Angband.oook.cz
Angband.oook.cz
AboutDownloadVariantsLadderForumCompetitionSpoilersComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > ToME

Reply
 
Thread Tools Display Modes
Old September 4, 2011, 14:17   #1
DarkGod
T.o.M.E. maintainer
 
Join Date: Apr 2007
Posts: 121
DarkGod is on a distinguished road
T-Engine4 / ToME4 beta32 aka "Marauding Undeads" unleashed!

As promised here comes T-Engine4 and ToME4 beta32 ! See http://te4.org/

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

This release is *huge*, it features many balances & new things but also change some low level things.
Display code switched to SDL1.3, keybinds had to be reset for it, so make sure you check your bindings.

Release highlights:
New classes: Necromancer and Marauder
Improved classes: Shadowblade, Summoner, Cursed/Doomed, Chronomancers, Alchemist, Mindslayer, Rogue
Talent icons: all talents now have an icon and the hotkeys bar uses them
Introduction of real (and easy to make) item sets
Local scores
Loading/progress bars along with a nice painted background
Many new painted lore
All stores and all artifacts now have a tile
New zones: Slazish Fens, Last Hope Graveyard, special non-random exploratory farportal zone
Sunpaladins and Anorithil have their own starting quest; starting in the far east and explaining why they get to Maj'Eyal
Trollmire now has a road going through it, making navigation easier
Game loading speed should be much improved (only when using the official releases which package the code in a special way)
"Exploration" mode for Donators: infinite lives
Multiple new or improved artifacts, some of which are sets
New tilesets: Cave, Rift


