T-Engine 4 – Tales of Middle-Earth

    The board is set, the pieces are moving.

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    As promised here comes T-Engine4 and ToME4 beta6 !
    See http://tome.te4.org/ http://te4.org/ http://blog.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.

    This release is mostly beta5 without the bugs, plus a few other nice display things to make your wait worth it :)

    Changelog:

    • Fixes random crashes and load errors
    • Reworked the internal CMap, it now does not know what a terrain or an actor is, instead the map objects are just textures, positioned on a z-order, each map object can tell if it can be seen, remembered, …
    • Trees are now made of two or more map objects, a patch of grass and one or more tree, randomly placed on the tile, to make forests look less tilish
    • Fix shaders to always use floats
    • Fix dual shot to only use 2 arrows
    • Random tree layout will try to place lower trees on top
    • Fixed FOV update when running
    • Don’t allow jumpgate to work between levels
    • Fix lots of monsters that did not deal damage
    • Download without music (for slow connections) are available

    Have fun !

    As promised here comes T-Engine4 and ToME4 beta5 !

    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:

    • Much balancing and fixes
    • Changed spells and physical damage formulas to be less dangerous at low level and to scale better
    • Split talents into talents (combat oriented) and skills (utility oriented) with points for each
    • First use of opengl shaders
    • Lots of new high level content to advance the story

    Expanded changelist:

    • Window resizable again
    • Gates of Morning now has a unique map
    • Talents level screen now show next level and current level
    • Actors can now have no max level (and they do not in ToME)
    • Switch to left mouse click to move
    • Can keybind to mouse buttons
    • Moving the mouse in target mode will do freemode targetting
    • Left click in target mode cancels, any others accept
    • Using stacked objects will now give a correct message
    • Fix cloned actor placement
    • Objects default to price 0
    • Only one hymn is usable at a time
    • Fixed wilderness encounter chance
    • Unremarkable cave is now exitable
    • Fix chat dialog mouse input
    • Gems added, useless for now(well they can be sold), will be used for crafting later
    • Ego items now vary in price based on their level of bonus
    • Fixed shadow similacrum
    • Actor’s Emote system
    • Chain lightning does not hit the caster
    • Tweaked exp chart, later levels should be easier to gain
    • Ardhungol is no more fully lited and rememberd
    • Most texts are now anti-aliased
    • Engine can outline ASCII tiles to make them more visible
    • Quick Weapon Set Switch key (x by default)
    • Chat class will give better error if it can not load a chat
    • Temporary effects last their correct durations
    • Changed all damage formulas to be less linear
    • Melee damage is now fully dependent of stats. A 15 STR actor wielding a mithril sword will not do devastating attacks (but still have powerful ones)
    • Melee/archery damage stat on weapons is renamed “power”
    • Refitted all damage formulas to use more explicit and generic (and bound) functions
    • Players now start with all talents & stats assigned
    • Quick Birth
    • Water now uses OpenGL shaders
    • Changed some spell cost
    • Sandworm Tunnellers are now invulnerable
    • Confirmation prompt to stores
    • Allow the UseItemDialog to handle mouse correctly
    • OpenGL Framebuffer Object (FBO) support available to modules
    • New zone: Mount Doom
    • New zone: Eruan
    • New zone: Rak’shor Pride
    • New quests to advance the story
    • NPC stat leveling is limited in the same way the player is: natural max of 60
    • Sand drakes are now a ‘D’
    • Split talents into talents and skills. Both have their own points. Talents are class defining stuff, mostly combat oriented while skills will be learnable by more classes and are mostly utility
    • Increasing stats/talents will recast sustained talents (with a few exceptions)
    • Archmages now get access to Enhancement school
    • Stealth & invis are now only checked every few turns, giving miore chances to rogues
    • Display hp/stamina/mana/… as color bars

    Have fun!

    Here is a short video of a new zone of the next beta: Mount Doom

    You must rush to the end before .. something bad .. happens!

    But a horde of orcs will come and try to stop you, a line of sun paladins form to buy you some time, but do not linger!

    You can also see a very small shader (used to make the lava “glow”) and a new feature: actor emotes

    As promised here comes T-Engine4 and ToME4 beta4 !

    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 “that was close”
    • 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 “Heightened Senses” 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’ 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!

    Coming next beta to you, I present the Anorithil!

    And a little gameplay video with one: