As promised here comes T-Engine4 and ToME4 beta35 ! See http://te4.org/

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

Release highlights:

Big overhaul of the saves system

Many improvements to Cursed, Doomed, Summoner, Wyrmic, Paradox Mage, Temporal Warden and Brawler classes

New inventory UI; transmogrification chest merges with it once acquired

Many new sounds & effects

Autoexplore !

Yeeks finally get to se Irkkk

More rows of talent icons are available in the options

Addons support (example addon here: http://te4.org/dl/tmp/tome-example.teaa )

Expanded changelist:﻿

Changed the blue of recurring donators to an other blue

All timed effects are now grouped in one of four categories: physical, mental, magical or other, making it more obvious which save works with each. "Other" timed effects can never be reduced/removed/altered

Psi, paradox, and unarmed combat should show up in the vault now

Reduced scaling on Fade from Time and Haste

All timed effects now have a subtype

Moved many timed effects into more logical types (many rage effects are now mental for instance, burning is physical, etc.), players should double check timed effects to learn the new system

Body Reversion now only removes physical effects

Timeless and Providence no longer remove saturation effects (since these were moved to other)

Fixed Darkest Light no damage bug

Starting characters will now have a wild infusion that clears all physical effects rather then just poison (poison is now a physical effect with a poison subtype)

Bows & Slings are only equipable for people with the Shoot talent

Fixed various loopholes in the laws of spacetime

Timed effect subtypes now use a table and can have more then one subtype

Crushing hold and strangle hold will no longer deal damage if the source is dead

Smooth fov shadows now work even with framebuffers disabled

Fixed golem eye beam and arcane combat causing a game freeze when actor is frozen

Fixed a few rush-like talents when activated adjacent to the target

Big overhaul of the Cursed/Doomed classes

Rewrote the generic tree Conditioning

Rethread now can stun instead of daze

Reduced Quantum Spike talent level on Ultimate Teluvorta

Revision will now transport the player to the past immediately instead of at the end of the turn

Grapples will now break when the attackers stamina gets to low to pay the stamina cost

Spacetime Tuning is now a beneficial effect (so it can be used correctly by skeletons and other actors with detremintal effect duration reduction)

Water wall digs into water floor

Entering the last level of the dark crypt has a painted lore

Fix hands going through the shield in the moddable tiles

Setting leash anchor for party members will not prompt a "are you sure" dialog when self targetting

Brawlers have given up their quiet ways and will now make the same combat sounds everyone else does

Healing flyers are only shown when seen

Berserkers are the first class in the warrior's list, instead of fighters

Logfile should correctly flush when using --flush-stdout on windows

Fateful Aura tree does not grant a hate bar

Talents learnt from external sources (like cursed touch, resolve, escort rewards, ...) are not respec-able

Iron Mail fo Bloodletting now gives a healing mod bonus

Spiderweb now has a tile

Updated some gfx tiles

Can not teleport out of the south derth arena

Typos

Removed all egos with negative life regen

High level trees are not learnable until they can be usefull to the player

Activable items do not say they use 0 turns even if the talent they use does. Activated items always use a turn

Last Hope mausoleum is now denoted with a quest

Renamed Fighter to Bulwark, to make it very clear to new players that the fighter is not the "classic" dumb "bump until it dies" class (which really does not exist in ToME)

Ring of the War Master provides a bonus to Thuggery

Use item in the inventory screen will notify that it is impossible to use items without wearing them (when appropriate)

Clicking on columns in inventory window should work

When frozen effect is broken by damage it is removed only on turn end, meaning the player can never hit himself trying to destroy the iceblock

Anomaly damage now has a damage cap

Removed the anomalies that reduce and increase paradox

Static History will now only prevent failures (and not backfires or anomalies)

Flameshock is now a stun effect; damage over time increased

Rebalanced some effect immunity egos

Garkul Helm and Garkul Teeth are now a set

Life leech on negative HP creatures will not work

Reworked some immunity artifacts

New temporal damage death messages

Athamaton is now considered an Elite Boss

Celerity is now passive

Many chronomancy sustain costs adjusted

Darkest Light will no longer give energy at higher talent levels

Frenzy should be less rediculous at extreme talent levels

Rewrote the 'Chronomancy' tree

Paradox Mastery will no longer give a bonus to Static History paradox reduction

Static History is now a class talent in the timetravel tree

Borrowed Time and Door to the Past have been removed

New Timetravel talent, Temporal Reprieve (buffed version of the old version)

Spacetime Weaving now requires willpower so it should be more accessable to Temporal Wardens

Haste no longer gives casting speed but has an interesting on move effect

Gather the Threads now boosts spellpower instead of damage (note that it will break before a sustain is cast to prevent abuse)