Expanded changelist:
Invisibility screen effect made a bit less annoying
New achievement: Bad Driver
Character Sheet will display the current active party member
Alchemists talents that pop an inventory screen now wait until the inventory is closed (and action is done) to consume turn/ressource/cooldowns
Added tile for Zemekkys and Meranas
Display talent icons in use/gain talent screens
Fixed a bug which made activate egos recharge too fast
Fool of a Took achievement correctly triggers
Fix red crystal resistance
Fix Poison Gas Trap when saving/reloading
Object that can be activated for a talent have a better description
Cursed Touch starts with about 30% chance to curse an item.
Extra points in Cursed Touch increase the chance up to 90%. Invest in this to make cursed items easier to find if you want to invest in curses.
Cursed can wield both axes or cursed items with their talents.
Replaced Grim Craft with an activated talent: Cursed Sentry. Animate a cursed weapon and toss it to a spot. It will fight for you for a while before turning to dust. This has no hate cost but does consume the weapon.
Cursed items get 1 bad curse effect and either 1 beneficial Dark Gift effect or 1 Vengeful Blessing effect
Curses are either minor or major; The chance of major curses improves with points invested.
Like egos: curses, gifts and blessings have names. They are displayed in the item description. For example: "curse of clumbsiness, blessing of whispers"
Paradox Mages now start with Dimensional Step and Time Skip
Chronomancy tree reordered
Energy tree reordered and revised
Gravity tree reordered and revised
Matter tree revised
Speed Control tree revised
Timetravel tree reordered
Reduced cooldowns and sustain costs on many chronomancy talents
Most Gravity spells now deal bonus damage to pinned actors
Body Reversion no longer removes 'other' timed effects
Probability Weaving and Paradox Mastery are now passive
Probability Weaving now improves luck and spellpower
Static History moved to Chronomancy tree
Deja Vu, Entropy, and Temporal Reprieve removed
New Talent Energy Absorption
Energy Decomposition is now a 'magical armor' sustain
Redux is now an effect that allows you to 'double cast' your next activated spell
Repulsion Shield renamed Repulsion Field and works as a knock back aura
Calcify replaced with a new talent Destabilize
Quantum Spike damage improved; also does bonus damage to Destabilized actors
Two new Spacetime Weaving Talents; Banish and Spacetime Mastery
Stop now deals temporal damage in addition to the stun effect
Haste now gives a slight casting speed bonues as well as its old global speed boost
Time Skip now Time Prisons the target rather then removing the actor
Temporal Wake damage improved and a small stun effect added
Fixed chronomancy cone particles
Fixed Slime tileset farportals
*IMPORTANT* Updated SDL to 1.3, you need to get it for your platform if you build from source
Mouse pointer is now hardware rendered, removing cursor lag even at low FPS
Keybinds are updated to use scancodes which are layout independant, existing key bind settings will be wiped; please redo them as needed
Hotkeys are now displayed as icons on the bottom of the screen
Drag'n'Drop support in the mouse engine code
Hotkey icons can now be dragged along the bar for easy reassignment
Talents can be dragged from the use talents window into the hotkeys
Items can be dragged from the inventory window into the hotkeys
New awesome shadow simulacrum gfx effect
Gamma correction is handled by a fullscreen shader if the GFX card can do shaders
Updated boot menu with new tiles
Replaced Warper summon with the Rimebark, an immovable treant-like summon that is permanently surrounded by a furious ice storm
Replaced Suppress Summoning by Frantic Summoning allowing much faster summoning at a cost
Fixed crystal focus
Talents that do a main and off hand attack correctly handle offhand penalty
Low levels of the Infinite Dungeon do not all have random bosses
Fix mold vault
Equilibrium regenerates correctly from hats of absorption when hit by archery
New backup guardian in the Deep Bellow, also concluding rolf & weisman story arc
New framework for item sets, check out set_list, on_set_complete and on_set_broken properties on Moon & Star
New backup guardian in the scintillating caves
Fix ice to cold resistance on some arena boss
Fixed skeleton rat and arena gates tiles
Restricted Daikara escorts to prevent problems with temporal wardens quest
Shadow Combat now scales with spellpower
Fixed tooltips sometimes refusing to appear
Added an option to set scroll distance. Set it high enough and you get always centered scrolling
Autotargetting will try to not default to a friendly target for attack talents
Fixed unlock dialog popup, it will appear again (it was only a display bug, unlocks were saved)
Fixed donations popup
Savefiles now include a screenshot of the current situation that is displyed in savefiles list
Savefiles are now ordered by last play time
PrintScreen key now takes a screenshot (for modules: game:saveScreenshot() and keybind SCREENSHOT)
Swallow now works on bosses that have 5% or less life left, making the Huge Appettite achievement possible (but hard)
The thieves in the lost merchant quest will not attack the merchant anymore
Savefiles are marked as dead as soon as death happens
Linking creatures links them with the correct name color
