- May 22, 2020
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
This should arguably be outright banned instead
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Lisa Greene authored
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Lisa Greene authored
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- May 20, 2020
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DarkGod authored
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- May 19, 2020
- May 18, 2020
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DarkGod authored
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- May 14, 2020
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DarkGod authored
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- May 13, 2020
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DarkGod authored
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- May 12, 2020
- May 07, 2020
- Apr 30, 2020
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DarkGod authored
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- Apr 29, 2020
- Apr 24, 2020
- Apr 23, 2020
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DarkGod authored
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- Apr 22, 2020
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DarkGod authored
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- Apr 21, 2020
- Apr 17, 2020
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DarkGod authored
make sleep dragons neutral & make forced unique Your summons won't aggro it uncontrollably, also make its reward more alluring. See merge request !633
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DarkGod authored
weapon_recurse bugfix This is the cause of an interaction between Flexible Combat and weapon `attack_recurse` that may cause infinite recursive attack Cause of this problem: Currently, recurse attack will not check if current weapon have `attack_recurse` property. Also, this mechanism use `self.__attacktargetwith_recursing = nil` to mark attack recurse haven't been started / have been ended. Flexible combat is triggered before recurse attack So, a flexible combat unarmed attack can consume `self.__attacktargetwith_recursing`, while the later triggered attack thinking we are starting a new attack, recurse again. You can test this with Flexible Combat + Razorlock. This is a quick fix, howevr while considering while using the old `if self.__attacktargetwith_recursing or (weapon and weapon.attack_recurse) then` design may also need discussion. See merge request !631
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DarkGod authored
unify shield_factor Unify `* (100 + (self:attr("shield_factor") or 0)) / 100` call across the whole game into `Actor:getShieldAmount` call to make it more easy to track and help avoid bugs. See merge request !632
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DarkGod authored
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DarkGod authored
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- Apr 14, 2020
- Apr 09, 2020
- Apr 08, 2020
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DarkGod authored
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