![]() Invisibility screen effect made a bit less annoyingĬharacter Sheet will display the current active party memberĪlchemists talents that pop an inventory screen now wait until the inventory is closed (and action is done) to consume turn/ressource/cooldownsĭisplay talent icons in use/gain talent screensįixed a bug which made activate egos recharge too fastįool of a Took achievement correctly triggersįix Poison Gas Trap when saving/reloading Multiple new or improved artifacts, some of which are sets "Exploration" mode for Donators: infinite lives ![]() Game loading speed should be much improved (only when using the official releases which package the code in a special way) Trollmire now has a road going through it, making navigation easier ![]() Sunpaladins and Anorithil have their own starting quest starting in the far east and explaining why they get to Maj'Eyal New zones: Slazish Fens, Last Hope Graveyard, special non-random exploratory farportal zone Loading/progress bars along with a nice painted backgroundĪll stores and all artifacts now have a tile Introduction of real (and easy to make) item sets Talent icons: all talents now have an icon and the hotkeys bar uses them Improved classes: Shadowblade, Summoner, Cursed/Doomed, Chronomancers, Alchemist, Mindslayer, Rogue Out of it's slumber, the Tome series has risen with a masterfully crafted sequel. Tome4 has been chosen 'Ascii Dreams Roguelike of the Year 2010'. The 5th, hardest mode is meant for those of use who like BDSM. This deviates from the accepted definition of a roguelike, but offers some leniency to those players who find permadeath too harsh. The easier modes give the player more lives. (Except, there are 2 items in game that can give you an extra life, and some classes / races have special talents for life saving) Tome4 also offers 5 difficulty settings the 4th, 'roguelike' is the most classical approach: 1 life, death is permanent. ![]() There are some general, overlapping trees as well. The classes are wonderfully fleshed out, each having their own unique skill- and talent trees, giving each class a real distinct feel, adding to the replayability. There is an abundance of races and classes, some of which need to be unlocked by doing certain things ingame. In general, the programmer's intent is to eliminate scumming, and general repetitiveness from the game where possible, in favour of gameplay. Beware, monsters can use runes and infusions as well. This eliminates the endless hoarding / itemscumming for items, potions and scrolls, and adds a tactical element to the game. Those have been replaced with 'infusions' and 'runes', which can be placed into a limited amount of slots. Tome4 offers an innovative approach to roguelike gaming there are no potions, no scrolls. The late-game takes you to a second continent. Some are always visible, but a lot of those dungeons have to be found by exploring. The game is set, like it's predecessor Tome2, on a huge continent, with multiple quests and (procedurally generated) dungeons spread over it. The name was changed during the releases, about a half year ago, abolishing the Tolkien naming and setting to be replaced with a unique new world, with it's own history, important figures, and artefacts. Since then, there have been over 20 beta releases of Tome4: Tales of Maj'Eyal. After doing a quick search, I did not find any topic yet dedicated to this little jewel of a game.Īfter a long period of inactivity, the Tome community has been revived last year, and Darkgod has coded a whole new roguelike engine, the T-4 engine.
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