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[ann,ARRP?] T-Engine4 / ToME4 beta11 unleashed!

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DarkGod

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Sep 20, 2010, 9:27:26 AM9/20/10
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(Followup set to rgrd)

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!

Wally the Grey

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Sep 20, 2010, 12:39:21 PM9/20/10
to
DarkGod wrote:
> 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!

Who the heck travels by train in this day and age?

> Release highlights:
> * New feature: Vaults!

You mean, there were none before?

> Expanded changelist:


> * Clicking on your spot now spends a turn

So you can rest one turn very easily?

> * Strings can have font style inlined: #{normal}# #{bold}# #{italic}#
> #{underline}#

Seems a bit wordy. Why not HTML-style tags <i>, </i>, etc., or even
#/.../# as an italic delimiter pair, #*...*# bold, #_..._# underline?

> 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 ...

You used OpenGL to implement a roguelike?

You used OPENGL to implement a ROGUELIKE?!

YOU USED OPENGL TO IMPLEMENT A ROGUELIKE!?!

What's next -- swatting a fly by setting off a satchel nuke in its face? :)

> * Escort quest AI will now run for the portal if it is in sight and
> the path is clear

Fools rush in ... what happens if the path stops being clear?

> * 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″

What about the combination of flipx with 90 and the combination of flipx
with 270? As it stands you have six of the eight symmetries in the
square dihedral group. Might as well have all eight.

> * Town generator can produce vaults

That seems questionable to me.

> * Aeryn will correctly complete the “Many prides of the orcs” quest

This isn't turning into Final Fantasy VII: The Roguelike, is it? :)

> * Reduced the chance for jewelry to be ego at very high levels

?

> * Maybe fix quake ..

How is/was it broken?

> * 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!

Useful for porting to touchscreen devices (iPad, etc.)! Though how to
translate "right click" I'm not sure; double tap to go vs. unpinch (like
zooming out on iPhone) to expand menu? Certainly a step towards handheld
compatibility though.

DarkGod

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Sep 20, 2010, 12:57:07 PM9/20/10
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>> Release highlights:
>> * New feature: Vaults!
> You mean, there were none before?

No

> Seems a bit wordy. Why not HTML-style tags <i>, </i>, etc., or even
> #/.../# as an italic delimiter pair, #*...*# bold, #_..._# underline?

Because

>> 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
>> ...

> YOU USED OPENGL TO IMPLEMENT A ROGUELIKE!?!

Why not?



>> * Escort quest AI will now run for the portal if it is in sight and
>> the path is clear
> Fools rush in ... what happens if the path stops being clear?

He switches back to his normal AI ?

>> * 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″
>
> What about the combination of flipx with 90 and the combination of flipx
> with 270? As it stands you have six of the eight symmetries in the
> square dihedral group. Might as well have all eight.

True

>> * Town generator can produce vaults
> That seems questionable to me.

Commenting without even knowing what this is about seems questionable to
me :)

>> * Aeryn will correctly complete the “Many prides of the orcs” quest
> This isn't turning into Final Fantasy VII: The Roguelike, is it? :)

??

>> * Reduced the chance for jewelry to be ego at very high levels
> ?

Amulets & rings will not always be magical

>> * 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!
>
> Useful for porting to touchscreen devices (iPad, etc.)! Though how to
> translate "right click" I'm not sure; double tap to go vs. unpinch (like
> zooming out on iPhone) to expand menu? Certainly a step towards handheld
> compatibility though.

Yeah :)

Wally the Grey

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Sep 20, 2010, 1:36:40 PM9/20/10
to
DarkGod wrote:
>>> * Town generator can produce vaults
>> That seems questionable to me.
> Commenting without even knowing what this is about seems questionable to
> me :)

You said towns may now contain vaults. I think it would be pretty odd
if, say, Angband's town ever contained a vault. Not to mention potential
trouble for lower level characters if powerful monsters inside it were
able to escape. Having multiple towns alleviates the latter somewhat though.

>>> * Aeryn will correctly complete the “Many prides of the orcs” quest
>> This isn't turning into Final Fantasy VII: The Roguelike, is it? :)
> ??

