T.o.M.E. 2.3.5 aka "Into the unknown"
Unexpected it was, but it did happen, so behold the new T.o.M.E. 2.3.5! Grab it at http://t-o-m-e.net/ Windows & Mac ports should follow quickly.
This is a bugfix release, everybody should upgrade.
Thanks to Phillip Neiswanger and Neil Stevens for their efforts!
T.o.M.E 2.3.5 aka "Into the unknown" changes
Interface changes:
- The X11 and Xaw interfaces now save the dungeon and player when the
- window is closed.
- Fixed cpu churning bug that occurs when using certain window managers and
- ToME is maximized.
Gameplay changes:
- Player speed now set correctly when Demon Hide corruption is enabled.
- ToME now correctly sets various Balrog flags when player in Balrog form.
- ToME now correctly sets the teleport flags when teleport corruption is
- enabled.
- ToME now uses the qrand7.map file when generating princess quests.
- Bigs changes for generate.c to get it to produce the princess and thrain
- rooms. Also code clean up of room geranation code.
Object changes:
- Slings of Buckland can now be generated.
- Wiki Bug 510. Added the WIELD_CAST flag to all artifact instruments to
- fix problems when casting spells.
Misc changes:
- Fixed small typo in the commands help file.
- Added help for the Mathom House.
- Fixed various compile time warnings in various files.
- Added makefile support for main-gtk2.c in makefile.std
- Values found in documentation for spectral race modifiers now match values
- found in p_info.txt.
- Wiki Bug 837. Removed references to old inscriptions handling code in
- documentation.
- Wiki Bug 564. Do not use the word 'restrict' as a variable name anymore.
- It conflicts with keywords used by the Sun Studio Compiler.
- Wiki Bug 517. Fixed incorrect descriptoin of artifacts in help files.
- Changed description of Disarm spell to more accurately reflect what it
- does.
- ToME now correctly compiles main-gtk2.c on 64-bit machines.
Bug fixes:
- Wiki Bugs 841, 405, 360. Changes to get ToME to correctly build 64-bit
- executables.
- Applied killerbunnies patch to identify objects on grid before squelching.
- Applied killer bunnies patch to keep the fate "you are fated to find
- something special" from creating something special with an inappropriate base object.
- Applied killerbunnies patch stops symbiotes from gaining levels simply
- by being hypnotized and released.
- ToME now saves tim_fly, tim_poison, tim_regen and tim_regen_power.
- Stores now display the inventory correctly after a purchase.
- The race the legends display now works correctly with more than 10 dead
- characters in history.
- Characters are no longer generated with 0 mana points.
- Wiki Bug 839. ToME no longer penalizes an object when it is not actually
- cursed.
- Wiki Bug 838. The melee style will now switch correctly from Bear to the
- primary melee style when switching out of Bear form.
- Wiki Bug 826. The inventory and equipment windows now update when the
- player identifies the entire pack or uses the *Greater Identify* spell.
- Wiki Bug 819. No more bogus level leaving messages.
- Wiki Bug 722. ToME no longer crashes purple staircases have been trapped.
- Wiki Bug 624. Ensure savefiles go to save and not scpt when using modules.
- Wiki Bug 537. Partial fix of infinite loop during stair allocation on
- small levels.
- Wiki Bug 530. ToME no longer drops items inappropriately when changing
- melee styles.
- Wiki Bug 528. Character dumps now show the correct number of princess and
- lost sword quests.
- Wiki Bug 526. ToME no longer enters an infinite loop when fighting in
bare-hand combat sylte and bare-hand skill is < 1.
- Wiki Bug 523. All types of recall check if the user really wants to leave
- a unique level.
- Wiki Bug 506. ToME no longer crashes attempting to drop non-existant
- artifacts.
- Wiki Bug 419. Use SKILL_BOULDER instead of SKILL_ARCHERY when throwing
- a boulder.
- Wiki Bug 411. Black breath no longer gets 3 chances to happen.
- Wiki Bug 394 and 393. Inertia Control autocasting can no longer cast a
spell when antimagic field > 0 or when wielding a dark sword.
- Wiki Bug 334. Companions are no longer saved in dungone save files.
- Work around Mac OS 10.4.11 getlogin() bug - Neil
- Wiki Bug 397. ToME no longer crashes on XP and Vista systems when viewing
- quests or other info from the knowledge menu.
Planned Outage
Early tomorrow morning Pacific time the Wiki and XMPP chat will be unavailable briefly while I install a new hard drive. – NeilStevens
All done. Quick and easy, see?
New Chat room available!
IRC has its limits, so ToME now has an XMPP-based chat service available. No splits, no fuss. Enjoy! – NeilStevens
T-Engine/ToME/ODE 300alpha18 aka "The Immortal Fire"
Hullo,
A new alpha is available at http://t-o-m-e.net/ with many bugfixes and improvements to various subsystems.
Windows and mac versions are available.
T-Engine 3.0.0alpha18 aka "The Immortal Fire"
Bug changes:
- Fill Traps spells will not craete stacks and stacks of traps
- Fix negative skill value
- When no abilities to display, do not load the abilities screen
- Defining flags on a building square in a map file works
- Random name generator now correctly use non defaults
- Fractal generator could sometimes crash, no more
- Fix the forced coords system when walking of the edge
Dungeon changes:
- New flag available for dungeons/levels to define number of traps/objects/... that will be generated if using the default generator. GENERATOR_GET_QUANTITY = function(type, k) return true, X end "type" is one of "traps", "objects_room", "objects_dun", "rubbles", "gold" "k" is the number that would be used to feed the rng to generate them. Return false to not handle the type, return true, 0 to not generate any
Gameplay changes:
- Flush key input when generating a level to avoid stupid deaths
Interface changes:
- No more 'N' key for abilities, they are now merged in the skill screen. It makes more sense as they both use skill points and it makes abilities more obvious to beginners. Also it allows abilities screen to benefit from the cancellation function
- Gaining a quest now displays the danger level
Monster changes:
- Some monsters can now resist pushback with the NO_PUSHBACK flag
Object changes:
- A new flag MONEY_PICKUP is available for money, if present it will be called to display the money pickup message and assign the gold. MONEY_PICKUP = function(amount, name) message("You have found "..amount.." whatever worth of "..name) return amount end
You may wish to define it as a default flag for all your money in the default section of the moneys Smile
Misc changes:
- Removed lots of dead code thanks to takkaria
- Store maintainance implemented. New flag STORE_MAINTAIN_TURNS. If not present stores will maintain every 1000 turns. If present they will maintain every STORE_MAINTAIN_TURNS turns. If set to 0 it will NEVER maintain. Set it to 0 for houses
Have fun!
New Theme
2007-12-10: Tired of tan? The default theme is now called 'tome', and is just rightsidebar with different colors. I like it anyway; though submissions of alternate stylesheets are welcome for creation of still more alternate themes.
