As promised here comes T-Engine4 and ToME4 beta22 ! See http://te4.org/

Piles of new stuff, classes, racial trees, zones, lores, quests and more!

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

Release highlights:

Many fixes

New class: the Paradox Mage, a pure caster chronomancer class!

New class: the Brawler, a barehanded stance-based melee combatant

New zones: orc breeding pits, the ring of blood, the golem graveyard

New quests

Racial trees: each race now has a racial tree further defining it

NPCs scale better with levels

Many tweaks

Expanded changelist:﻿

Elandar and Argoniel now have fixed resistances, no more physical immune endgame bosses

Added resolvers.levelup() (check how it works on ToME's dragons)

resolvers.talents{} can now take a table for each talent value which specifies how and when the talent is level'ed up

Dragons have lost summoning; but they are now more formidable foes

Added an option to not have chats appear in the game log

Rings and amulets can now be double egos

New options to select UI style, font style and font size; Small screen users rejoince!

Fix a bug when putting on an inscription of which type you have too many already

Fix bloodied lore notes

Fix presing escape when using the Attack talent

Fix a bug with Extract Gem

Lore popups can be exited with Enter

Fix Arcane Combat trigger %

Fix Flare

Archery now behaves more like other bolt spells, it can be targetted to empty squares

Right click map menu now shows the projection path (just like when targetting manually)

Stealth will not make the world fully grey, itwill only tarnish the colors a bit

Updated the Main Menu with the new tiles and more level types

Zones now have material level restrictions. Gone are the days of degenerated skeleton warriors powning you with voratun greatswords!

Artifacts sold to shops will now be gone forever.

Most things that happened on actor's turn now happen on game's turn. Due to this change Movement Infusion, Lightning Speed and Step Up now provide their buff for a veyr low number of turns (usualy one or two), but since they are game turns they give ample player turns

Changed the drop system to a two steps system: First the game chooses the quality of the item (unique, double greater, greater, ...) and then the actual object is selected. Quality chance varies by levels and by drop source (bosses obviously drop better stuff).

Sunwall is no longer automatically hostile to the assassin's lair

Snow Giant Boulder Throwers are now distinguishable from the ground in the Daikara

Changed how movement speed bonuses affect actors, to prevent running into the negatives!

Changed the checkhit method to make low and high results more significant

Fix Gem Golem

Replace Mana Tap with Supercharge Golem for Alchemists - it will instantly bring back a dead golem to life and give it a big regen boost and damage boost

Lowered Celerities movement speedbonus

Lowered AP and Damage on Weapon Folding

Made the stun on Borrowed Time irresistable and lowered the actual effect duration so it coincides with the tooltip

Decreased Quantum Feed and Strength of Purpose stat increases but increased saving throw bonus

New option to disable left click movement

Immovable creatures can not be knocked back

Eternal Bone Golems changed color slightly to be visible in Tannen's tower

Reduced sustain cost of Quicken Spells

Make the Fall of Zigur reward more obvious

Fix tracking of Pyromancer & Cryomancer achievements

Fixed Derth after the lightning quest - they wont thank the mages if you sided with Zigur

Norgan will correctly levelup now

Curse of Death now fully prevents regen (not healing)

Orc ambushes now use a slightly bigger map with slightly fewer orcs

Fix Reavers dual wielding a 2h weapon and a 1h weapon

Traps can be placed in adjacent tiles again

Bellowing Roar now uses strength for the save test

Creatures now levelup stats as bonuses, they can go over 100

Rune: Speed does not take a turn to activate anymore

The C core is not split into a shared library (.so/.dll/...). The game executable is now a very simple runner that takes a core name and dynamically loads and runs it. This will allow the game to make updates even if the C core changes, since it can simply download the new dll and place it along the other engine stuff. This means that in the future when a module needs a version of the engine no present it will simply download it and switch to it. Same for old savefiles, they will use the current module & engine version to run.