That name is very similar to one of the character names in FF7.

>>> * Reduced the chance for jewelry to be ego at very high levels
>> ?
> Amulets & rings will not always be magical

It's the "reducing how good stuff is at high levels" part that I thought
sounded odd.

DarkGod

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Sep 20, 2010, 1:43:49 PM9/20/10
to
On Mon, 20 Sep 2010 13:36:40 -0400, Wally the Grey wrote:

> DarkGod wrote:
>>>> * Town generator can produce vaults
>>> That seems questionable to me.
>> Commenting without even knowing what this is about seems questionable
>> to me :)
>
> You said towns may now contain vaults. I think it would be pretty odd
> if, say, Angband's town ever contained a vault. Not to mention potential
> trouble for lower level characters if powerful monsters inside it were
> able to escape. Having multiple towns alleviates the latter somewhat
> though.

Yes I maintain that you should know what your are talking about ;)
ToME4 is certainly not an *band and this was actually a reference to the
level generator used by some of the Orc Prides.

>>>> * Aeryn will correctly complete the “Many prides of the orcs”
>>>> quest
>>> This isn't turning into Final Fantasy VII: The Roguelike, is it? :)
>> ??
>
> That name is very similar to one of the character names in FF7.

AH, well since I never played any of the FF this is unlikely to be a
connection ;)
The name is a reference to Aeryn Sun, the heroine of Farscape.
In ToME she is High Sun-Paladin Aeryn, which seemed .. fitting :)

>>>> * Reduced the chance for jewelry to be ego at very high levels
>>> ?
>> Amulets & rings will not always be magical
> It's the "reducing how good stuff is at high levels" part that I thought
> sounded odd.

There is a need for non magical jewelry :)

Wally the Grey

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Sep 20, 2010, 1:45:46 PM9/20/10
to
DarkGod wrote:
> On Mon, 20 Sep 2010 13:36:40 -0400, Wally the Grey wrote:
>> You said towns may now contain vaults. I think it would be pretty odd
>> if, say, Angband's town ever contained a vault. Not to mention potential
>> trouble for lower level characters if powerful monsters inside it were
>> able to escape. Having multiple towns alleviates the latter somewhat
>> though.
> Yes I maintain that you should know what your are talking about ;)

I find your tone insulting. Watch it.

> ToME4 is certainly not an *band and this was actually a reference to the
> level generator used by some of the Orc Prides.

Well, why didn't you just SAY so? Instead you said towns!

>>>>> * Reduced the chance for jewelry to be ego at very high levels
>>>> ?
>>> Amulets & rings will not always be magical
>> It's the "reducing how good stuff is at high levels" part that I thought
>> sounded odd.
> There is a need for non magical jewelry :)

Ah, alchemists can customize it or something? That might make "blanks"
particularly valuable, like blank scrolls in Nethack apparently can be.

DarkGod

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Sep 20, 2010, 1:49:06 PM9/20/10
to
On Mon, 20 Sep 2010 13:45:46 -0400, Wally the Grey wrote:

> DarkGod wrote:
>> On Mon, 20 Sep 2010 13:36:40 -0400, Wally the Grey wrote:
>>> You said towns may now contain vaults. I think it would be pretty odd
>>> if, say, Angband's town ever contained a vault. Not to mention
>>> potential trouble for lower level characters if powerful monsters
>>> inside it were able to escape. Having multiple towns alleviates the
>>> latter somewhat though.
>> Yes I maintain that you should know what your are talking about ;)
>
> I find your tone insulting. Watch it.

Funny that, I found your tone insulting in your first post, watch it.

>> ToME4 is certainly not an *band and this was actually a reference to
>> the level generator used by some of the Orc Prides.
>
> Well, why didn't you just SAY so? Instead you said towns!

* Town generator can produce vaults
I did not say "towns" I said "Town" ;)

>>>>>> * Reduced the chance for jewelry to be ego at very high levels
>>>>> ?
>>>> Amulets & rings will not always be magical
>>> It's the "reducing how good stuff is at high levels" part that I
>>> thought sounded odd.
>> There is a need for non magical jewelry :)
>
> Ah, alchemists can customize it or something? That might make "blanks"
> particularly valuable, like blank scrolls in Nethack apparently can be.