Wiki Upgrade
2007-12-06: I upgraded python on the system, and unfortunately that broke the wiki. So, what I had to do was make a major upgrade of MoinMoin. Some things may break, some pages may be missing, some links may no longer function. Let me know if you need help with anything, particularly if some data is missing that you need recovered. I have the original data from the old version sitting around if it is needed. -- NeilStevens
Update: There are still some issues remaining, particularly with respect to pages that end in a question mark. Moin changed out from under us on those, it seems. So please be patient as at times the whole wiki may appear to break briefly; that's me testing fixes.
Update 2: Do not create pages with question marks in their names. It is unknown for certain right now what exactly is going to happen to the pages that currently have question marks in their names, but it's likely I'll just be forcibly renaming them to remove the question marks
T-Engine/ToME/ODE 300alpha17 aka "Triumph or Agony"
Hullo,
A new alpha is available at http://t-o-m-e.net/ with many bugfixes and improvements to various subsystems.
Windows(updated to play ogg files, re-download if your version does not work) and mac versions are available.
T-Engine 3.0.0alpha17 aka "Triumph or Agony"
Interface changes:
- New "easy_cast" subsystem that implements a much nicer casting interface. It collects all spells currently usable/browsable by the player(be they in books, contained in objects, ...) and displays them in a nice ordered list and sort them by schools. To use it just load the subsystem and set the "mkey" of your casting skills to easy_cast.MKEY_CAST
Player changes:
- Moved flags DRAIN_HP and DRAIN_MANA to their respective Lua subsystems. Also changed DRAIN_HP to DRAIN_LIFE.
- *WARNING* *WARNING*: The body_monster field of player_type has been changed from an integer to a monster_type struct, and the disembodied field has been removed. Aside from changing how you treat player.body_monster, you must set the OPEN_DOOR flag for your "player" race definition if you want the player to be able to open and close doors and chests, and BASH_DOOR if you want the player to be able to bash doors. For an example of how to change the player's current body, see wizcmd.wiz_body() in engine/wizard.lua. You can test changing bodies using the 'B' wizard command (CTRL-A B).
- The flag IMMOVABLE has been renamed to BLINK_MOVE (like the deathmolds have) to avoid confusion and reflect what it actually does. To make a player incapable of moving, use the flag CANNOT_MOVE.
- Searching has been made into a loadable lua subsystem. The fields searching, skill_srh and skill_fos are gone from the player_type structure; the flags SEARCH, PERFECT_SEARCH and PERFECT_PERCEPTION have been removed as well. By default, the skill_srh and skill_fos fields are replaced by the player intrinsics SEARCH_POWER and SEARCH_FREQ, though this can be changed by the module.
Bug changes:
- Max skill level set by the module is now correctly handled
- When not in see through wilderness mode, "corner walls" will not appear anymore
- Fix net subsystem to correctly handle responses with no content length
Monster changes:
- Improved the monster escort system. No changes are needed to keep using it the old way, but be on the lookout for bugs that this might cause. For further details, see the change logs for src/flags.h or src/monster2.c
- Flag ESCORTS changed to ESCORTED_BY_GROUPS, to make its function clearer (its functionality remains unchanged). Also added some more flags for controlling escorts, and made it possible for escorts to cascade, so a monster escorting another monster can have escorts of its own.
- Monster corpses now contain a copy of the monster_type struct of the monster they came from in FLAG_MONSTER_OBJ, rather than information on the monster's race, ego, speed, etc being stored in the corpse. Flags MONSTER_IDX, MONSTER_EGO_IDX, MONSTER_CHP, MONSTER_MAXHP, MONSTER_EXP, MONSTER_LEVEL, MONSTER_SPEED and MONSTER_AC are gone. Also, do_cmd_integrate_body() and do_cmd_leave_body() no longer work with new way of doing corpse, so they don't do anything.
Dungeon changes:
- Glyphs of warding and explosive runes gone from engine (including warding_glyph(), explosive_rune() and glyph_creation()). They can be re-implemented by modules via the new flags MONST_CAN_ENTER, MONST_CAN_ATTACK, and MONST_NO_PLACE; see CVS changelog for details.
- Doors have changed somewhat so that, without danger of confusing the engine, doors can supply their own opening and closing code (in addition to pre/post hooks), and there can be openable and closeable terrain other than doors (like a covered well that's opened by removing the cover). Flag OPEN_DOOR in a feature now indicates that it's openable by a monster; flag OPEN both indicates that a feature is open, and its value is the feature it turns into when *closed*. Flag CLOSED indicates that a feature is closed, and its value is the feature it turns into when *opened*. OPEN or CLOSED can also be a Lua function to handle the opening/closing instead of the engine, be 0 to prevent opening/closing (for instance, a broken door), or be a string to prevent opening/closing with a specific message. FLAG_BASH_DOOR both indicates that a door feature is bashable by a monster, and gives how resistant the door is to bashing. Finally, new_doors_pair_feature_type() has been renamed to new_open_pair_feature_type().
Object changes:
- Two new identification system parameters: object_desc_configuration.details_require_id: set it to true to have object_desc_details called only for id'ed stuff object_desc_configuration.details_require_id_message: set it to true to display the message related to having to id un-ided stuff
- New auto_id subsystem, it allows the flag AUTO_ID to work(as before) and also allows the items to be auto identified by characters with a high enough skill level. The flags syntax is either: ID_SKILL = getter.skill("Skill") ID_VALUE = 30 -- This checks that skill "Skill" is at least 30 or
ID_SKILL = getter.skills{Skill1=30 Skill2=20 } -- This checks that skill "Skill1" is at least 30 or "Skill2" is at least 20 The level can also(in both cases) be given as a duoble value instead like {30,45} which means it gets ID at level 30 and *ID* at level 45 This is an adaptation and enhancement to LordBucket's own auto id system, with which it should be compatible
- The per-object hook flag for object destruction by player has changed from DESTROY_{PRE,POST} to PLAYER_DESTROY_{PRE,POST}. The inventory subsystem also did a similar name change some time ago for the global hook name invoked, so the hooking the old hook names won't do anything.
Have fun!
Site unavailability
Thanks to the morons at my friendly neighborhood government monopoly electric company, who only give me one day of notice, the wiki may be unavailable for up to 9 hours Friday night/Saturday morning (April 27-28) Pacific time.
T-Engine/ToME/ODE 300alpha16 aka "Old Age of Wonders"
Hullo,
A new alpha is available at http://t-o-m-e.net/ with many 64bits bugfixes.
*IMPORTANT* From now on, I will accept bug reports on ToME module gameplay, as long as it is either in the first 10 or so levels(basically, the barrows) or a generic issue(like do not tell me mordor is broken, I know it is ;> ).
