Blogs

Tales of Maj'Eyal 1.0.3 aka "A New Dawn"

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.3 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

Enjoy and have fun in Eyal!

 

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

And do not forget to vote for ToME on Steam Greenlight!

 

Release highlights:

  • Rebalancing of many races and classes
  • Addons will stay active if the game's patch version is over the required one. So addons for 1.0.1 will work on 1.0.2 (but would not on 1.1.0)
  • Most tier1/2 zones can now have alternate layout/stories/... brings some fresh air
  • Rak'Shor pride looks more .. necromancy, and is more interresting
  • More direct melee-range talent UI
  • Many bugfixes and improvements

 

Expanded changelist:

  • Made sure the transmo chest always spawn
  • Creepding Darkness will try harder to disappear
  • Psychic Lobotomy no longer ignores confusion immunity
  • Fixed Conduit when used by a NPC
  • Moss now use mindcrit for duration instead of spellcrit
  • Fix for OpenGL rendering bug on release builds
  • Using a Moss talent will correctly put other Moss talents on cooldown even if they were at 1 or 2 CD already
  • Antimagic indicator debuff doesnt prevent worldmap access anymore
  • Thalore exp penalty back to 35% (from 30%)
  • All Moss talents can not crit their durations anymore (still can crit their damage)
  • Nourishing Moss healing factor reduced a little
  • Reduced Slippery Moss fail chance a little
  • Reduced Slime Roots range
  • Number of bloated oozes limited to the Mitosis talent level
  • Reabsorb damage reduction reduced to 40%
  • Mitosis chance increases with talent level
  • Call of the Ooze max life is dependent on Mitosis level
  • Upgraded to LuaJIT 2.0.1
  • Lowered Shalore exp penalty to 25%
  • Increased Call of the Ooze cooldown
  • Golem's starting equipment comes identified
  • Alchemist potion reward are identified
  • Vor Armoury main room is a no teleport zone
  • Fixed Shadow's Blindside description
  • Buffed Shaloren: Grace of the Eternals scales with dex or mag, Magic of the Eternals also increase crit power, Secrets of the Eternals triggers more easily, Timeless also reduces cooldowns
  • Willful Combat correctly states it affects physical power
  • New Game:idling(focus) method to detect gaining/losing OS focus
  • Ego inscriptions are suffixes, so they all sort by inscription kind
  • Fixed alchemist golem resurect
  • Rogue poisons can be applied with slings too
  • Level 5 Trap Launcher also lets traps be placed without breaking stealth
  • Increased Bear Trap and Nigthshade Trap damage
  • Reduced Lure cooldown
  • Dexterity now also gives a chance to shrug off all kinds of critical damage (just like the oozemancer maleable body talent)
  • Sticky Smoke does not affect the rogue anymore
  • Fixed online charsheet ESP
  • Temporal Form paradox boost reduced to 400
  • Fixed blindness on NPCs
  • Siding with the Assassin Lord also teaches you the Flash Bang Trap, if you know trapping
  • If siding with the merchant you can still get the Flash Bang Trap, only the merchant will sell it .. for a price
  • Fixed psiblades
  • Oozemancer rares are .. rarer
  • Solipsists rare are back !
  • Running and resting are stopped when a dialog pops up
  • Off-balance reduces damage by 15% instead of global speed
  • Fixed Blunt Thrust description
  • Big bad popup after the ambush to direct the player to Last Hope
  • Limmir will not cry too early
  • Lightning daze, acid blind, ice damage now use either spellpower or mindpower for power application
  • Fixed Coral Spray gfx effect when blocking a ranged attack
  • Low level npcs should be a little more interresting
  • Fixed a weird death bug
  • Born into Magic arcane damage bonus replaced with a proc on spell damage to buff the damage type
  • Overseer of Nations increases blindness resist
  • Higher's Bloom duration increased
  • You Shall Be My Weapon! starts cooling down even if it missed or kill the target
  • Ruined dungeon guardians can not be preset uniques
  • Some factions now have symbols, which you can see in store & chats in towns
  • Many new artifacts
  • Fix errors when running/resting with special events that make you switch characters
  • Last Stand won't heal when auto-reactivated by leveling up
  • New option to change the speed of flying texts
  • Randboss/randelites kills are not recorded in the uniques kill list
  • Autouse talents will not trigger sounds
  • Echoes from the Past description correctly displays temporal damage bonus
  • Naga and Fearscape portals will always popup when walked/rushed/teleported/... on
  • Dreamscape can not happen on random bosses
  • Addons will stay active if the game's patch version is over the required one. So addons for 1.0.1 will work on 1.0.2 (but would not on 1.1.0)
  • Maelstrom will not destroy the stairs from killing the assassin lord
  • Breeding pits reduced to entrance + 2 levels
  • Psi-wielding a twohanded weapon does not prevent dual-wielding
  • Damage Affinity is displayed on charsheet
  • The rhaloren camp is sometimes partly overground
  • Walls will not look weird when near trees
  • Doors will not look weird when near trees
  • Sometimes the last level of Nur will be flooded by a failing barrier
  • Sometimes the Old Forest is overrun by crystals
  • The Grand Corruptor leaves the mark of the spellblaze when you go to Zigur
  • Sometimes the Maze will have been destroyed by a quake, leaving holes in the floor leading to deeper maze levels
  • Sometimes the scintillating caves hold too much magic which distort them into weird angles
  • Sometimes Murgol Lair is being attacked by nagas from the Vargh Republic
  • Rungof got his own artifact!
  • Sometimes the trollmire is flooded by the rain, leaving it filled with muddy water and some aquatic life
  • Norgos lair is sometimes invaded by shivgoroth
  • Levitation correctly makes you immune to pinning instead of making you more vulnerable to it
  • Sometimes the ruins of Kor'Pul have been invaded by a group of thieves and bandits
  • Sometimes an old volcano erupts at the center of the Daikara
  • All resource cost for talents can now be functions
  • Sometimes the Heart of the Gloom has been purified from the corruption, only to fall pray to a powerful solipsist
  • Changed Rak'Shor pride tileset to be more .. flavorful
  • Sometimes the sandworm lair has a different layout and a different "guide" .. don't fall of the trail !
  • Melee range talents that require a target will now react to direction keys directly instead of using the classic targetting cursor
  • Slime Roots can not reset passives or ubers
  • Acid Splash radius reduced by 1
  • Indiscernible Anatomy lost confusion resistance
  • Speeds are always limited to 10% (can never go to 0)
  • Game options are now organized by tabs
  • Rak'Shor Pride now has some new layout and new "fun" monsters inside !
  • Dark Portal correctly triggers on teleport effects
  • Electric Eels do not fire lightnings at low level but are buffed

Have fun!

T-Engine4 modules contest reminder

People of Maj'Eyal, my minions!

 

Here is a little reminder that you can still take part in the modules contest and to all those that are working on it already, remember that you need to post the announcement of your game by the 1st of august!

 

Have fun!

 

PS: and for those that missed it, the announcement of the contest:

With the release of Tales of Maj'Eyal 1.0.0 I can now start to create new content again, branch into new campaigns, ... and this shall be great fun.

But there is one side of the game that is not as developed as it could and I wish to change that. It is however not something I can do myself: Modules!
So, in the spirit of promoting the creation of new, quality, games based on TE4 I would like to create a new contest!

During this year 2013 up until the 1st december your task will be to create new, amazing and fun games using TE4. Anyone can, and is welcome to, participate (except me obviously) !
When the contest closes there will be a big vote when ToME players can elect the "best" game.
Players will be asked to rate each game on fun, polish and innovation, the winner being determined by the best average of those factors.

In addition of fame and pleasure of having created a fun game the 1st place will also grant a 500€ reward, the second a 150€ reward and the third a 50€ reward (by paypal).

The rules to participate are as follow:

  • Game must be announced on http://forums.te4.org/ by the 1st of august (but you are encouraged to announce, and start dev much earlier)
  • Game must not use a modified TE4 engine (so taking the .team file should work on any ToME installation)
  • Game must not be a "variant" of ToME itself, it must be its own thing. Code from ToME can be used, but only in small parts (i.e: taking inspiration of the party code is fine, ripping half the class files is not)
  • Game must be comply with TE4 license (but it inherently does anyway)
  • Game graphics (if you choose to have) can not use the shockbolt tileset (which is licensed only to ToME)
  • Game graphics, musics, ... that are not code can be under a different license (and with the authorization of the authors obviously)
  • Game must be released by the 1st december (you can, and are encouraged to continue dev on it afterwards obviously)
  • Games are encouraged (but not required) to release often during the year. Remember for players to like your game they must be able to play it!
  • Games can be adaption of other games/roguelikes, as long as you respect copyrights, licenses and the wish of the authors
  • Game must be published at least on http://te4.org/ as a game module

You are very welcome to join #tome on irc.rizon.net where nice people can sometimes help you and post about your game/progress/questions in the modules section of the forums!

Now open your code editors and start coding!

 

Discuss on the forum there: http://forums.te4.org/viewtopic.php?f=40&t=36083

RPG Engine - version 0.2.0, now in the module repository

I've updated my JRPG module to version 0.2.0. You can get it from the module repository on te4.org.

New features:

  • Polished user interface in some places
  • Added an adventurers' guild to the town. You can now create new characters and add or remove characters from your party.
  • Information about monsters you fight is now recorded in a monster encyclopedia. You can view it through the party menu.
  • Sample dungeon reworked and expanded to two levels
  • Added a debug menu. Keybind: Ctrl-D, will work even if you don't have cheat mode on
  • You can escape from battles now
  • Added a game over dialog

 

To-do list:

  • Rework the code to make it easier to modify it and build new games on this engine
  • Improve user interface further and make it more intuitive
  • Rework battle handling, display battles in the main window instead of a dialog
  • Separate classes from predefined characters
  • Add a party creation dialog
  • Make it possible to build your party in a formation where the characters' positions matter -
for instance, with warriors in front row protecting mages in the back
  • Rework skill targeting, make it possible to hit enemies in a row, a column
  • Rework skill system, make it possible to manually level skills up
  • Add support for graphics, music

 

Currently I'm working on improving user interface and battle handling. I'd like to eventually have
the battle being displayed in the main screen instead of dialog, so I'll be eventually reworking the
battle handler classes. Also I plan to develop the skill system further, to make it possible for the
player to level up the characters' skills - sort of like how you level up talents in Tales of Maj'Eyal.
 

Link to the module page:

http://te4.org/games/rpgengine

Can you get followers in toME 4?

If you can how and what can you do with them?

Multiple addon versions validating

I have changed the way the server handles addon md5 versions, now if you upload a new version of your addon for the same ToME version it wont invalidate the savefiles of people using a previous version.

Have fun in Eyal!

这个游戏有汉化实在是太好了!

终于能玩到一款有汉化的roguelike 游戏很开心,想支持一下正式版,不知道正版是否支持存档云存储呢? 另外我是Steam玩家,这个游戏已经登录绿光了,如果通过的话,捐赠者会不会得到key呢?

Wyrdthief Guide

Regarding http://te4.org/games/addons/tome/fated-beta :

Just got finished doing a bit of in-depth testing of a new tree (not uploaded, as of writing), and I realized that the class could actually use a bit of a guide.
 

Birth

The obvious first question is race-- and the obvious answer is Halfling. Starting bonus to Luck, Cunning, and Dexterity; save bonus racial.
 

Other decent options are Dwarf, Cornac and Thalore.
 

As far as creating your character? The starting points aren't always the best place to put your points (in discussion with Fayd about that right now). Steal Luck isn't so useful until you actually get a way to spend your fortune. Felicity is a great tree (if you want to go that route), and it's not supposed to be unlearnable-- but it is. My bad :)
 

The temptation when playing a class from an add-on is to rush to their special talents. With Wyrdthieves, that just doesn't work. Their special talents don't shine until later levels-- they certainly won't keep you alive long enough to reach higher levels! The good old rogue stand-bys are the way to go for your early levels. A starting character cannot afford to ignore Lethality, Dual Weapons, or Dual Techniques, and that's where your beginning points should go. These are your offensive melee options, and they're essential.
 

Weapons

With the talents you can learn, and the places you need to put your points, there aren't really any options besides dual wielding daggers. That's the only way you're going to be able to do decent damage.
 

Infusions

A couple of good regen infusions are good for starting out, but you'll probably want to replace them with shielding runes ASAP. A teleportation rune is also essential. Wild infusions are great-- you haven't got much in the way of status clears or immunities.
 

Escorts

Arcane all the way baby. They'll always give you good stats. If you happen to get an early Temporal Explorer, there's nothing wrong with a free point in Dreamwalk though. Since you don't have any natural mana regeneration, you're better off avoiding any of the spells.
 

Luck and Fortune

Several Wyrdthief abilities debuff an opponents Luck and add it your own Fortune. Your Fortune has pretty obvious effects-- it's how you spend your talents, it affects the strength of various passives such as those from Felicity. Many talents exist that scale with your Fortune: often, these talents can become detriments when your Fortune is below its midpoint. Talents in the Disaster tree actually scale with your bad Fortune, which means that they typically have no effect when you Fortune is above its midpoint, and the most dramatic effects when your Fortune is zero.
 

It's easy to miss the effects of the Luck debuff. Luck affects Defense, Accuracy, Crit Rate and Damage, Ranged Defense, and Trap avoidance-- all of the the things that Felicity affects. Fayd's model was to have your extra fortune (above the midpoint) give 1/6 of a point of luck via each talent point in each tree of Felicity. (That's no longer the case for Turn the Tables, which got nerfed to be in line with other crit bonuses.) So remember, every time you debuff an enemy's Luck, you're doing something significant and useful.
 

Felicity vs Disaster

You've got two choices, and they're largely incompatible. With Felicity, you get large passive bonuses that scale with your Fortune-- something that means you'll want to keep your Fortune in the top quarter of the bar, because those bonuses can go negative when your Fortune drops below its midpoint. With Disaster, you've got free Fortune whenever you're below your midpoint, but your goal is to spend your Fortune as quickly as possible, so that you debuff your opponents for larger amounts! These builds aren't totally incompatible-- a bit of Bad News can be a nice insurance policy for your Fortune, and you don't need low Fortune to benefit from an Unlucky Streak, but for the most part, you'll want to decide whether to play Felicitously or Disastrously at the beginning of your game, and stick to that.
 

With Disaster, it's worth remembering that almost all of the talents scale with both your bad Fortune and your bad Luck. Bad Luck is handled a little strangely-- it bends the curve. So if you're at 0 fortune, it doesn't matter what your luck is, you'll get the same scalar. But at, say, the bottom quartile of Fortune, your Luck can have a large effect on these talents' scaling.
 

Talents

A lot of Wyrdthief trees aren't totally obvious at first. Let's go over the talents specific to them.

Certainty

Okay, so this one is obvious. It's worth noting that increased talent level reduces the cooldown as well as the duration and number of effects.
Denied
This is going to be essential at lower levels. When all of your opponents are melee attackers, Denied can nicely fill in the spaces between regeneration infusion or shield runes, giving you the few extra turns of melee invulnerability that you need to have a shot at killing Bill the Troll (no Certainty in that prospect stated or implied).
Vetoed
This is one that needs a little thinking about. Guaranteed saves? What's not to like? Well, how about the fact that an awful lot of attacks don't actually grant any saves. Or the fact that it's ridiculously hard to predict which turns you're going to need to save against effects. Vetoed is a great ability, but it's hard to use.
Guaranteed
Who doesn't love guaranteed criticals? Use with Unlucky For Some to get a good starting boost to your Unlucky Streak.
Destined

+ 2/+2 to useful stats. Great. Non-diminishing returns, worth taking to five, if you feel like pursuing Certainty.

 

Thievery

Steal Luck
If you're playing a Felicitous build, this is your source of Fortune. If you're playing a Disaster build, this is your source of luck debuff. Either way: you don't need Steal Luck at level 1, but you're going to need it by level 50. As long as you're doing that, why not invest a few extra points to get the bonus damage?
Steal Weapon
Depending on when you gain it, an AoE disarm can be incredibly effective, or pretty blah.
Steal Heart
This is your summon. One less bad guy to worry about, one more for your opponents to worry about. Don't bother to use it on skeletons or mummies (or elites). And watch out for the death explosion. It uses your spellpower against their mental save, so you're going to need some Magic to make it work.
Steal Life
For a melee build, this is essential. The damage bonus is large, and you're going to need the heals. For Felicitous builds, watch out for the rapidity with which it drains your Fortune; for Disastrous builds, watch out for it running out of Fortune and terminating!
 

Grace

A Felicitous line with a couple of great escapes.
Serendipity
Make them hit themselves when they miss you? Sure, why not. Considering the potential Defense of a felicitous build, this is a great way to chew through melee attackers.
Dance with Destiny
A lightweight movement infusion, combined with a passive move bonus, this is where Grace starts to be specific to Felicitous builds. The passive bonus is randomly applied, and there's no way to predict whether you'll benefit from it on any given turn, but it can be extremely powerful-- and at low Fortune, extremely detrimental.
Caution
A bit of insurance on your Stealth is never a bad thing-- but even if you're not improving Stealth, you'll probably want a point in this to reach the next talent:
Now You See Me
A great escape. Phase door combined with invisibility means that even if you don't land where you wanted, you'll have a good chance of getting away (especially when followed with Dance with Destiny!). This ability is useful enough that even Disastrous builds might be willing to accept the penalties of Dance with Destiny.
 

Grand Larceny

Definitely maybe. While this gives you some powerful AoEs, you're likely to benefit more from mastery of one of your existing talents. (Which is largely because talent points mostly give linear returns, which is partly my fault...)
Heist
Steal Luck on a different cooldown, with an AoE. Great for Felicitous or Disastrous builds.
Sticky Fingers
Can end up giving a tremendous amount of gold-- that you can turn in for Big Prizes in Last Hope. Probably not the best talent in the line, but a decent one nonetheless. Don't bother trying to farm-- the Developers have done everything they can to discourage this behavior :)
Steal Armor
Not an AoE, but a tremendous resistance debuff. Frequently nothing but a waste of Fortune, but in the case where you need resistances debuffed, nothing else comes close.
Spontaneous Combustion
Short lived, highly damaging DoT, with a damage type few can resist.
 

Dealer
All of these talents require decks to use. That's not as much of a drawback as it might seem-- given the egos on decks, you might just want to be wearing one anyways.
Hit Me
This isn't enough damage to be overpowering-- it's a little bit extra, at low levels, but it scales with the level of your deck, and with your dexterity, and pretty linearly with talent level, because each additional level makes this talent act, not more powerfully, but FASTER. The real point of this ability lies when you start to find some egoed or artifact decks, which can use powerful damage types.
Bluff
Even if you don't want to go any further, this line can be worth pursuing for Bluff, which is something rather like a targeted phase door+trap. Just don't use it on anything too close-- it leaves a trap behind which can damage you.
Underhanded Dealing
This is all about stacking the deck. High talent levels only reduce the Fortune cost and failure rate. If you're a fan of Hit Me, and you see a king on the bottom of your deck-- well, if your top card was a deuce, you've just done six times as much damage. Not to mention the potential value of actually knowing which damage type you're going to be dealing next. But the real power comes when used in conjunction with
Dealers Choice
Massive combo damage for Hit Me. These combos are almost impossible to pull off (without cheating), but if you do, you can expect some of the most obscene damage numbers in the game. Royal Flush? That boss is nearly dead.
 

Gambler

Where Dealer lacks raw damage, Gambler delivers.
Throw the Bones
Chance of AoE, chance of 100% resistance penetration, large range of (relatively basic) damage types, linear damage scaling. All of that's worth a little bit of risk of self damage.
Snake Eyes
Five turns of DoT is perfectly reasonable for a ranged attack, and a bit of extra damage (at no additional Fortune or energy cost) is always appreciated.
Bad Break
Only for the risk averse-- or those that want the next talent.
Impossibly Lucky
Cheating? Maybe. This is your huge cost, huge payoff ranged ability. AoE, massive damage, complete resistance penetration.
 

Felicity

Saved for last because it's so fundamental.
Fortuitous
Some reduced fortune cost (which you'll want if you want to pursue the rest of this tree), and an incomparable Defense bonus (that turns into an incomparable Defense penalty at low Fortune). High levels in this talent can render you impervious to melee damage.
Good Graces
And again, incomparable accuracy bonuses (or penalties)-- this talent should be an either/or with Combat Accuracy, because you should never need both.
Charmed Life
The saves are great (and essential, and part of why I recommend Dwarf). The luck bonus is easy to ignore, but Luck raises your base and maximum Fortune in addition to its other effects.
Turn the Tables
If you're going Felicity, go all the way. This gives you awesome critical boosts (again, or penalties), and a chance out of bad Fortune. Just pop the talent and spend spend spend!
 

Disaster

For the unlucky.
Bearer of Bad News
The movement speed bonus is great (too bad it doesn't stack in any useful way with the bonus from Dance with Destiny). This constantly steals Fortune (and thus debuffs Luck) from all foes within its radius-- but in proportion to how little Fortune you have. It will never take you above your midway point. That makes the Fortune drain a bit of a mixed bag: sure, it's free Fortune, but every bit of Fortune reduces the effectiveness of the luck debuff (and movement speed buff).
Unlucky For Some
So you've got a bit of crit pow buff (scaling with target's bad Luck), but the fun part is the streak. Your crit rate goes up every successive time you crit-- approaching, but never reaching, 100%. So you can potentially take a 2% crit rate up to 100%, without other investment (and if you're careful, can use some Guarantees to get you there). But watch out, because if you ever fail to crit, the streak disappears, and so does your bonus. Note that this is the only talent in the tree that doesn't depend on your own bad Fortune-- worthwhile even for a Felicitous build.
Black Cat
The potential debuffs are pretty large-- global speed penalty, cross-tier effects-- but it's remarkably difficult to use. You can't cross your own path, or you destroy it. You need quite a bit of speed to get your opponent's to cross your path rather than just tracing it to you, and even if you do, you have to be careful that they don't cross it back the other way (which undoes the debuff). But if this is your kind of talent, you can get some serious benefit out of it. (Note that the path duration scales with bad Fortune-- if you're above the midpoint, no path will be made.)
Master of Disaster
Yup, all talents. That includes bump-attack. Anything they do that targets you has a chance of being retargeted to somebody nearby. It decides on a target (from a list weighted by bad luck and distance to you), and then creates a chance based on that target's bad Luck (mostly). So you've got a serious incentive to keep the Luck debuffs as powerful as you can.
 

Dual Weapons

Dual Weapon Training
Your first point doesn't look very good, but this tree gives, strangely, accelerating returns. 5/5 asap.
Dual Weapon Defense
Part of the reason your Defense can get so high. Mostly, you'll only want this at a low talent level.
Precision
Utterly worthless.
Momentum
Nice talent, but you're unlikely to have the Stamina to maintain it for long.
 

Dual Techniques

Dual Strike
Pretty essential for the early game.
Flurry
Your main melee damage dealer.

Stealth

Easy to miss. You haven't the health or armor to take many hits. Stealth is a very good idea.

Dirty Fighting

A few more good ways to spend your stamina :)
 

Lethality

Lethality
A must have. You're probably going to need to raise both your dexterity and your cunning-- but never your Str. But don't feel like you need it at level 1.
 

Combat Training

Thick Skin
A must have at 5/5; you'll probably require a small arsenal before you can reach the Con requirements.
Armor Training
Fortune is modified by Fatigue mods. You'll probably want to avoid this tree.
Combat Accuracy
Between Good Graces, luck debuffs, and your own naturally high Dexterity, you probably don't need any points in this tree.
Dagger Master
5/5 ASAP.
 

Suvival

Heightened Senses

Pretty important for a stealth build.

Benchmarking Lua

Just out of curiosity, I decided to see how much I had to worry about optimization in Lua. I downloaded a Lua binary from http://code.google.com/p/luaforwindows/ and ran a few tests.

Fresh boot, AMD dual core 2.6ghz. In case you're curious, that's a pretty old computer; it was at the price-performance sweet spot when I bought it, but parts are going to start failing soon.

local time = os.clock(); for i=1, 10^7 do if i==0 then break end end; print(os.clock()-time)
0.422

Note that this basic loop consists of 1 increment, 2 compares, and 1 jump. Every loop that follows is going to be the same, except sometimes they have 1 less compare (the if in the middle of the loop). I can run it more than 20 million times in a second. If I was doing this in ToME, I wouldn't notice any difference in framerate until I did it around 2*10^4 times every frame. That would drop my framerate from 30 to 29.

local time = os.clock(); local p; for i=1, 10^7 do p = math.sqrt(i) end; print(os.clock()-time)
1.766
Takes about four times longer to do a square root loop. I could only do 5000 square roots every frame before affecting Lua framerate.

local time = os.clock(); local p; for i=1, 10^7 do p = i^0.5 end; print(os.clock()-time)
1.11
Huh, that's funny. For the non math inclined, i^0.5 is the exact same thing as sqrt(i). I repeated this several times to be sure-- sure enough, ^0.5 is faster. And, I might add, easier to type, and easier on the eyes. So adjust that square estimate to 9000 a frame until we affect framerate.

local time = os.clock(); local p; for i=1, 10^7 do p = math.sin(i) end; print(os.clock()-time)
2.281
Slowest yet. Looks like I could get away with 4000 sines. I'm going to assume tan and cos work at similar speed (maybe not a safe assumption in light of the surprising square root discovery!)

local time = os.clock(); local p; for i=1, 10^7 do p = math.exp(i) end; print(os.clock()-time)
2.484
About the same as trig. Can't imagine wanting to do a lot of this.

local time = os.clock()local p = "test"; for i=1, 10^7 do if p~="test" then break end end; print(os.clock()-time)
0.422
Comparison of strings isn't any slower than comparison of numbers. That's because of how Lua handles strings. p is a pointer to a string; "test" is a pointer to the exact same string.

TL;DR: Unless you're writing display code or pathfinding code, there is almost nothing you can do that will noticeably impact the performance of ToME. Don't worry about speed-- worry about having your code do what it's supposed to do, and do it clearly.

Tales of Maj'Eyal 1.0.1 available on OSX

My dear OSX minions,

You too can now enjoy 1.0.1 on your favorite OS !
Go download it: http://te4.org/download

Have fun!

New awesome, timed, ingame event!

My fellow minions,

Today I have decided to add a new, *awesome*, event online!
Be sure to play while logged in, you might get a new quest from a certain Anne Buryset.
But beware you will only have 40 *real time* minutes to finish it!

Trust me, the rewards are well worth the effort!

Enjoy, my minions, for your DarkGod never fails to provide!

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