Adjusted the balance on the Energy Absorption
Crooked Club does not require Cunning anymore
New world boss: Kra'Tor the Gluttonous and his trusty axe: The Gaping Maw
New world artifact: Threads of Fate
New world artifact: Pick of the Dwarven Emperors
Added local scoring, with a list of all your chars and their scores/cause of death/... Arena is merged into that system.
New uber dangerous greater vault
Static maps can use specialList("terrain", {...filelist..}) to use terrains they want
All talents now have a tile
Improved Dwarves Stoneskin talent
The Pheonix unique has its rarity reduced
New world artifact: Ureslak's Femur
New world artifacts: Sword of the Potential Futures & Dagger of the Past
Fixed Zigur huge rocks
Two new antimagic world artifacts: Witch-bane and Guidance
Buffed Garkul's Teeth
Atamathon is much more dangerous
Alchemist golems start with a shielding rune
Channel Staff correctly works with physical damage staves
Staves of ruination give nature damage instead of poison damage boost
Some bits of lore will always popup even when already known
Added two new Paradox talents; Fade From Time and Cease To Exist
Removed Damage Shunt and Flawed Design
Precognition and revision will now correctly clear their chronoworlds
Reduced effeciency of Energy Decomposition
Redux is now instant cast with the repeated spell now consuming the action
Revision will now put Door to the Past on cooldown when cast
Chronolith's in the Temporal Rift buffed slightly
Fix grappling hold
Replaced the main menu background (when not using the animated background) with a much nicer one
Fix light damage death verb
Storming the City quest can not be continued when it is already finished by going from angolwen to zigur
Dragons are now less immune to stuns but gained some immunity to blindness
Firstrun dialog now asks for registration/login/cancel
Golem Power and Golem Resilience effects more than doubled
Adventurers parties should not get sometimes stuck on the worldmap anymore
Golem's Reflective Skin is now a sustain
Increased Golem's Eye Beam damage
Golem Resilience now also improves healing factor by 50% at level 5
Arcane Eye now has a tile when active
Sunwall faction will not all turn hostile if one member is hurt
If High Sun-Paladin Aeryn becomes hostile, killing her will trigger the orc pride quest, allowing the game to continue
If Aeryn is killed before the endgame she will not be there to help
Two new high level talent trees: Psi-archery and Grip.
The Psi resource now regenerates naturally like mana and stamina
Mindslayers start knowing the Shoot talent
Conduit applies to shots fired from telekinetically-wielded bows
Conduit applies to Mindlash when telekinetically wielding a gem
Matter is Energy benefits more from increased talent levels
Buffed Focused Channeling
Loading screens with a waitbar!
Screen FPS will not go bonkers for a second after a long load/compute time
Fixed random black screen bug
Achievement added for killing the blood master
Dying while recalling will cancel the recall
All stores now have a tile
Suppression talent actually does something now
Quest log correctly defaults to the selected quest when it appears
Creatures killed by traps correctly drop alchemist ingredients
Fixed floor on Temple of Creation(2)
Brawlers will now have field control at birth
Made it much more obvious that brawlers can not use weapons, shields or massive armour with many of their talents
Made it more obvious that stealth can not be used in mail or plate armor
Fixed a random white texture bug
Loading bar while loading the game/savefile will indicate progress
Permadeath setting is remembered
Undead faction now opposes Fearscape faction
Added missing trap tiles
New lore: "Dust to Dust, an undead hunter's guide"
Troll stew!
Healing now produces a flying text
Secret of the Eternals takes no time to use
Random bosses can now use the unlockable trees (poisons, wildfire, ...)
Arcane Blades can access Stone spells when unlocked. Earthen Missiles can be cast by Arcane Combat
New class: Necromancers
New zone: Last Hope graveyard
New quest: From Death, Life (for necromancers only)
New lore available in Last Hope Library
New option to use either the new icons hotkey toolbar or the old textual one
Tombstone lore UI
Glass walls tiles
New vault
Constitution does not grant damage reduction anymore
Health talent replaced with Thick Skin talent, granting damage reduction
Glove egos are more interresting for brawlers
Fix a rare bug when corona could permanently reduce max positive/negative
Trollmire now has a road, for easier navigation
New zone: the Slazish fens, starting zone for human and elven Sun Paladins and Anorithils (it is located in the far east and explains how the player ends up in maj'eyal)
New achievement: Lost in translation
Limited the power of Doomed knockback spells
Roads, water and molten lava show up on the minimap
Reduced ranges on teleportation anomalies
Reduced the speed bonus of Elemental Harmony
Added experimental support for MoonScript (a CoffeeScript like language for lua)
Fixed the prides levers to not reset when save/reloading
Shadow Combat cost fixed
Shadowstep cost reduced, added a darkness damage component
Shatur now have awesome tree-stores
Added many new "@" custom player tiles
Using the exploratory farportal can now sometimes lead to special zones