Windows and mac versions should come out soonish, as usual.
T-Engine 3.0.0alpha16 aka "Old Age of Wonders"
Interface changes:
- 'T' key in tunnel subsystem enabled
Bug changes:
- Fixed monster timed effects to not erase the efefct's source on timeout
- Fixed 64bits platform savefiles. BREAKS savefiles.
- Fixed yet more 64bits problems
Have fun!
T-Engine/ToME/ODE 300alpha15 aka "Unrealized Realities"
Hullo,
A new alpha is available at http://t-o-m-e.net/ with many bugfixes, check the list below. A notable addition is the resurection of artifact sets.
Windows and mac versions should come out soonish, as usual.
T-Engine 3.0.0alpha15 aka "Unrealized Reality"
Interface changes:
- Command line interface can now specify a module with -M by either the module
- full name(as before) or the short name
- Revamped non-babyface interface thanks to Nerdanel
- Artifact sets work again!
- Quest descriptions can now be returned as a single string and will always be word-wrapped
Bug changes:
- Fixed crash upon level generation in some case of uninterresting levels
- Fixed getter.ego_allow to actually work
- Wearing no items wont result in a silly message about body parts when browsing equipment
- Factions are now saved
- Fixed a crash on 64bit platforms
- Monsters will add to memory even when egos
Misc changes:
- monster_effect() (and monster_effect.set()) now take the source of the effect as
- their first parameter, so that bleeding effect set by a monster on a monster
wont give exp to the player upon death
- their first parameter, so that bleeding effect set by a monster on a monster
- Spell copy is now a function named "spell_copy_to", if you want it to exist in
- your module, add it as an mkey, check ToME's scripts/powers.lua
- Monster hordes will only appear if requested by the dungeon flag MONSTER_HORDE.
To get the same chance as before set it to 5000 (the formula is rng(MONSTER_HORDE) <= dun_level) Beware that monster hordes do *NOT* comlpy to the dungeon's race limitations
Dungeon changes:
- Fix sunset clearing too much dungeon information
Monster changes:
- Monsters do not get a "free" turn when entering stores
Have fun!
New module: ITD, Into The Darkness is now available
Hullo,
I am pround to announce my latest 1HRL (1 Hour RL): Into The Darkness.
You are an aventurer who decided to plunge into the darkness below the world in search of the famed Amulet of the Void. Will you risk your very life in search of the relic? Are you that brave (or foolish)?
See: Modules/Into The Darkness
New Bug Tracker
A new bug tracker system as been implemented and is now available at http://bugs.t-o-m-e.net/ thanks to Eric Stevens.
The bugs for alpha12/14 have been ported over, all new bug entries must be made on this system, the wiki bug list is now deprecated (as it was hell to use). You can find documentation about the new system on the site itself, so go have a look.
There is also a new mailling list associated with the bug tracker, you may suscribe if you want to get notifies of bug entries/fixes/... http://raven.customer.vol.cz/mailman/listinfo/tome-bugs
Thanks
T-Engine/ToME/ODE 3.0.0alpha14b aka "Weird Science"
Hullo,
A fix for the latest alpha is available at http://t-o-m-e.net/ , it allows the Babyface interface to actually understand keypresses.
T-Engine/ToME/ODE 3.0.0alpha14 aka "Weird Science"
Hullo,
A new alpha is available at http://t-o-m-e.net/ with quite a few changes and bugfixes, check the list below.
T-Engine 3.0.0alpha14 aka "Weird Science"
Interface changes:
- Monster memory defaults have been removed from the engine.
- Modules can define the memory the way they want it. Check tome/scripts/memory.lua for the "standard" set
- The "Display current knowledge" menu command ('~') is now a Lua
- subsystem, with default implementations for most of the subcommands. Modules wanting to use it must load the subsystem, then use curr_know.add_menu_items() to select which subcommands to use, and in which order they should be displayed. There are also several optional subsystem parameters, and a means to define how to do irregular pluralizations for monster names. See tome/scripts/display.lua for examples
Player changes:
- *WARNING* Clarified the speeds table. You must now only give 210 values
- for the 210 possible speeds, no more virtual silly stuff. Only modules that changed the default table must adapt, other will work fine.
- Time Stop spell as the new highest Temporal spell
- Added a .id field to descriptors so that player.get_descriptor("race").id
- will return a value taht can be compared to the define_as set in
descriptors.lua. Much nicer than doing string comparisons on .title :>
- will return a value taht can be compared to the define_as set in
Misc changes:
- Changed all the TOME_DIR_XXX macros to be TENGINE_DIR_XXX. This
- change means that module makers, who say use TOME_DIR_DATA, will need to change to using TENGINE_DIR_DATA, or their scripts will not be found.
- Quests which have a dynamic description must now have the desc
- function return an array of strings, rather than using hook.print()
- Lua functions can now be stored in flags, even outside of things
- that go into the cache (like object definitions). *WARNING* This means that function_to_index() no longer works for per-grid hooks functions. For example, it's now cave(y,x).flags[FLAG_MOVE_POST_DEST] = function() ... end, not cave(y,x).flags[FLAG_MOVE_POST_DEST] = function_to_index("func_name")
- Two changes have been made to the inkey() function. One, it
- now returns a signed 32 bit value, rather than a char value. This should cause no problems in and of itself, but keep it in mind in case you should notice any weird bugs. Change two is that the return value of term.inkey() (plus the global variable command_cmd, and the value passed to hooks KEYPRESS and KEYPRESS_UNKNOWN) will be a negative number if the user pressed a macro trigger key (i.e., F4, alt-T, and so on) which is not bound to a macro. If you just pass the value to strchar() this shouldn't be a problem, since strchar() has been modified to return '\0' if given a negative value, but you should still check that pressing function keys doesn't cause your code to do anything weird.
Monster changes:
- Object mimics now have to define an object drop amount and object
- theme so that they'll contain at least one item, or they'll be treated as terrain mimics.
- The flag KILL_WALL is now a flagset rather than a boolean. If
- a flag in a wall's feature flagset is also found in a monster's KILL_WALL flagset, then the monster can tunnel/dig/bore through that wall. KILL_WALL=getter.flags{WALL=true} will reproduce the old behavior of being able to destroy all walls.
- A monster boring/digging/etc through a wall now takes time (energy),
- while before doing so didn't take any more time than a monster stepping onto an empty floor square. You can adjust how quickly or slowly a monster destroys a wall by giving the monster a SPEED_DIG setting (i.e., SPEEDS=getter.array{[SPEED_DIG]=20}).
- New movement AI, ai.PATHFIND, which uses A* to find the path to the player
- Do not abuse it, or your module will slow down to a crawl.