Zigur arena and Derth arena now allows to collect loot before leaving

Middle mouse click can be assigned to talents too

Pressing escape on the self target dialog will properly cancel

Objects with activates now spend their turns after being activated

Fixed donation dialog

Fix description radius on some psi talents

Target passing between NPCs only happens when theyr are friendly (not neutral) toward one another. This should fix the "veneration" of alchemists in towns

Dropping (destroying) and item from the inventory will correctly update inventory

Rename Attack to Accuracy

The mage apprentice can not pop in a spot where it blocks your character

Teleport is now allowed again on the endboss fight but controlled phase door will have somewhat higher chance of fizzling

Reshape Weapon/Armour can not be used on quest items

Bloodbath now correctly resets its duration when a new crit happens, instead of decreasing and re-increasing the total life

Limmir now creates artifact amulets (normal ring making is still available)

Dominate Will does not work on Sandworm tunnelers

All races now possess racial talents that can be learned using generic talents

Humanoid NPCs now have access to racial trees, jsut like the players

Vaults now use the new loot table system, they improve the default zone drops and thus are guaranted to store great items

Psionic focus slot now has a quickslot version, and switches with 'X'

Aura spike damage nerfed to not scale so ridiculously with willpower

Thermal aura spike damage reduced to balance the huge area of effect

Reshaping something that already has negative fatigue no longer sets it to zero

Charged Leech now properly returns energy when it strikes the killing blow

Superhuman leap renamed and no longer causes problems when you land directly on somebody

Damage from auras and Beyond the Flesh attacks will now break Wild Speed

Leech cooldowns reduced

Shield of Light should no longer break when under the effects of burning hex

Better running algorithm

Recalling will fail when you can not move, to prevent being stuck on the worldmap

The Slime tree is back, for antimagic users!

Antimagic users when they get a magic escort can pretend to accept to help. The ending will be different though.

New fun lore about halflings

New lore: The Legend of Garkul, in the Gurshnak pride. This is a very long and epic tale. You *want* to read it

New zone encounter in the east: the Orc Breeding Pit, with some new interresting lore giving a new perspective on the orcs

Added new npcs: liches; they are very rare and qutie physicaly weak. But they will destroy you if you let them play

Most NPCs now scale better with level, they levelup their innate melee damage if they dont use a weapon and they levelup their talents

Reduced Bill HP somewhat

Bosses get a few more HP

Returning from the Eidolon plane now tries evry hard to place you on the map

Correct dwarf intro text

Fix bug when saving profile data would error out while saving the game

Prevent color bleeding in talent requirements

Townfolk now can have random chatter when backup guardians are up

New tiles for the Daikara

New zone: the Golem Graveyard

Random worldmap encounters that create an entry to a zone are now on the map (randomized) since birth (this thus does not affect "trap-door" encounters)

Recreated Last Hope

Most towns now have split shops (light armour, haevy armour, swords, axes, ...)

Shops now only restock upon "important" game events (which is not often)

Fixed Carrier

New quest: the brotherhood of alchemists. Go talk to your favorite aclehmist(s)!

Yeeks get their very own special game ending when beating the sorcerers

The endgame text can now vary based on various actions done in quests

New achievement for saving Melinda

Siding with the grand corruptor now has an impact on endgame text

New class: Paradox Mage. That's it: chronomancy to its fullest! Time manipulation, timetravel, multiple timelines, age control, ... You name it, they've got it! (Note: unlock might now be what it appears. Think paradox.)

New quest for Temporal Wardens

"Quick" weapon ego now increases weapon speed, not global attack speed

Dwarves dont start on a staircase to the worldmap anymore

Golem can not pickup plot items

Plot items are described as such

10 new vaults!

New class: Brawlers, they are unarmed melee fighters with difference combat stances and grappling attacks

New random encounter: the Ring of Blood

Player tiles

Tactical display now has a special contour for bosses and for the player.

Reworked the Gates of Morning

Temporal Wardens no longer have access to the Temporal Archery tree but Spacetime Folding is less melee specific

Borrowed Time now increases global speed by 100% to account for timed effect changes

Foresight now only triggers when the attack does 10% or more of your hit points

New Spactime Folding talent, Swap. This replaces Kinetic Folding

Inverted Campaign and Difficulty selection on birth. Removed stupid combos (like Arena/Adventure as extra lifes never worked there)

Paradox damage scaling effects lessened at high and low values

Have fun!