Increased game loading speed tenfolds (for people with slow loading) by packaging the engine, boot module and tome module into a single file format
Maze zones now have the boss usualy looking for the player
New advanced Shadowblade tree: Ambush
Fixed birth screen to indicate race/class combo that do not make much sense
When encountering the new special farportal zone, you will learn a new painted lore, it is awesome!
Sher'Tul fortress command orb got a correct tile now
Sher'Tul control orb text correctly translates when you speak Sher'Tul
Escort portal does not disappear when digging nearby
Temple of Creation quest now uses the new underwater portal tiles
Removed the Archer metaclass.
Archers and Slingers merged into Archer, under the Warrior metaclass
Archers now get both a bow and a sling at birth, along with both one point in bow and sling mastery
Permadeath mode: Exploration Mode with infinite lives. Donators feature
New painted lore for using the Farportal in Reknor
Painted lore for master death
New painted lore for game win
Yeek Wayist talent summons have tiles
Waters of Life becomes instant cast
Void and Nightmare Horrors now have some unique new talents
Displace Damage will now credit reflected damage to the actor with the sustain active
Bindings of the Eternal Night buffed and made into a set with a new artifact (found in the same zone): Crown of the Eternal Night
Fixed tactical AI infos on some AOE talents
Tannen level has correct tiles
Permanent particle effects like farportal vortexes correctly scroll
Many typos
Corrupted Negation is subject to spell resists
Razorblade, the Cursed Waraxe can not correctly be generated
Fix Shadow Mages description
Time Prisoning yourself can not fail
More traps are avoided by Feather Wind (and the new Light of Foot talent)
New class: Marauder, a more thug-like rogue focusing on damage and movement
Lethality now also increases critical damage modifier
Deadly Strikes increases APR somewhat more
Deadly Strikes and Willful combat are now instant talents
Improved the thieves/bandits/... NPCs with the neweset roguish talents
Added a Shadowblade NPC
The assassin lord just got quite beefier
The Master just got nastier
Orc necromancers improved with the new necromancer talents
Vampires made beefier
Resting regens faster
Buffed Cripple
Garkul's Helm has a special bonus to Skullcracker talent
New random name generator(engine.NameGenerator2) based on http://code.google.com/p/name-gen/ (it uses the same language files)
Temporal Devourers renamed Devourer and subtype changed to eldritch
Temporal Dredge renmed Dredge (subtype still temporal)
Worm that Walks and Devourers now have unique talents
Devourer hit points and damage improved (beware the land sharks!!)
Carrion Worms multiply less but have better resists
Epidemic now checks for disease immunity when spreading diseases
Dredge Frenzy improved a bit
Disabled loading C module in Lua, for safety
Random name generation on birth will use a special generator per race/sex (right click on the name box to make up a new random one)
Skeletons NPCs are now poison immune
Base accuracy raised to 4 (from 0)
Buffed Yeek's Wayist talent
Dread, Dreadmaster, Banshee, Ruin Banshee now have permanent *stealth*. This means you can see them without see invisible but it's not perfect you can loose them sometimes
The Eidolon Plane is now a zero gravity zone, so encumberance is near meaningless (x20)
The Temporal Rift is a zero gravity zone
After coming back from the east, the lost merchant in Last Hope can make you a unique item of your choice, for a .. unique price
Doulbed the effects of willpower for Paradox failure, backfire, and anomaly checks
Changed how global speed stacks
When a level 5 Lure is killed it will trigger all explosion, poison gaz and future AOE traps
Cleaner game exit (codewise)
Newly picked up items are shown in bold (and marked as such in the tooltip) in the inventory window
When dead (on the death screen) it is now possible to review message log, see current chat and talk to people
Drop dialog (and others such) will remember sorting order when dropping multiple items
"Lament for Lands now Lost" poem now correctly available in Shatur
New "cave" tileset
Fixed Melinda moving in
Limited max projectile speed reduction on talents providing it
Derth post-attack chat now accounts for being an antimagic char
All artifacts now have their unique tiles!
Added more particle effects for chronomancy spells
Rewrote grappling so it's easier to understand (code-wise)
Sustains can now be disabled while disarmed
Switching equipment will now disable sustains you no longer meet the requirements for
Updated the Temporal Rift bosses talents to better reflect current chronomancy spells
New rift tileset
Buffed Chromatic Harness

Have fun!
DarkGod 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 beta31 aka "Slime of Death" unleashed! DarkGod ToME 0 July 25, 2011 12:33
T-Engine4 / ToME4 beta30 aka "Matrix Style" unleashed! DarkGod ToME 0 July 16, 2011 22:32
T-Engine4 / ToME4 beta29 aka "A new birth" unleashed! DarkGod ToME 2 July 14, 2011 16:40
T-Engine4 / ToME4 beta26 aka "Nature's Grace" unleashed! DarkGod ToME 0 May 17, 2011 23:06
T-Engine4 / ToME4 beta25 aka "Terror of the Woods" unleashed! DarkGod ToME 0 April 19, 2011 17:12


All times are GMT +1. The time now is 15:20.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.