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Nov 12th, 2011
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  1. Changed the blue of recurring donators to an other blue
  2. 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
  3. Psi, paradox, and unarmed combat should show up in the vault now
  4. Reduced scaling on Fade from Time and Haste
  5. All timed effects now have a subtype
  6. 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
  7. Body Reversion now only removes physical effects
  8. Timeless and Providence no longer remove saturation effects (since these were moved to other)
  9. Fixed Darkest Light no damage bug
  10. 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)
  11. Bows & Slings are only equipable for people with the Shoot talent
  12. Fixed various loopholes in the laws of spacetime
  13. Timed effect subtypes now use a table and can have more then one subtype
  14. Crushing hold and strangle hold will no longer deal damage if the source is dead
  15. Smooth fov shadows now work even with framebuffers disabled
  16. Fixed golem eye beam and arcane combat causing a game freeze when actor is frozen
  17. Fixed a few rush-like talents when activated adjacent to the target
  18. Big overhaul of the Cursed/Doomed classes
  19. Rewrote the generic tree Conditioning
  20. Rethread now can stun instead of daze
  21. Reduced Quantum Spike talent level on Ultimate Teluvorta
  22. Revision will now transport the player to the past immediately instead of at the end of the turn
  23. Grapples will now break when the attackers stamina gets to low to pay the stamina cost
  24. Spacetime Tuning is now a beneficial effect (so it can be used correctly by skeletons and other actors with detremintal effect duration reduction)
  25. Water wall digs into water floor
  26. Entering the last level of the dark crypt has a painted lore
  27. Fix hands going through the shield in the moddable tiles
  28. Setting leash anchor for party members will not prompt a "are you sure" dialog when self targetting
  29. Brawlers have given up their quiet ways and will now make the same combat sounds everyone else does
  30. Healing flyers are only shown when seen
  31. Berserkers are the first class in the warrior's list, instead of fighters
  32. Logfile should correctly flush when using --flush-stdout on windows
  33. Fateful Aura tree does not grant a hate bar
  34. Talents learnt from external sources (like cursed touch, resolve, escort rewards, ...) are not respec-able
  35. Iron Mail fo Bloodletting now gives a healing mod bonus
  36. Spiderweb now has a tile
  37. Updated some gfx tiles
  38. Can not teleport out of the south derth arena
  39. Typos
  40. Removed all egos with negative life regen
  41. High level trees are not learnable until they can be usefull to the player
  42. Activable items do not say they use 0 turns even fi the talent they use does. Activated items always use a turn
  43. Artifact gems are not autopicked up anymore
  44. Last Hope mausoleum is now denoted with a quest
  45. 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)
  46. Ring of the War Master provides a bonus to Thuggery
  47. Use item in the inventory screen will notify that it is impossible to use items without wearing them (when appropriate)
  48. Clicking on columns in inventory window should work
  49. 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
  50. Anomaly damage now has a damage cap
  51. Removed the anomalies that reduce and increase paradox
  52. Static History will now only prevent failures (and not backfires or anomalies)
  53. Flameshock is now a stun effect; damage over time increased
  54. Rebalanced some effect immunity egos
  55. Garkul Helm and Garkul Teeth are now a set
  56. Life leech on negative HP creatures will not work
  57. Reworked some immunity artifacts
  58. New temporal damage death messages
  59. Athamaton is now considered an Elite Boss
  60. Celerity is now passive
  61. Many chronomancy sustain costs adjusted
  62. Darkest Light will no longer give energy at higher talent levels
  63. Frenzy should be less rediculous at extreme talent levels
  64. Rewrote the 'Chronomancy' tree
  65. Paradox Mastery will no longer give a bonus to Static History paradox reduction
  66. Static History is now a class talent in the timetravel tree
  67. Borrowed Time and Door to the Past have been removed
  68. New Timetravel talent, Temporal Reprieve (buffed version of the old version)
  69. Spacetime Weaving now requires willpower so it should be more accessable to Temporal Wardens