Dungeon changes:
- Vaults(for the default dungeon generator) can now be defined to
- use a .map file instead of a static layout in vaults.lua. The map file can do whatever it needs to do and generate much better vaults, possibly dynamically. Just make a vaults/ subdirectory and put .map files in there. Then in vaults.lua change "layout" to be the name of the .map file you want to use.
- FLAG_PERSISTANT has been removed. Use FLAG_SAVE_LEVEL instead.
- *WARNING* *WARNING*: The flag TURN_INTO is now DESTROY_INTO.
- Update your features definitions.
- *WARNING* *WARNING*: Player tunneling has been turned into
- a Lua subsystem. The skill_dig field has been removed from the player_type structure, the tunnel and on_tunnel fields have been removed from the feature_type structure, the TUNNEL, DIGGER and EASY_DIG flags have been removed, and the TUNNELABLE flag is now defined in the tunnel subsystem. If your module wishes to use tunneling it must load the "tunnel" subsystem and replace the TUNNEL and DIGGER flags with the DIG_POWER or ADD_DIG_POWER flags, use the TUNNEL_DONE_MSG and TUNNEL_WORKING_MSG flags instead of the tunnel and on_tunnel fields, and implement the EASY_DIG flag behavior itself if it wishes to use that flag. See /scripts/features.lua and /data/items/items.lua in the ToME module for examples of how to use the new subsystem.
- Fixed house drop action to not delete objects when there is no room.
- WARNING* the fix is in ToME's data/stores/action.lua line 167. Copy this if you need it.
- Stores show the current and max capacity
- Flag "PRINCIPAL" removed as it served no purpose, you probably need to
- update your data/dungeon/dungeons.lua file
- A map can use "map.level_size_to_map()" to automatically set the level
- size to the map size
Object changes:
- Activatable objects subsystem has changed. The subsystem now
- requires parameters to work, and activatable objects now use a different set of flags. Check load_subsystem("activations") in tome/scripts/obect.lua for an example of the required parameters, and check the Phial of Galadriel in tome/data/items/artifacts.lua for how the flags in an activatable object should be used.
- Along with brands and slays weapons can also be of "speed fury".
- Such a weapon will take less time to strike against a particular monster
- Egos can now be part of "ego groups". Only egos witha group of "default"
- are generated by .. default. A module can then define a group of egos for special purpose, like ToME's new "material" egos and then assign them in addition to the standard egos. So one can get an elemental mithril rapier of demon destruction
T-Engine/ToME/ODE 3.0.0alpha12 aka "Dragonland's River" for Windows
Is now available. Although only the sdl version has been included due to some .. weirdness of the "native" windows port. Anyway it is scheduled to be removed, so please my dear windows users, test out the sdl version and let's all annoy Eric with bug reports so that the SDL port can finally become the One True Port. :>
T-Engine/ToME/ODE 3.0.0alpha12 aka "Dragonland's River"
Hullo,
A new alpha is available at http://t-o-m-e.net/ with quite a few changes and bugfixes, check the list below.
T.o.M.E 3.0.0alpha12 aka "Dragonland's River"
Player changes:
- ToME stats are fully linear, no more player.adj_* silly tables.
- Ranging from 1 to 100, with a "natural" max of 50 (awaiting playtest)
Bug changes:
- Creating a new character named the same as an old one wont keep the saved
- levels anymore(but still will erase the old one)
Dungeon changes:
- All project() effects(like spells, fire_foo() function, ...) can have a
- range(instead of the default 16) as their (new) last parameter. Check out data/magic/water.lua the spell geyser for an example.
- New "temporary_terrain" subsystem that allows for well .. temporary terrain
- Check it in tome/scripts/dam_types.lua
- Allow "semi persistent levels". Saved levels can be set to "decay", that is
- lose monsters and items after a while to simulate movement while the player is away. Basically this means one can have saved level but with random monsters. I'm a pondering doing that for ToME actually, as it prevents using saved levels for extra storage, still provides new monsters ad infinitum yet makes the dungeons feel more "connected". Oh and it means damage done to the level stays
too, that's fun
- lose monsters and items after a while to simulate movement while the player is away. Basically this means one can have saved level but with random monsters. I'm a pondering doing that for ToME actually, as it prevents using saved levels for extra storage, still provides new monsters ad infinitum yet makes the dungeons feel more "connected". Oh and it means damage done to the level stays
- Many new musics! Thanks Reenen Laurie and Cosmic Gerbil!
Interface changes:
- Babyface renames savefiles when needed
- Backspace/delete removes a savefile in Babyface
- Windows handling has changed to be customizable: Modules can define
- their own windows contents.
- WARNING*: Module authors must change lines like: player.window = player.window | PW_FOO | PW_BAR into: player.window[FLAG_PW_FOO] = true player.window[FLAG_PW_BAR] = true
- IMPORTANT: New addon "module_packer". This allows module makers to package their
- module from within the game, in a standard format. Just press CTRL+A for wizard mode and then CTRL+P and it will package. It tells you where it generated the team file. CVS, SVN, hidden unix files, auto saves(*~ and *#) are ignored and never packaged
Monster changes:
- Monsters now correctly handle spell range and will not try to fire spells
- out of range(as they did previously, casting when up to range 18 even though spells were only of range 16)
- IMPORTANT: Monster melee combat has been subsystemified. To use the default one do
- load_subsystem("combat_monster_default") This does not handles cuts and stuns as the old one, if you want them have a look at ToME's scripts/monster.lua
Object changes:
- Objects "power" calculation is now module customizable.
- WARNING* By default the engine just gives power 0 always. The subsystem "object_enchant_drop" contains the default ToME implementation that uses dungeon level to roll power from -2 to 2
Misc changes:
- object_enchant_drop subsystem can take a new parameter(drop_creation_check)
- that returns true or false to allow or not the craetion of drops for a monster
- Added delete and rename operations to the physfs layer
- New configuration framework. Configs go to ~/.tome/3.0/conf/settings.cfg
- Check the esettings.* functions. SDL, babyface and the audio and net subsystems are now configurable there
- Fixed a nasty bug that prevented module dependent on other modules to
- work in team form
- Scores go in /scores isntead of /apex
- *ALL* arrays originating from the C core are now double exported in lua
- for double indexing(start at 0 or 1 as you wish): Index from 1(current way): array[x] Index from 0: array(x) So that array(x) == array[x+1] this means no more silliness having to access some tables as idx+1
- Projection path is now computed using "mmove2" jsut like projectability,
- target path, archery, .. so that they all behave the same. Please report any inconsistencies you notice in the trajectory of spells
- Musics and samples can now fade in
- Modules can define how speed(speed is bound from -100 to 100) relates to energy use.
- Each game turn "things" get +100 energy. When 1000 energy is reached things can act. Each action takes energy based on the speed to energy table(by default at 0 speed an action takes 1000 energy). Check engine/stats.lua for the default table and how to define your own (Hint: player.define_speed_ladder)
- New "random ambient sounds" system. Check out Cirith Ungol in ToME's
- data/dungeons/dungeons.lua
- Log file is now luaified and the engine is able to process log files and
- convert them in "nice" format
T-Engine/ToME/ODE 3.0.0alpha11 aka "Lord of the Thunder"
Hullo,
A new alpha is available at http://t-o-m-e.net/ with quite a few changes. Most notably the improved inventory system in ToME and ODE that lets presents the player with a choice of actions to do with selected items, and the luaified and subsystemified version of the inventory handling commands(wield/takeoff/drop/destroy).
T.o.M.E 3.0.0alpha11 aka "Lord of the Thunder" changes
Interface changes:
- SUPPORT_LIGHT flag changed to be color customizable. use SUPPORT_LIGHT=getter.lit(bright_color, dark_color) This only takes effect if view_lited_grid option is set (see tome/scripts/options.lua)
- Subsystemified(and luaified) all inventory commands(wield takeoff drop destroy show inven/equip) Use: load_subsystem("inventory")
- New easy mode inventory "system" in ToME
- Deathface now shows which score is yours when you die
Object changes:
- One can use getter.ego_allow{ sval, sval, sval, ... } to allow an infinite list of specific sval/tvals for ego items
- Object activations have been subsystemified. Use it with load_subsystem("activations") The way iot use it(the ACTIVATE flag) has not changed
Player changes:
- Mindcraft has been renewed
- Gods moved into a subsystem. The syntax of a few things changed. Most notably player.grace() instead of player.grace and god[idx] instead of god(idx)
- Removed RES_FEAR and RES_BLIND flags from the engine. If your module needs them, jsut declare them.
- Removed RES_FEAR, RES_CONF and RES_BLIND from ToME, use valued resists for dam.FEAR, dam.CONFUSION and dam.BLIND now.
Misc changes:
- All engine subsystems that bind a key can now take a parameter "no_key_bind" which when set to true will prevent the binding so that modules can bind in whatever way they desire.
- Fixed the foreachi lua core patch, which should have worked years ago.. Anyway on can now use the syntax: for v in table do ... end as a syntaxic sugar for: for i = 1, getn(table) do local v = table[i] ... end Note that you dont get the value of i inside the loop, so if you need it use the old style.
- Birth Auto Wield subsystem depends on inventory subsystem or equivalent inventory.wield(item, silent) function
Bug fixes:
- Redraw monster health display during targetting -- Neil
T-Engine/ToME/ODE 3.0.0alpha10 aka "Thunders Mighty Roar"
2006-10-25: The next version of the T-Engine is now at http://t-o-m-e.net/
A few changes and fixes, notably a very bad bug in the core flags engine. Upgrade ASAP.
T.o.M.E 3.0.0alpha10 aka "Thunders Mighty Roar" changes
Interface changes:
- Speed up module downloads -- Neil
- Display size of files being downloaded -- Neil
- Made the SLAK messages more explicit
Object changes:
- Provide a way to have a "meta-ON_MAKE" for items that runs after item specific ON_MAKE. Modules simply need to define objects_on_make_all(obj, power) to use it
- New object_enchant_drop subsystem to handle the default way of having monsters drop stuff and objects enchanting (see tome/scripts/init.lua for use)
Player changes:
- Ents!!!
Misc changes:
- Rejoice! If you ever experiment a nasty crash you will now get a lua stacktrace just before the game dies. The trace is put in the engine_errors.log log just like all other errors. If it is not able to open this file it will print on the standard console output.
Bug fixes:
- Fixed hunger subsytem to deal damage and generaly work
- Don't play sound samples twice by default
- Fix a nasty(but quite rare) bug in the core flags code that could lead to infitine loop when accessing flags. I really think I've found it but please beware of any weird behavior with flags and report anything you think might not work.
T.o.M.E 2.3.4 aka "An Unexpected Party"
2006-10-08: Unexpected it was, but it did happen, so behold the new T.o.M.E. 2.3.4!
This is a bugfix release, everybody should upgrade.
T.o.M.E 2.3.4 aka "An Unexpected Party" changes:
Interface changes:
- Fix window position saving on Mac OS, patch by John Love-Jensen -- Neil
Bug fixes:
- Remove buggy trap of Stair Movement -- Neil
- Fix typo in one monster's flags - Iain
Fix word wrapping in character sheet, patch from "ZizzoTheInfinite" -- Neil
T-Engine/ToME/ODE 3.0.0alpha9 aka "The Emerald Sword"
2006-10-08: The next version of the T-Engine is now at http://t-o-m-e.net/
T.o.M.E 3.0.0alpha9 aka "The Emerald Sword" changes:
Interface changes:
- Disabled 'U' powers, they were utterly broke anyway. I'll probably roll my own implementation in lua, but anyway
it's a few lines of code, you can do it
- Winner screen can be changed by making a files/winner.txt file
- I am pround to introduce you the SLAK(Smart Learning Auto Keys) This is a special "macro" system that notices when you try to use undefined keys and asks if you want to bind an action. The MAJOR difference with true macros is that this wont break because of a wierd keypress while recording or because not enough escapes where put in the macro to rid of text messages.
Monster changes:
- Monsters dont get feared when hit, it's up to the modules to decide such things, not the engine
- hook.MONSTER_DEATH now can have a second parameter which tells who killed the monster
- Prevent monsters to have a first turn upon level entering. Should avoid instadeath. Modules who want ot be unfair can remove it easily by removing MFLAG_BORN from the monster().mflag field
Player changes:
- Welcome back beornings!
- Welcome back mimicry(as a skill)
- player.faction now contains the player's faction(FACTION_PLAYER) to be in line with monsters structure
- Scorelist is back, modules should define player.register_score() for meaningful scores and descriptions
Misc changes:
Subsystemified & namespaced mimicry. To use it do load_subsystem("mimicry") and then it's mimic.add_shape(check ToME example). BEWARE if you copied ToME display or player calc stuff, they use the old mimicry code and thus will error out. The changes are trivial, in most cases you jsut replace stuff like resolve_mimic_name by mimic.resolve_name
- Module data is now in ~/.tome/engine_version/module_name/module_version/ So that data wont mix up between major versions
- Gobal permanent data working again(set_perm_data and get_perm_data)
Bug fixes:
- Not really a bug but a notice to all module makers: add_loadsave() *IS* persistant trhought death/birth. This means a data saved MUST be reset on hook.BIRTH if you dont want the new character to "inherit" it from the old one
- Monster picking up items fixed
- No more crash on startup bug
T-Engine/ToME/ODE 3.0.0alpha8 aka It's bad to be good"
2006-10-08: The next version of the T-Engine is now at http://t-o-m-e.net/
Many nice new things like unlimited player & skills levels and the new "Babyface" startup interface!
