Recent comments

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 38 weeks ago

    Going back the the quantity comfirmation box when selling/buying multiple items in the shops, maybe Im not doing something right but i have yet to get the count working correctly, cant zero it out or clear the prelisted number with backspace, delete, keypad or qwerty numbers

  • ToME forever: Announcing ToME4 beta!   15 years 39 weeks ago

    DarkGod - I've been a fan of ToME since it's inception, and before that Angband, Moria, etc. I've enjoyed each incarnation of ToME you've developed, but you've outdone yourself with this one. The change in direction lends itself to incredibly flexible possibilities. I look forward to seeing where ToME 4 goes.

    One minor thought: A suicide key would be great, particularly in Beta - after using my last phase door and ending up in an impenetrable thicket of trees, I was unable to get out, or to kill myself.

    Keep up the extraordinary work!

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 39 weeks ago

    I think when i tried to sell a bloody phial (blood of life) at the weapon shop it added 100 gold to my treasure list as that is the value listed of the item.

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 39 weeks ago

    Dwarf berzerker, running berzerk and precise strikes left me 49 STA, cant use rush (45 sta) for some reason. says i dont have enough stam

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 39 weeks ago

    Actually, I think that monster HP thing has to do with a bug... apparently if you look at a monster, then exit look mode, then look at it again, it doesn't update the status - you have to look at something ELSE first!

  • T-Engine4 / ToME4 beta5 unleashed!   15 years 39 weeks ago

    A few notes:

    - Using an unfamiliar build process definitely doesn't help. Yes, autoconfiscation _is_ an abomination, but there must be better ways...
    - There are bugs in building using newer binutils (Linux mostly): You can't rely on libraries that have been linked to libraries to be included automatically in the final link. In short, the TEngine.make LIBS macro has to add "-lm -lpthread"
    - Here the link complains about the use of tmpnam at src/lua/loslib.c:60, suggesting change it to mkstemp
    - Is there some VCS for this (preferably git, but I'd take almost anything)? Chipping in is hard if only tarballs are published....

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 39 weeks ago

    One more thing... do high-level monsters regenerate HP, or is their true HP hidden from the player or something? Even after fighting some OoD monsters (say, a grizzly bear on level 1 of Trollshaws) for a few turns, they're still at 100% HP...

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 39 weeks ago

    I use the enter key on the num pad and not the regular one so much. It diddnt register when comfirming quantities when selling more than 1 item in a shop (who needs 15 slime mold potions right?) More of an oversite than a bug i think but kinda annoying. I got the fox and wolf damage 0 thing too. Still some trouble switching gfx modes, lot of white out in grids. Overall I think its going good though. Great to see you back DG

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 39 weeks ago

    Might have just been my previous character being lucky (first time I'd tried a Dwarven Berserker in a while) but wolves and foxes weren't doing any damage to me. Even Dire Wolves only did 5.00 physical damage. Of course, it was made up for by Bill, who did 92 with his first swing and 140 with his second. He didn't need a third.

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 39 weeks ago

    I've noticed that items in inventory seem to be alphabetically sorted - even the un-ID'd ones! So you can get a hint of what an item might be simply by observing where it is in the list...
    Also, it seems that healing potions are always red and mana potions are always blue... that doesn't work well with an ID system!
    And does any character ever run out of Stamina???

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 39 weeks ago

    Ok, but what i was trying to say is to dont forget to release from time to time an OSX port since us Mac folks dont have yet a stable release. i had problems with b3 since as you know save wasnt working well (always freezed saving). Other problem that i noticed (but didn't understand if is a specific port problem or general is that sometimes becames a bit slugglish). Anyway all the rest seems very promising. Thx, good work (and luck) in next releases DarkGod! :)

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 40 weeks ago

    There wont be a beta5 osx, beta5 was a very buggy release

  • T-Engine4 / ToME4 beta6 unleashed!   15 years 40 weeks ago

    Oh this is great but you release b6 even before OSX get his b5 binaries! :S

  • T-Engine4 / ToME4 beta5 unleashed!   15 years 40 weeks ago
    • unesplodes* I shall wait......patiently...ish...*thumb twiddle*
  • T-Engine4 / ToME4 beta5 unleashed!   15 years 40 weeks ago

    You'll have to wait a few more days, beta5 is very buggy I'll do a beta6 soon thus there is no point in an OSX release for beta 5 :/

  • T-Engine4 / ToME4 beta5 unleashed!   15 years 40 weeks ago
    • Is so ever excited* YES! I can't wait to play, I just need to wait for the mac binary.... *esplodes in excitement*
  • T-Engine4 / ToME4 beta3 unleashed!   15 years 43 weeks ago

    Oh yes need to fix that :)

  • T-Engine4 / ToME4 beta3 unleashed!   15 years 43 weeks ago

    Oh, yeah, a bug I noticed... You can see "+poison" or "+fire" pop up when there status effects are applied to monsters outside your range of sight!

  • T-Engine4 / ToME4 beta3 unleashed!   15 years 43 weeks ago

    I haven't actually unlocked mages yet, so maybe I shouldn't be commenting on this issue, but it seems that perhaps the stat points gained per level should be decreased as a possible fix for the "mages wearing heavy armor" issue... that way, if you are a mage and you WANT to wear heavy armor, you can still invest a lot in strength, but you can't do so in just one or two character levels!
    Maybe stats should have "aptitudes" like the talents do, too - instead of mages getting +5 to magic or whatever at the start of the game, they could get a x1.5 multiplier, so if you put 2 points into magic, you get 3 points worth! I think the same would apply to racial bonuses as well - a giant who trains in strength should find it easier to gain strength than a human, regardless of the actual strength score of either!

  • T-Engine4 / ToME4 beta3 unleashed!   15 years 44 weeks ago

    I like how your class doesn't limit you on your equipment options. If you're just as strong as a warrior, why shouldn't you be able to use a warrior's weapon? Just because you're "supposed" to wear light armor because that's what wizards do?

    It doesn't come for free. Those points in strength could have been points in magic to increase your attack power. The only problem is that even without those points a wizard has plenty of attack power to spare.

  • T-Engine4 / ToME4 beta3 unleashed!   15 years 44 weeks ago

    There is something off with mages, rogues and everyone else wearing massive armor.

    A dodge or evasion should be a practical alternative for agile characters instead, allowing them to survive just as well as heavy armor users, just using attributes they actually use. 4E for instace allows you to add the highest of your dex or int modifier to your AC if you have light armor, which tends to balance alright with the higher AC provided by heavier armor.

    Its easy to discourage this behavior by making heavy armor give you disadvantages to stealth and magic, but I would prefer if this was encouraged instead by giving advantages to lighter armor or cloth.

  • T-Engine4 / ToME4 beta3 unleashed!   15 years 44 weeks ago

    Yeah the forums: http://forum.t-o-m-e.net/ :)

    Rogues are supposed to be evasive stealthy characters, doesnt work currently to well I admit :/
    But still they should get two weapon defence and evasion, which should help quite a lot (specially Evasion which could make you avoid a good part of attacks)

    I should probably take damage in account when trying to destroy stuff yes ..
    I'll fix the anaconda bugs :)

    I do not think stats round *up* it's weird.

  • T-Engine4 / ToME4 beta3 unleashed!   15 years 44 weeks ago

    Alright, well that rogue died off. I'm trying a fighter now, and it's going a lot better. I don't think they're as powerful as mages, but they're definitely viable. The key seems to be to build your character for equipment first and talents second, and to pretty much not bother putting points in attributes just for the benefit of that attribute alone. Fighters don't needs as much in the way of buffs as I thought.

    The rogue has more serious problems. Since his dagger damage will come from cunning instead of strength, he'll either have to split points between strength and cunning to get good armor, or farm until he gets a good suit of light armor. Additionally, he can't really use shields and even with two of them, dagger damage isn't very impressive. Maybe I'm just playing them wrong.

    I came across another bug related to anacondas. If you push one away while it's choking you, it *keeps choking you,* and you can't move to chase it and kill it because you're being strangled, so if you don't have a means of teleportation, you're a goner.

  • T-Engine4 / ToME4 beta3 unleashed!   15 years 44 weeks ago

    The Ring of Ulmo isn't working for me. I try to use it for its tidal wave effect, and nothing happens.

    I'm playing a rogue, and it seems to me that fighters become much more viable once they have decent armor. I'm wondering if the effect of armor isn't maybe a bit too strong. I imagine that a fighter (the class, not the archetype) with good armor, a good shield, and defensive skills active could become more or less invincible to physical damage.

    Item destruction is out of hand. For a wizard it's okay if all your scrolls burn up, you have spells to make up for that, but if you can't cast teleport, it's pretty irritating to have everything burn up after two traps.

    It would be useful if the display for stamina and mana and all that always rounded down. The issue I have with it is that I want to use a skill that costs 15 stamina, and the game says I have 15 stamina, but I can't use it because I really have 14.8 and it just rounded up.

    Is this an appropriate place for me to be talking about all of this stuff? Would it be better for me to send an email instead?

  • T-Engine4 / ToME4 beta3 unleashed!   15 years 44 weeks ago

    I just fought an anaconda, and after I killed it I was still constricted. I used a scroll of phase door before I ran out of air, and on the same turn as I did that, the constriction status wore off. I don't know if it lasts for a few turns after the kill or if teleporting is what made it wear off, but in either case, I think it should probably be removed right away when you get the kill.

    While on the topic of air, do you immediately die from running out of air, or do you start taking hp damage once you're out? I've always thought the being trapped in the sandworm lair makes you run out a little too quickly.