  70. Haste no longer gives casting speed but has an interesting on move effect
  71. Gather the Threads now boosts spellpower instead of damage (note that it will break before a sustain is cast to prevent abuse)
  72. Ritch Tunnels shouldnt spawn high level ritches
  73. Big saves overhaul:
  74. <li>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*</li>
  75. <li>Saves now reduce the duration of timed effects</li>
  76. <li>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"</li>
  77. <li>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</li>
  78. <li>Tooltips show both combat stats & saves for all creature</li>
  79. Added 25 more rooms
  80. Reduced Rush cost
  81. Spell Shaping becomes Spellcraft, a sustain that keeps the old effects and adds a chance to cause spellshock on spell damage
  82. New temporal spiderkin
  83. Wild Growth infusion now does damage based on Mindpower
  84. Necrotic Minions will decay if their Necromancer is dead
  85. New temporal spiderkin
  86. Overhaul of the equip/inventory screen, with visual equipment doll, drag&drop, inventory tabs
  87. The few non-unlearnable talents can not be unlearnt event at birth
  88. Vim correctly refunds when killing foes with a Vim using talent in all cases
  89. Bloodbath will not increase the stamina loss of Blood Frenzy
  90. Brawler grappling and discipline talents will now use Physical Power instead of strength for damage calculations
  91. Unarmed Mastery now improves damage on grapples and kicks too
  92. Double Strike no longer has a stamina cost
  93. Double Strike will now autocast on 'bump' if it's off cooldown and the character is in Striking Stance
  94. Relentless Strikes stamina increase reduced
  95. Rebalanced Rethread (increased cooldown, reduced paradox cost, reduced paradox gain)
  96. Terrain tooltip's improved to provide various useful info (diggable, breathable, teleport, blocks sight/move)
  97. Titanic shield now also improves armour hardiness
  98. Binding/Crown of the Eternal Night will not let people stay undead after removing them
  99. NPCs will not use Body of Stone because they are too dumb to use it well
  100. Perhaps fixed items usable without wearing them
  101. 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
  102. Rigor Mortis lasts a bit less
  103. Frantic Summoning now is a timed effect that allows fail-less summons with faster casts. It also resets a random summon cooldown on activation
  104. Using a hotkeyed item will first try to activate it and if not possible wear it
  105. Clarified damage on hit/when hit in tooltips
  106. Give gorbat orc summoners a shoot talent to go along their sling
  107. More fun damage type death messages
  108. Removed debug prints from tactical AI
  109. Marauders start with armour training(1) and an iron helm
  110. Atamathon will always drop some plain voratun rings/amulets
  111. Temporal rift portal provides a warning
  112. New lore: The Tale of the Moonsisters
  113. 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
  114. Store buy/sell is logged
  115. Fix disappearing mark of the spellblaze & a few others
  116. Fix crash when leaving the endgame zone
  117. Only new talent start on cooldown when learnt, not existing ones
  118. Status effects are now shown as icons, just like talents
  119. Zigur can not be seen by undeads
  120. It is possible to recall from the thieves tunnels
  121. Gates of Morning rune shop now stocks .. runes
  122. Undeads can now take on the celestial classes
  123. Many new & redone sounds
  124. Updated some NPCs tiles
  125. Added ambient sounds to the trollmire and the old forest
  126. Trolls, bears, treants got their own sounds
  127. Swarms/bees, wolves/foxes, jellies/oozes, ants got sounds
  128. game:playSound() can now take a second parameter to speficy the 3D position of the sound
  129. 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)
  130. Fixed character sheet and Relentless Pursuit text to reflect duration reduction changes
  131. Made resource leeching weapon-only
  132. Updated some talent descriptions with the new physical power
  133. Nerfed Subject Z a tad and buffer Yeek Wayist a tad
  134. Creatures should try to use sun infusion more smartly (smart ones at least)
  135. Talent propjectile speed is always correctly used
  136. New option to not learn talents at birth
  137. New aggressive/passive mode, toggle with the icon or with key 'b'. Ctrl+direction allows for attack in passive more (all keybindable obviously)