T.o.M.E 3.0.0alpha8 aka "It's bad to be good!" changes:
Interface changes:
Added(and swicthed to by default) the Babyface interface, meant to make startup looks cooler to newbies ;> People who know their stuff can just add TOME_BABY_INTERFACE = nil to tome.cfg to remove it When we get configuration saving there will be an in-UI switch
- Modules can change the way the startup interface displays their savefile data
Monster changes:
- Monster can have timed effects now, things liek cuts, poison, speed, ... just like the player, using a simplified version of the player timed_effects. See data/monsters/monster_effects.lua
Player changes:
- Max skill value can be increased by modules by additing something like skills.MAX_VALUE = 100 * skills.STEP_STEP_VALUE to a script(probably data/player/stats.lua)
- Max player level, max exp and max money are module parameters, can go up to 2^31. Player level is not bound anymore to 50. If your module did not call player.define_experience_ladder to set the exp ladder it now must
- Customizable faction combat
- Player HP tripples in ToME to scale betetr with monster HP, monster attacks trippled to compensate
- Player levels sacled up to 100 in ToME, this is no power increase but a simple smoothing to make dungeon levels and player levels more logical
- Barehand default combat subsystem, check for example in ToME scripts/combat.lua
Luaified the targetting system. it is now customizable and all :>
Misc changes:
- Added music(ogg) support. Make a /media/music/music.lua file and do inside it: sound.load_music("whatever") Then place a whatever.ogg file in /media/music When you want to play it just do: sound.play_music("whatever", repeats) Note this is for music only, sound samples support will come soon.
- Fix engine bug when there where less spells than schools
Dungeon changes:
- Special levels can be persistent but not saved using the PERSISTENT flag
- Companions are not duped when using saved levels
- Modules can customize the distribution of room types in the default generator on a per dungeon/level basis
T-Engine/ToME/ODE 3.0.0alpha7 aka It's good to be bad"
2006-09-26: The next version of the T-Engine is now at http://t-o-m-e.net/
*IMPORTANT* bugfixes and a few neat things.
T.o.M.E 3.0.0alpha7 aka "It's good to be bad!" changes
Monster changes:
- Fixed monsters drop to drop objects when they do not have DROP_THEME in which case they will use the dungeon's default OBJ_THEME
- Monsters/Monster egos can have an ON_MAKE flag
Object changes:
- Good/Great objects generation
Player changes:
- New subsystem to auto equip starting equipment, thanks Neil load_subsystem("birth_auto_wield")
- Fixed archery subsystem to actually work
Misc changes:
- Race specific calendars(shire's reckoning, rivendell's reckoning, stewards reckoning)
Bug fixes:
- Monsters without spells wont try to cast Stop Control when using the random cast AI
T-Engine/ToME/ODE 3.0.0alpha6 aka "Evil comes back from holiday"
2006-09-24: The next version of the T-Engine is now at http://t-o-m-e.net/
A complete new customizable AI system, pathfinding for who wants it, bugfixes, monster mana, corruptions...
This release might be a bit rushed, but I wanted to get the AI system out so people can try/test/break it. Warned you have been
*NOTE*: The ToME module is less playable than ever due to ltos of unassigned AIs. *NOTE2*: Module makers really want to take a look at ToME's monster_regen() funciton in scripts/monsters.lua if they want monsters to regenerate.
T.o.M.E 3.0.0alpha6 aka "Evil comes back from holiday" changes
Interface changes:
- Objects extending equipment slots can not be removed until the said slots are freed
- Removed pet interface from the core.
Monster changes:
- Monster AI revamped! People can now write their own AIs and have monsters use them. AIs can be combined, parameterized, switched on the fly and so on!
- Changed the way monsters are kept internaly. Should not change anything for module authors. Except this allows monster indexes(m_idx) to never change which means one can now store them and use them latter(like in a AI)
- Changed monster regeneration. Modules may now define a monster_regen(m_idx, monst) function to define how monsters will regen life(and other things), by default they will not regen or recover from poison/wounds/whatever.
Player changes:
- Abilities can now be hidden from the ability screen(this is saved in the savefile) ability(AB_FOO).hidden = true
- Melee resistances now add up directly(magic resistances did not change), obviously this is module specific.
- Basic implementation of dual wielding
- Weapons to_d and to_h are not added up to the player to_d/to_h(they are added by the combat subsystems)
- Removed hit dice bonus for classes, instead the Combat skill acts as an HP bonus
- Corruptions are now an independant subsystem, load it with load_subsystem("corruption") It also has been namespaced so that every function starts with corruption. (check engine/subsystems/corruption.lua)
Misc changes:
- Added the engine error logger to the cvs, no more need to add it manualy
- Force the engine to never use raw files, should help module devs. If the game starts to slowly for you, just comment the line in tome.cfg (I should remove that anyway when 3.0.0 is out of alpha/beta)
Dungeon changes:
Removed the borders & corners copy in the wilderness generator. Seriously who really likes that ? If you do please cry about it I'll add it back as an option
Bug fixes:
- Ended galadriel shopping spree
T-Engine/ToME/ODE 3.0.0alpha5 aka "Die Me, Dichotomy"
2006-08-29: The next version of the T-Engine is now at http://t-o-m-e.net/
Configurable equipment slots, damage absorbtion(falt decrease, in addition to resists), quickstart and more!
Changelog(very very partial, it seems I can not keep it correctly updated ;> ): Interface changes:
- Mac interface is now the SDL interface, which is still in development
Object changes:
- Equipment slots are NOT hardcoded anymore, module makers need to define the slots they want(see game/tome/slots.lua)
Player changes:
- Finalized the "Future" rune, whcih allows a runecrafter to project a spell in the future. The more powerfull the spell, the further away in time will it trigger.
- Quickstart is back!
Misc changes:
- The formula for player gaining experience from monster death is customizable
by simply redefining the function player.gain_exp_from_monster(monst)
- Damage absorbtions in addition to resistances. A monster or object can absorb a certain amount of a certain type of damage. A ring of flame could absorb 50 fire damage. So a fire attack targetting the player for 75 damage would hit for 25, over which the classic resistances would be applied.
Have fun!
Mailing List Moved
2006-07-27: The main ToME mailing list has moved. For years the primary mailing list was Yahoo's Pernangband list, but now the list has moved to tome@t-o-m-e.net courtesy of Páv Lučištník.
ToME 3.0.0a4 released
2006-07-19: The next version of the T-Engine is now at http://t-o-m-e.net/
It features many background improvments, bug fixes, a unified object activation/mana system, orbs, gemstones, enhanced buff/debuff system and visualisation, new movement mode, new hooks, new ... things ;>
Changelog(very very partial, it seems I can not keep it correctly updated ;> ):
Interface changes:
- The library remote has been incorporated in the modules selection screen. This means the screen will displays compatible modules available at modules.t-o-m-e.net and download them automatically when selected
Gameplay changes:
- Timed effects now have a type(like physical, magical, mental, ...) and a status (beneficial/detrimental). A new info screen (press !) has been added to see all beneficial effects currently applied to the character.
Monster changes:
- Fix monsters attacking fellow monsters
Object changes:
- Items can have up to 5 egos(sorry mathew I broke some of your new code :/ )
Player changes:
New Meta spell, Manaflow. Why do I bother writting this file, I forget to note 9/10th of what I do anyway
- New movement mode subsystem as suggetsed by Fubar Obfusco a long time ago. Replaces tactics/exploration mode. Some modes are only available by gaining the corresponding ability
Dungeon changes:
Imported Theme worldmap, thanks to TheFalcon
Have fun!
-- DarkGod
Interface maintainers needed
2006-03-1: If you wish to ensure that the ToME interfaces for OS/2, RiscOS, or Linux SVGAlib will continue to run in ToME 3, please contact the development mailing list, DarkGod, or NeilStevens with your intent to make the necessary adjustments.
Specifically, these developers will need to adapt the existing Makefiles to account for the new requirements of SDL and SDL_net, plus rewrite any graphics support to account for the new graphics reorganization that is forthcoming.
If nobody comes forward, these interfaces will be dropped.
Thank you,
ToME 3.0.0a3 released
2006-02-17: T-Engine/ToME+ODE 300alpha3 "A Late Delivery from Avalon" released!
Changelog: Interface changes:
- Engine allows for more colors than 16, but some terminals wont handle it, so they will "warp" to the default 16. Be warned.
Gameplay changes:
- Began implementing riding
Object changes:
- Objects can gain exp, on an item level basis. The One Ring now uses item leveling. It starts out weak and grows in power the more it is used
Player changes:
- Player starts with counters at max
- Fixed player melee
- Turned water bite into nature wrath, yavanna will prefer it
Added temporary resists. Items & temporary resists are percent based. But they do not simply add up. For each type of damage the higest resist from the equipment is used and then merged with the temporary bonus(if any) with the formula "100 - (((100 - resist1) * (100 - resist2)) / 100)". (This is the modules own business, one can make a module where it adds up just fine)
- Added the main quests(dol guldur, the one ring, sauron)
- Thieves quest in Bree. The reward is a house. The house is now a permanent level(obviously without floor stacking), is this good ? bad ? fun ?
Misc changes:
Misc bugs fixed ;>
- Subsystems may now have parameters
- Weapon combat(the default one) is now a subsystem
- Archery is now a subsystem
- No town(as in ODE)/No wilderness map(as in Scroll) are now subsystems
- The engine now supports levels up to 253x253(was 198x66). This should not make anything crash Smile Dungeons now must define their size(including the wilderness) if not specified it defaults to 3x3 (measure is in "screens" of 66x22) which is the default old size. This means we can have huge wilderness maps, huge dungeons, huge whatevers
- Changed the lua syntax to make the ',' optional in lists declaration, so that now { 1 2 3 4 } is valid and equivalent of { 1, 2, 3, 4 }
Dungeon changes:
- Feature damage effects are once per player turn now
- Fly is now a valued attribute. Levitation is no more, fly=1 is equivalent. Each "flyable" terrain now requires a certain amount of flight(the higher you can fly). I.e: trees need a fly=3 while runble need a fly=1 and mountains a fly=15
ToME 2.3.3 for Mac OS X Available
2006-01-22: NeilStevens: For those who may not have noticed, the Mac OS X build is available.
Have fun,
ToME 2.3.3 released
2005-12-14: DarkGod: The mad god and his dark priests(well mostly the dark priests) did it again!
T.o.M.E. 2.3.3 aka "Realized Unreality" is released at http://t-o-m-e.net/
Go go download it! The windows build will come, as soon as I can coherce somebody into doing it
And for the usual changelog: Interface changes:
- Miscellaneous documentation, spelling and grammar fixes. -- gwooledge
- Update AC display after fixing armor in the buildings. -- gwooledge
- Fix damage display for Thaumaturgy ball spells. -- gwooledge
- Honor exp_need option when displaying object experience. -- gwooledge
- Restored and updated some missing help files. -- gwooledge
- Handling of Command key modified in Mac OS X UI. It should be accessible in macros now if it wasn't before -- Neil
Gameplay changes:
- Lost sword quest rewards always give a minimum skill modifier of 0.3. -- gwooledge
- (Mass) Genocide damage is applied all at once to avoid bug #228. -- gwooledge
Monster changes:
- Kavlax should be many-headed. -- gwooledge
- Regular (non-Joke, non-Cth, non-Z) monsters should not breathe nuke, because it has a side effect we don't want in ToME -- Neil
Object changes:
- Removed pointless slays, brands, and bonuses on Pick of Erebor -- Neil
- When examining books, demonology equipment and instruments in stores, show both the object's powers and its spells. -- gwooledge
Junk should stack just like skeletons. Patch by StarweaverBlue. -- gwooledge
- Mac OS X builds now put all the game data into the bundle, storing all user data in the user's Library (some preferences in Library/Preferences/net.t-o-m-e.tome.plist, the rest in Library/Application Support/ToME. -- Neil
Player changes:
- All new partial summon upkeep formula -- neil
Dungeon changes:
- Edit one vault to open up some inaccessible rooms -- Neil
- A certain early trap should be less deadly (and appear a bit later). -- gwooledge
Bug fixes:
- Alchemy: disallow repowering double-ego items, unless the character has the artifact creation ability. Based on patch by Andrey Egoshin. -- gwooledge
- Lost sword quest skill reward probabilities were computed incorrectly. Fix suggested by Dan Rosenberry. -- gwooledge
- Don't let a player trick the Valar by getting drained and re-gaining levels -- Neil
- Don't allow Runecraft and Thaumaturgy spells to go explode inside walls and seep through -- Neil
- When consuming magic essences, don't stop prematurely. Based on patch by Andrey Egoshin. -- gwooledge
- Upkeep cost for partial summons was not always charged. -- gwooledge
- Some staves were being generated with the wrong tval, causing several bugs including (but not limited to) staves being unrechargeable. -- gwooledge
- Saving throw was not calculated correctly. -- gwooledge
- Disallow negative experience alchemy abuses. Based on patch by Andrey Egoshin. -- gwooledge
- Nonliving and undead pets won't be angered by lack of breathable air. -- gwooledge
- Don't use the "POSIX" setuid calls on Mac OS X, as they apparently break compilation -- neil
- Certain monster spells were hard-coded for the wrong number of equipment slots. -- gwooledge
- Incorrect operator used in cave generation code. Effect unknown, but it *might* possibly fix some of the Orc cave crashes.-- gwooledge
- Don't allow uniques or quest monsters to just disappear to the move of another monster -- Neil
- Attempt to work around some crashes in the fractal cave generator -- Neil
--
T-Engine/ToME 3.0.0alpha2 + ODE aka "The Gathering" is released!
