- Oct 07, 2016
- Oct 05, 2016
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DarkGod authored
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DarkGod authored
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DarkGod authored
Building map generator update * The Building map generator can now accommodate rooms. Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings. The data.margin_w, data.margin_h parameters are correctly respected, and grids outside of the building area can be specified. Fixed a bug in RoomsLoader that was incorrectly applying the results of room.prefer_location functions and added some informative print statements when loading room files. See merge request !348
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DarkGod authored
More ID enhancements * The size of each I.D. level will gradually increase with depth, and random layout parameters, including number of enemies etc., are adjusted in order to balance difficulty across different layouts. * The I.D. will use a different layout/grid set for each level after the first: Two exits will be generated per level (extra one separated from the start and the normal exit), each leading to a different layout/grid scheme, which will be reflected in the tile used for the exit. These are randomly determined using a normal probability distribution that tends to rotate through all possibilities as depth increases. More layouts can have random rooms, and additional door grids have been added to the I.D. variable grids lists. Stair guards (for both exits) are now generated randomly, making their presence more unpredictable (and slightly more common). The probability is a periodic function of depth (levels 5+, automatic at level 30+). These changes let players choose/avoid certain level themes according their preferences and provide some insurance against any discrepancies in difficulty between layouts. * The I.D. challenge quests have been adjusted: The I.D. challenge award probabilities for a prodigy (more than 1 is very rare) or a category point (tends towards 1 per 30 character levels) have been adjusted based on how many have already been awarded and the number of character levels the player has gained in the I.D. Quest text has been expanded and clarified in a few places. * Some grid definitions have been updated to work better with the Nice Tiler. * Fixed a bug with the "treasure1" vault that could allow its entrances to be blocked. See merge request !349
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DarkGod authored
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DarkGod authored
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DarkGod authored
Charms fixes * Buffed 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. Fixed a bug causing multiple charm_on_use fields not to resolve correctly. Buffed/fixed some charm egos that were incorrectly penalizing talent cooldowns. Updated the AI tactical weights for charm egos that restore resources. See merge request !350
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DarkGod authored
Inventory Dialog Fix This was a bear to track down... Fixes a bug that can cause incorrect tabs to be pre-selected (possibly causing a crash) when the Inventory dialog is re-invoked. (Triggered when the new dialog instance is missing some tabs present in the previous instance.) Fix: Previously selected tabs are now carried over from re-instantiation by matching the "kind" field instead of by tab number, with special handling to ensure that all tabs are selected if the "all" tag (if present), was selected. See merge request !351
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DarkGod authored
Traps&Detection Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility. ESP only helps seeing actors, not traps, etc. Actors get a chance to detect traps when they are placed. Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions. Actor's combat.talented field is set to "disarmed" by default. See merge request !352
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- Sep 25, 2016
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Hachem_Muche authored
Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility. ESP only helps seeing actors, not traps, etc. Actors get a chance to detect traps when they are placed. Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions. Actor's combat.talented field is set to "disarmed" by default.
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- Sep 23, 2016
- Sep 21, 2016
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Hachem_Muche authored
Fixes a bug that can cause incorrect tabs to be pre-selected (possibly causing a crash) when the Inventory dialog is re-invoked. (This is triggered when the new dialog instance is missing some tabs present in the previous instance.) Tabs carried over from re-instantiation are matched by the "kind" field instead of by tab number, with special handling to ensure that all tabs are selected if the "all" tag (if present), was selected.
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- Sep 06, 2016
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
Buffed 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. Fixed a bug causing multiple charm_on_use fields not to resolve correctly. Buffed/fixed some charm egos that were incorrectly penalizing talent cooldowns. Updated the AI tactical weights for charm egos that restore resources.
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- Aug 22, 2016
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
Add some door grids to the I.D. variable grids lists.
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- Aug 19, 2016
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Hachem_Muche authored
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. The size of each I.D. level will gradually increase with depth, and random layout parameters, including number of enemies and other parameters, are adjusted in order to maintain approximately equal difficulty across different layouts. Some more layouts can have random rooms. Updated some NicerTiles parameters for some grids and fixed a bug with the treasure1 vault that could cause its entrances to be blocked. The I.D. will generate two exits per level (extra one separated from the start and the normal exit), each leading to a different layout/grid scheme, which will be reflected in the tile used for the exit. Stair guards (for both exits) are now generated randomly, making their presence more unpredictable (and slightly more common). The probability is a periodic function of depth (levels 5+, automatic at level 30+). The I.D. challenge quests have been adjusted: Quest text has been expanded and clarified in a few places. The challenge award probabilities for a prodigy (more than 1 is very rare) or a category point (tends towards 1 per 30 character levels) have been adjusted based on how many have already been awarded and the number of character levels the player has gained in the I.D.
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- Aug 11, 2016
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Hachem_Muche authored
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Hachem_Muche authored
Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings. The data.margin_w, data.margin_h parameters are correctly respected, and grids outside of the building area can be specified. Fixed a bug in RoomsLoader that was incorrectly applying the results of room.prefer_location functions.
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- Aug 07, 2016
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Hachem_Muche authored
More robust and efficient rng.rarityTable function that handles floating point rarity values properly and handles 0 or empty rarity values gracefully.
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- Aug 05, 2016
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Sheila authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
RandomObjects Random Objects are re-enabled with GameState:entityFilterPost as weak (1 ego) Randarts. Set filter.random_object = {table of Randart generation data} in Zone:makeEntity to use. I don't recall exactly what the problem was with these before, but it seems to be fixed. In case it's not for some rare case, there is a traceback printout if generation fails. See merge request !345
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Sheila authored
Reworked Hornet Stingers to be useful. Now 20 damage per turn up from 15 and 20% talent failure rate up from 5%.
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- Aug 04, 2016
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Hachem_Muche authored
Set filter.random_object = {table of Randart generation data} in Zone:makeEntity to use. I don't recall exactly what the problem was with these before, but it seems to be fixed. In case it's not for some rare case, there is a traceback printout if generation fails.
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