  138. Summons now use the faction/personnal reaction of their summoner
  139. Harmony should have the correct mastery even for people that had worn an amulet of harmony
  140. Reworked Fateful Aura talent tree into Cursed Aura.
  141. Added inc_damage_actor_type to increase damage against a specific type of actor (undead, etc).
  142. Added resists_actor_type and resists_cap_actor_type to resist damage from a specific type of actor (undead, etc).
  143. Added player.money_value_multiplier that multiplies the money value of gold piles.
  144. Pity talent breaks like stealth (combat/activated talent).
  145. Feed Strengths has no effect on 'all' resists.
  146. Fixed Surge talent to use the right stat requirement.
  147. Reduced Knockback of Willful Strike and Blast.
  148. Fixed Displace targeting bug.
  149. Reduced Slash healing factor reduction.
  150. Changed Cursed talent descriptions to display level differences better.
  151. Changed Dominate talent description to mention that you attack the target after activating.
  152. Change Gloom and Madness stunning affect to act like stun instead of paralyze.
  153. New gfx effect for Inferno
  154. A few artifacts (golden sword, robe of the archmage, mummy wrappings) got special player doll tiles
  155. New engine.ui.EquipDoll class
  156. Rod of Recall and Transmogrification Chest can not be dropped
  157. Overhauled transmogrification chest:<ul>
  158. <li>A new inventory tabs appears for the chest</li>
  159. <li>All items are automatically pickedup and put in the chest</li>
  160. <li>Items in the chest are weightless</li>
  161. <li>You can still transmogrify from the inventory menu</li>
  162. <li>When you leave the current level all items in the chest are transmogrified automatically</li>
  163. <li>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)</li>
  164. </ul>
  165. Step Up gives movement speed instead of global speed
  166. Fix Worm Rot
  167. LOS/FOV code fixes & speed updates
  168. Talents bound to "left- and middle-click on target" no longer work on unseen (i.e., invisible) actors.
  169. Location of unseen (i.e., invisible) actors may not be inferred from targeting highlights.
  170. Targeting highlights now show how a targeting path is blocked when blocked by a corner of an adjacent obstructed tile.
  171. Split inventory handling into engine.ui.Inventory
  172. Movement Infusion and Lightning Speed now increase movement speed
  173. Time Prison now completly removes the target from the timeflow, no turns will pass for it (no cooldowns, regen, ... will happen)
  174. Fix the 4th hotkey page
  175. Tidal Wave knockback is correctly centered on the effect, not the caster
  176. Getting a detrimental status effect stops resting/running
  177. Create Minion is now directed, so you can always try to stay behind those skeleton mages
  178. Slime Roots can not reset talent cooldowns
  179. Buffed Rage
  180. Summoner's Detonate now works on all summons
  181. Grand Corruptor will not offer the Zigur attack quest in the ID
  182. Auto Explore! Press shift+a (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
  183. Hotkeys settings are now correctly saved, both globaly and per race/class
  184. Movement mode (attack or not) is now per-actor
  185. New better statues, palm trees and burnt trees tiles
  186. Naga Portals got a super awesome particles animation
  187. Better statues in the Iron Council
  188. Less monotonous ground in the Mark of the Spellblaze
  189. The Yeek Wayist town Irkkk is now visitable (not much to see yet though)
  190. Ctrl+V is supported in the debug console
  191. Irkkk got stores!
  192. The Island of Rel now looks more junglish
  193. New Summoning Advanced tree for summoners
  194. Doomed class updated to be a fully mind based class, using mindpower to power its talents.
  195. Doomed lost the Primal Magic tree and gained the Gestures tree
  196. The Master will not drop the staff of absorption in the ID
  197. You can only switch places if the destination tile of both creatures is passable for them
  198. Creatures lifebar is color coded
  199. 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!
  200. Added a fifth hotkey bar. 60 keybinds should be enough for everybody! :)
  201. Fix items granting mastery levels
  202. Character Sheet right map click option renamed to Inspect Creature, it now works any any target
  203. Yeek Mindslayers summoned by the Wayist talent now have a custom tile
  204. Blood Sacrifice changed into Bloodcasting
  205. When a necrotic minion dies from being outside your necrotic aura, it can sometimes do an emote
  206. All talents now have tactiacl infos about the damage type they do so that the tactical AI can choose accordingly to target's resistances
  207. New tactical AI info: CURE, so it can know when to try to remove bad effects
  208. Hooks system added so taht addons do their addon things
  209.  
  210.  
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