The next version of the T-Engine is now at http://t-o-m-e.net/
It features a new subsystem logic with resting, player hp/mana/sanity being a plugable subsystem (yes a module may not have life if the author desire so). Oh and this time the ToME module should actually start
Changelog: Object changes:
- Added wands. Each wand carry a randomly generated thaumaturgy spell.
Player changes:
- Removed the hardcoded timed effects(set_blind, set_shield, ....) and replaced
- them with the new lua timed_effect method Also broke savefile compat. heh.
- Food is implemented as a timed effect
- Resting is implemented as a timed effect
- Fixed negative level spells
- Life, mana and sanity are now luaified under the "counters" concept.
- There are subsystems to handle them, most modules will want to at least load the "player_life" subsystem. Upgrading is easy, simply replace player.chp by player.chp() and so on
Misc changes:
- Added the engine concept of subsystems.
- look in engine/subsystems/ for some info
- Fixed obvious flags
Have fun!
T-Engine/ToME 3.0.0alpha + ODE aka "The Gathering" is released!
Hullo everybody!
This is not my standard "release message" because this is no standard release indeed.
After a (ok, very) long time in development, I am pleased to announce the immediate availability of 3 products: - T-Engine 3.0.0: The T-Engine reborn anew! Most of it has been rewritten, it features extreme customizability, self-contained modules, packs, addons, lua descriptors, deep flag values, new and never-seen-before bugs and about 2000 other features I just cannot list here(mostly because after working 2 years on it they seem all too natural to me ;> ) - A T.o.M.E. 3.0.0 embryo: ToME is being rewritten as a T-Engine3 module, from the ground up. The process is far from complete(only the barrow-downs is available, and it itself is not complete). - O.D.E: the One Day Example. A module I decided to make to show people what a basic module can look like and to provide a basic skeleton for their own modules. It could also be considered for the 1DRL challenge on rgrd as I made it in one afternoon.
They are available as one package "tome-300alpha" at http://t-o-m-e.net/
**WARNING** As I've said, this is an alpha version, this means there are still work in progress in there, you WILL see funny colored error messages and you wont be able to play(ToME at least, ODE should be fine).
A note about ODE too, while it is not complex, I probably forgot some old stuff in there that is not very revelant, I'l lremove it with time. sorry
**WARNING**
Now the engine as is it can be used by other (adventurous) people to make modules, I do not promise I won't break compatibility until the 300 release, but I'll try and in any cases I'll try to help module makers. Because by making modules they will be helping me test and improve(yes yes debug too) the engine.
There is a mostly empty section on the ToME Wiki(Documentation/Module Maker Handbook) about module making, it will be filled up with time, and feel free to help!
In the same idea, do not mail me questions about module making, for two good reasons: - for the time being I cannot send mails, my smtp is down .. (hey nobody got an smtp server for me ?
- if the question/answer is on teh wiki, other people can benefit from it
And now, adventurous and curious souls, go download it!
PS: I currently have no means to make a windows build myself, sorry ..
Moving
2005-10-05 - NeilStevens: Back in March this site got moved to a temporary server the hard way, with the drive being taken out of the old and put into the new.
It's getting moved again tomorrow or so, but this time it's for good. It's on a very nice server with a much better connection, but the move will require that I set this site read-only, and copy the data across.
So watch for that, and don't start any major projects on here the next couple of days.a
Update: We're now going read-only.
Update: If you can see this, we're writable again.
ToME 2.3.2 for Windows Released
2005-07-28 - DarkGod: Using the arcane arts of cross compilation I've managed to compile a windows version of 2.3.2, go grab it at http://t-o-m-e.net/
There is no windows installer, just the zip for now, until I can get my hands on an actual windows computer.
Have fun!
ToME 2.3.2 Released
2005-07-27 - DarkGod: The Mad God and his Dark Priests (more the dark priests than the mad god actually
did it again!
T.o.M.E 2.3.2 aka "Unrealized Reality" is released as source(windows binaries & setup will come latter today I think, i'm at work currently, I can not compile them) at http://t-o-m-e.net/
This is a bugfix/improvment release, everybody should upgrade to it.
Change list for T.o.M.E 2.3.2 aka "Unrealized Reality"
Interface changes:
- If easy_disarm is off, don't trigger known traps while walking normally. Added a new extended command "blunder" to let players trigger traps on purpose. -- gwooledge
- Lots of documentation, spelling and grammar fixes, including: * the now-outdated race/class ability tables, replaced with skill tables * the missing documentation for the set of extended commands * far too many others to mention here -- gwooledge
- Added sanity and speed to the character screen (and hence the text dump). Consolidated HP and SP into one line to make room. -- gwooledge
- Allow shopping to use the correct keys in roguelike mode. -- gwooledge
- Push a certain potion type a little deeper into the dungeon -- Neil
- Make piety display light blue when praying, to make it easier to tell when you're praying. -- gwooledge
- Don't display ordinary resists when there's also an immunity to the same element, in an object description. -- gwooledge
- Display the (colored) character for uniques in the Known Uniques list (~2). -- gwooledge
- Add "Check abilities" extended command/macro. This gives roguelike keyset players a way to access the ability screen other than "\N", although it's still one more keystroke than "\N" is.... -- gwooledge
- Clean up some offensive messages, patch courtesy of 'The Fury' -- Neil
- Include the resistances grid on character sheets dumped on death. This makes them consistent with the ones generated before death, and is more informative and useful for post mortem analyses. -- gwooledge
- Examining a totem will recall the monster it summons -- Neil
- Examining a corpse will recall the monster it was -- Neil
Player changes:
- Warriors no longer get a secret special three bonus blows spread over the 50 character levels. The three blows are now tied to Weaponmastery.
Object changes:
- Prevent random artifact bolts from giving extra blows -- Neil
- Correct the types of certain artifact trap sets to match their weights and descriptions. -- gwooledge
- Potions of Cure Insanity were too cheap. -- gwooledge
Bug fixes:
- Don't allow trap doors on quest levels or on chests. -- gwooledge
- Update view after high-powered globe of light. -- gwooledge
Don't allow use of stairs (any < or > movement command) while rooted to the floor (by the Yavanna spell). -- gwooledge
- Try again to keep traps from wrecking a certain plot element -- Neil
- Fix module file handling for multi-user installs. Now character sheets, automatizer file, and the rest will be read and written in ~/.tome/2.3/modulename as they should. -- Neil
- Try harder to save persistent levels when recalling out -- Neil
- Fix all sub-racial skill bonuses, along with Maia racial skill bonuses -- Neil
ToME Wiki