Ritch Tunnels shouldnt spawn high level ritches

Big saves overhaul: Display change: Combat stats(Accuracy, Spellpower, Mindpower, Physical power) and Saves (Defense, Spell save, Mental save, Physical save) are now computed on a O to 100 scale, split in 5 tiers. In each tier it takes more points to upgrade. So if you have 22 spellpower and wear a new item granting +2 spellpower you only get up to 23 spellpower. *This does NOT change the damage you are doing since a similar scale was applied to damage done in previous betas* Saves now reduce the duration of timed effects When a creature is hit by a special effect from a creature whose combat stat is in a tier over the target's save tier it triggers a "cross tier effect" Cross tier effects are dependant on the nature of the effet. A powerful knockback will set a target offbalance, a terrible mind attack will brainlock the target, a overpowering spell will spellshock the target Tooltips show both combat stats & saves for all creature

Added 25 more rooms

Reduced Rush cost

Spell Shaping becomes Spellcraft, a sustain that keeps the old effects and adds a chance to cause spellshock on spell damage

New temporal spiderkin

Wild Growth infusion now does damage based on Mindpower

Necrotic Minions will decay if their Necromancer is dead

New temporal spiderkin

Overhaul of the equip/inventory screen, with visual equipment doll, drag&drop, inventory tabs

The few non-unlearnable talents can not be unlearnt event at birth

Vim correctly refunds when killing foes with a Vim using talent in all cases

Bloodbath will not increase the stamina loss of Blood Frenzy

Brawler grappling and discipline talents will now use Physical Power instead of strength for damage calculations

Unarmed Mastery now improves damage on grapples and kicks too

Double Strike no longer has a stamina cost

Double Strike will now autocast on 'bump' if it's off cooldown and the character is in Striking Stance

Relentless Strikes stamina increase reduced

Rebalanced Rethread (increased cooldown, reduced paradox cost, reduced paradox gain)

Terrain tooltip's improved to provide various useful info (diggable, breathable, teleport, blocks sight/move)

Titanic shield now also improves armour hardiness

Binding/Crown of the Eternal Night will not let people stay undead after removing them

NPCs will not use Body of Stone because they are too dumb to use it well

Perhaps fixed items usable without wearing them

Curse of the Meek rabits stay for two more turns and have 70% chance to grant a soul but killing them yourself never grants a soul

Rigor Mortis lasts a bit less

Frantic Summoning now is a timed effect that allows fail-less summons with faster casts. It also resets a random summon cooldown on activation

Using a hotkeyed item will first try to activate it and if not possible wear it

Clarified damage on hit/when hit in tooltips

Give gorbat orc summoners a shoot talent to go along their sling

More fun damage type death messages

Removed debug prints from tactical AI

Marauders start with armour training(1) and an iron helm

Atamathon will always drop some plain voratun rings/amulets

Temporal rift portal provides a warning

New lore: The Tale of the Moonsisters

Allied kingdoms calendar adjusted to include the Time of Balance and the Time of Equilibrium, located between the Summertide and the Wintertide, when both moons can be faintly seen on the opposing horizons

Store buy/sell is logged

Fix disappearing mark of the spellblaze & a few others

Fix crash when leaving the endgame zone

Only new talent start on cooldown when learnt, not existing ones

Status effects are now shown as icons, just like talents

Zigur can not be seen by undeads

It is possible to recall from the thieves tunnels

Gates of Morning rune shop now stocks .. runes

Undeads can now take on the celestial classes

Many new & redone sounds

Updated some NPCs tiles

Added ambient sounds to the trollmire and the old forest

Trolls, bears, treants got their own sounds

Swarms/bees, wolves/foxes, jellies/oozes, ants got sounds

game:playSound() can now take a second parameter to speficy the 3D position of the sound

Sounds made by talents, creatures, ... are now placed in space, the further they are the quieter they are and they are played in 2D (not just stereo)

Fixed character sheet and Relentless Pursuit text to reflect duration reduction changes

Made resource leeching weapon-only

Updated some talent descriptions with the new physical power

Nerfed Subject Z a tad and buffer Yeek Wayist a tad

Creatures should try to use sun infusion more smartly (smart ones at least)

Talent propjectile speed is always correctly used

New option to not learn talents at birth

New aggressive/passive mode, toggle with the icon or with key 'b'. Ctrl+direction allows for attack in passive more (all keybindable obviously)

Summons now use the faction/personnal reaction of their summoner

Harmony should have the correct mastery even for people that had worn an amulet of harmony

Reworked Fateful Aura talent tree into Cursed Aura.

Added inc_damage_actor_type to increase damage against a specific type of actor (undead, etc).

