Anorithil! We stand between the darkness and the light
* Rush & Blinding speed switched position to make rush easier to get
* New talent \u201cHeightened Senses\u201d in cunning/survival tree (2nd
position)
* monsters now have lite(does not show)/infravision/
* stealth/invis now prevents the monsters from targetting you
* light makes it obvious where you are even if stealth/invis is
active
* stealth disables light automatically (invis does NOT)
* a warning pops up if a monster targets you while stealthed or
invis
* stealth gives 1 invrafision
* stealth more powerful at level 1
* fix zone loading (does not recompute level)
* level decay works correctly
* tactical mode active from birth, stays on between saves
* changed trollshaws as the starting zone
* flyers are not seen unless seen
* most zones have a 5 level range now instead of 11
* New zone: Carn Dum, same tier as Old Forest, Maze, Sandworm Lair
* scrolls & potions have gradual chance of destruction based on
damage done
* money is now auto-picked up
* nerf angmar\u2019 fall a bit
* fix fire & cold breath to do more damage
* fire drake summon is immune to fire
* turtle summons now get a shell shield talent
* minotaur summon now uses its abilities more often and last longer
* jellies summon now have more life
* fix lightning breath for hydra summon
* resting/running is impossible if loosing air
* fix summoning targetting
* player does not get infinite energy while controlling a summon
* allow dual (or more) egos engine-side and in ToME
* knockback breaths/balls will not do multiple knockbacks
* mage quest can now accept rings/amulets too, if mages are
unlocked the staff of Angmar Fall will be enough too
* new zone: Unremarkable Cave (random encounter in a specific
location of the far east)
* Ego items powers are based on the material level of the base
object. A mithril weapon will get better bonuses than an iron one

Have fun!
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Old June 16, 2010, 19:56   #2
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Yay
What's a "giant" potion do that a regular one doesn't? (Ego potions???) It's the same encumbrance... does it provide twice the effect or something?
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Old June 16, 2010, 20:28   #3
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It can be used a few times instead of only once
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Old June 16, 2010, 21:36   #4
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Oh, nice, like the blue potion in the original Zelda game, or the yellow potion in Wind Waker... any way of telling how many "charges" it has left? Or does it turn into a regular potion when you use it the first time?
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