Yup it's possible to use them some imbuing later in the game.

Wally the Grey

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Sep 20, 2010, 8:02:00 PM9/20/10
to
DarkGod wrote:
> On Mon, 20 Sep 2010 13:45:46 -0400, Wally the Grey wrote:
>> I find your tone insulting. Watch it.
>
> Funny that, I found your tone insulting

But it wasn't!

>> Well, why didn't you just SAY so? Instead you said towns!
>
> * Town generator can produce vaults
> I did not say "towns" I said "Town" ;)

Lack of a plural doesn't seem to me to make that big a difference.

DarkGod

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Sep 21, 2010, 3:48:08 AM9/21/10
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On Mon, 20 Sep 2010 20:02:00 -0400, Wally the Grey wrote:

> DarkGod wrote:
>> On Mon, 20 Sep 2010 13:45:46 -0400, Wally the Grey wrote:
>>> I find your tone insulting. Watch it.
>>
>> Funny that, I found your tone insulting
>
> But it wasn't!

Then I'm sorry and I'll give you the hug ! :)

>>> Well, why didn't you just SAY so? Instead you said towns!
>>
>> * Town generator can produce vaults
>> I did not say "towns" I said "Town" ;)
>
> Lack of a plural doesn't seem to me to make that big a difference.

;)

David Damerell

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Sep 21, 2010, 11:36:00 AM9/21/10
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Quoting DarkGod <dar...@te4.invalid>:
>>YOU USED OPENGL TO IMPLEMENT A ROGUELIKE!?!
>Why not?

It does seem strange to produce a complete synthesised text interface but
not actually have terminal output. No ToME public servers?
--
David Damerell <dame...@chiark.greenend.org.uk> Oil is for sissies
Today is Tuesday, September.
Tomorrow will be Wednesday, September.

DarkGod

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Sep 21, 2010, 1:59:22 PM9/21/10
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On Tue, 21 Sep 2010 16:36:00 +0100, David Damerell wrote:

> Quoting DarkGod <dar...@te4.invalid>:
>>>YOU USED OPENGL TO IMPLEMENT A ROGUELIKE!?!
>>Why not?
>
> It does seem strange to produce a complete synthesised text interface
> but not actually have terminal output. No ToME public servers?

Well maybe you did not have a close enough look at T4 :)
While it can be played perfectly in ASCII mode, the UI itself uses
graphical features to display dialogs, inventories, player stats, ...
It even uses *shudders* non-monospace fonts! :)

Darren Grey

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Sep 21, 2010, 9:17:15 PM9/21/10
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On Sep 20, 2:27 pm, DarkGod <dark...@te4.invalid> wrote:
> (Followup set to rgrd)
>
> As promised here comes T-Engine4 and ToME4 beta11 !
> Seehttp://tome.te4.org/http://te4.org/http://blog.te4.org/

<snip>

I couldn't find documented anywhere about how to upgrade versions,
beyond the simple reinstallation of everything. Is there any quick
and easy way? I assume the engine and music at least don't need to be
replaced. Also, are save files compatible between versions?

--
Darren Grey

DarkGod

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Sep 22, 2010, 8:07:00 AM9/22/10
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On Tue, 21 Sep 2010 18:17:15 -0700, Darren Grey wrote:

>> As promised here comes T-Engine4 and ToME4 beta11 !
>> Seehttp://tome.te4.org/http://te4.org/http://blog.te4.org/
> <snip>
> I couldn't find documented anywhere about how to upgrade versions,
> beyond the simple reinstallation of everything. Is there any quick and
> easy way? I assume the engine and music at least don't need to be
> replaced. Also, are save files compatible between versions?

Why would the engine not need updating ? :)
For music yes you can get the music-less version and copy the files in
game/modules/tome/data/music/ from a previous version.

Savefiles are not compatible between betas, they will be between patch
releases once it's out of beta, but really savefile compat is not a
priority. I'll probably add a system that tags a savefile with the
version that made it so that even if you upadted and try to load an old
savefile it'll jsut download the correct game version and use it to play

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