Added resists_actor_type and resists_cap_actor_type to resist damage from a specific type of actor (undead, etc).

Added player.money_value_multiplier that multiplies the money value of gold piles.

Pity talent breaks like stealth (combat/activated talent).

Feed Strengths has no effect on 'all' resists.

Fixed Surge talent to use the right stat requirement.

Reduced Knockback of Willful Strike and Blast.

Fixed Displace targeting bug.

Reduced Slash healing factor reduction.

Changed Cursed talent descriptions to display level differences better.

Changed Dominate talent description to mention that you attack the target after activating.

Change Gloom and Madness stunning affect to act like stun instead of paralyze.

New gfx effect for Inferno

A few artifacts (golden sword, robe of the archmage, mummy wrappings) got special player doll tiles

New engine.ui.EquipDoll class

Rod of Recall and Transmogrification Chest can not be dropped

Overhauled transmogrification chest: A new inventory tabs appears for the chest All items are automatically pickedup and put in the chest Items in the chest are weightless You can still transmogrify from the inventory menu When you leave the current level all items in the chest are transmogrified automatically In the inventory chest tab you can move an item out of the chest, it will then act as any other item, with an encumberance and be useable (and will not be transmogrified)

Step Up gives movement speed instead of global speed

Fix Worm Rot

LOS/FOV code fixes & speed updates

Talents bound to "left- and middle-click on target" no longer work on unseen (i.e., invisible) actors.

Location of unseen (i.e., invisible) actors may not be inferred from targeting highlights.

Targeting highlights now show how a targeting path is blocked when blocked by a corner of an adjacent obstructed tile.

Split inventory handling into engine.ui.Inventory

Movement Infusion and Lightning Speed now increase movement speed

Time Prison now completly removes the target from the timeflow, no turns will pass for it (no cooldowns, regen, ... will happen)

Fix the 4th hotkey page

Tidal Wave knockback is correctly centered on the effect, not the caster

Getting a detrimental status effect stops resting/running

Create Minion is now directed, so you can always try to stay behind those skeleton mages

Slime Roots can not reset talent cooldowns

Buffed Rage

Summoner's Detonate now works on all summons

Grand Corruptor will not offer the Zigur attack quest in the ID

Auto Explore! Press z (or rebind it) and your character will try to explore all unseen space in the level. For now this is a ToME feature but it'll be backported to the engine

Hotkeys settings are now correctly saved, both globaly and per race/class

Movement mode (attack or not) is now per-actor

New better statues, palm trees and burnt trees tiles

Naga Portals got a super awesome particles animation

Better statues in the Iron Council

Less monotonous ground in the Mark of the Spellblaze

The Yeek Wayist town Irkkk is now visitable (not much to see yet though)

Ctrl+V is supported in the debug console

Irkkk got stores!

The Island of Rel now looks more junglish

New Summoning Advanced tree for summoners

Doomed class updated to be a fully mind based class, using mindpower to power its talents.

Doomed lost the Primal Magic tree and gained the Gestures tree

The Master will not drop the staff of absorption in the ID

You can only switch places if the destination tile of both creatures is passable for them

Creatures lifebar is color coded

Two new game options to control the number of rows in the icons toolbar and the size of those icons. Yes you can now see all your hotkeys at once if you wish!

Added a fifth hotkey bar. 60 keybinds should be enough for everybody! :)

Fix items granting mastery levels

Character Sheet right map click option renamed to Inspect Creature, it now works any any target

Yeek Mindslayers summoned by the Wayist talent now have a custom tile

Blood Sacrifice changed into Bloodcasting

When a necrotic minion dies from being outside your necrotic aura, it can sometimes do an emote

All talents now have tactiacl infos about the damage type they do so that the tactical AI can choose accordingly to target's resistances

New tactical AI info: CURE, so it can know when to try to remove bad effects

Hooks system added so that addons do their addon things

Tutorial is now a special button in the birth UI, and both the basic and the stats tutorial are availavble

Inspect Creature will also show talents

Wild Infusions now always cure "cross-tier" effects

Yeeks now start in their hometown

Wyrmics now start with both two handed and weapon&shield offensive trees; with increased masteries

Ice Claw does ice damage at level 4

All talents in the cold/storm/fire drake trees increase their respective resistance by 1%, passively.

All talents in the sand drake tree increase physical resistance by 0.5%, passively.

New lightning breath particle effect

Increased the damage of Tornado

Static Field now works even on elites and bosses, but at a somewhat reduced effect

Ice Wall now makes a line of ice walls, tangent to the projection line

Custom physfs "archiver" to bind mounted trees into other mounted trees

Support for compressed addons in .teaa files

Have fun!