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Created with Raphaël 2.2.027Sep2623222120191716151413121110987654331Aug302928272625242322212019181716151413121110532131Jul30292827262524232220191816151413Renamed 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)fixLast Hope mausoleum is now denoted with a questArtifact gems are not autopicked up anymoreActivable items do not say they use 0 turns even fi the talent they use does. Activated items always use a turnHigh level trees are not learnable until they can be usefull to the playerfixRemoved all egos with negative life regentyposTyposCan not teleport out of the south derth arenaUpdated some gfx tilesSpiderweb now has a tiletypoIron Mail fo Bloodletting now gives a healing mod bonusFateful Aura tree does not grant a hate barLogfile should correctly flush when using --flush-stdout on windowsBerserkers are the first class in the warrior's list, instead of fightersHealing flyers are only shown when seenBrawlers have given up their quiet ways and will now make the same combat sounds everyone else doesSetting leash anchor for party members will not prompt a "are you sure" dialog when self targettingFix hands going through the shield in the moddable tilesEntering the last level of the dark crypt has a painted loreWater wall digs into water floorRewrote the generic tree ConditioningBig overhaul of the Cursed/Doomed classesFixed golem eye beam and arcane combat causing a game freeze when actor is frozenSmooth fov shadows now work even with framebuffers disabledplopplopFixed various loopholes in the laws of spacetimeBows & Slings are only equipable for people with the Shoot talentPsi, paradox, and unarmed combat should show up in the vault nowAll 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/alteredupdatedont give free saves for leveling up, stats already do thatRefactored how saves work: now they do not stop an effect from being applied, they instead reduce the duration of effects. 100 spellpower against a 150 spell save will reduce the resulting timed effect by 5 turns (at most, effects cant be reduced below half duraion)Changed the blue of recurring donators to an other bluegame will save automatically when turning in merchant 4k gold or turning in alchemist questsoups!tome-beta34tome-beta34
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