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Created with Raphaël 2.2.023Sep211916622Aug191197545432129Jul2827262519171287130Jun2928272625232120181716151413927May24975410Apr131Mar11832128Feb2723212019201918191819181716141312876545432131Jan1Feb31Jan3029302928272625262523222120191817161514131211109876432131Dec3029242322212019181716151413111076532130Nov2827Removed os.execute altogetherWrite path can be (and is) now restricted to certain game related folders at birth. Any others will generate an errorOS functions to access disk or processes are now unaccessibleParticles lua threads cant access OS functions anymoreFixes a bug that can cause incorrect tabs to be pre-selected (possibly causing a crash) when the Inventory dialog is re-invoked.Added some data to onTalentLuaError, Talent errors logged to ActorTalents._talent_errorsCleaned up game log message rollback to only remove use messages and messages generated by the talent action/activate/deactivate functions when a talent fails to complete (i.e. returns nil/false). This is controlled by a new flag, ActorTalents._silent_talent_failure that controls game log rollback. (Previous behavior is the default). In ToME, setting NPC._silent_talent_failure=true and Player._silent_talent_failure=false removes messages for failed NPC actions but leaves them up for failed player actions.Merge branch 'master' into TalentFailureFixcleanupcleanupSome cleanupBuffed quick, supercharged, and overpowered charm egos a bit (better cooldowns) and fixed a bug that was causing them not to stack properly or be resolved with randarts.fixRemove debugging codeUpdate some grid definitions to work better with the Nice Tiler.The I.D. will use a different layout/grid set for each level after the first. The probabilities now use a normal distribution to, statistically, rotate through all possibilities as depth increases.Lowered cooldowns and mana costs on Circle of Death and Fear the Night slightly. Fear the night is basically a crappy flameshock, no reason for it to cost more or have a higher cooldown. Should help alleviate necro's mana issues.Lowered mana cost and cooldowns on Impending Doom and Undeath Link. Undeath link is a weaker arcane reconstruction that hurts your minions, overall necro cooldowns are too high, this should help have less empty turns.Souls are a very scarce resource, using 4 of them for a talent that might end up failing is a total waste. Necros also rely heavily on consume soul for mana. This change hopes to alleviate resource problems.Remove debugging code, add some informative print statements to RoomsLoader.luaThe Building map generator can now accommodate rooms.Make animus hoarder into a passive ability, should help deal with some mana issues early on and soul issues later on.Edited Aura Mastery's tooltip to indicate its new effect.Allow Will o' Wisps to die normally and refund a soul on deathAura Mastery has a 25% chance to return a soul when your minions die inside it, starting from effective level 3.Necro has severe cooldown and mana problems. Reduced cooldown of Invoke Darkness from 4 to 3 to be in line with other beam spells, also reduced mana cost by 2. Minor, but I think it'll help them rely a little less on minions and have less empty turns.More robust and efficient rng.rarityTable function that handles floating point rarity values properly and handles 0 or empty rarity values gracefully.This probably won't do anything but eh, also woops spacing issues.fixed maze generator with werid values of widenupdated art generationMerge branch 'RandomObjects' into 'master' Reworked Hornet Stingers to be useful. Now 20 damage per turn up from 15 and 20% talent failure rate up from 5%.Random Objects are re-enabled with GameState:entityFilterPost as a weak (1 ego) Randart.Merge branch 'TMXloadfix' into 'master' new time limited get to exit challengeFixes a bug where the .__loaded_files table for zone entity list table was erroneously being updated when loading static .tmx maps.Fixed multiplying npcs so that they do nto act upon splittingFixed multiplying npcs so that they do nto act upon splittingInfinite Dungeon levels now can have challenges. Each level after the second will have 30% + level chances of having one. Challenges can be a range of different things that you have to do on this level. If you manage to do them you get a random reward, which can be a randart, stats/class/generic/category or even prodigy points and perhaps more!why hachem ? why ?? I dont see the point of this parameter and this *uterly* breaks any comlpex tmx file
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