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  1. Oct 07, 2016
  2. Oct 05, 2016
    • DarkGod's avatar
      70efab6d
    • DarkGod's avatar
      69b6d056
    • DarkGod's avatar
      Merge branch 'Fixes/Tweaks' into 'master' · 2ae3fbca
      DarkGod authored
      Artifact buffs and tweaks!
      
      A lot of much-needed artifact love! Probably more after DG is back from vacation :)
      
      See merge request !346
      2ae3fbca
    • DarkGod's avatar
      Merge branch 'ImprovedRarityTables' into 'master' · db2a8108
      DarkGod authored
      Improved rng.rarityTable function
      
      More robust and efficient rng.rarityTable function that handles floating point rarity values properly and handles 0 or empty rarity values gracefully.
      
      See merge request !347
      db2a8108
    • DarkGod's avatar
      Merge branch 'BuildingMapUpdate' into 'master' · 196e703a
      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
      196e703a
    • DarkGod's avatar
      Merge branch 'IDEnhancements' into 'master' · 19b34cc1
      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
      19b34cc1
    • DarkGod's avatar
      6a624661
    • DarkGod's avatar
      fix · c713aa5f
      DarkGod authored
      c713aa5f
    • DarkGod's avatar
      Merge branch 'CharmsFixes' into 'master' · e9e29142
      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
      e9e29142
    • DarkGod's avatar
      Merge branch 'InvDialogFix' into 'master' · ec7781cb
      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
      ec7781cb
    • DarkGod's avatar
      Merge branch 'Traps&Detection' into 'master' · a7cfa1fc
      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
      a7cfa1fc
  3. Sep 25, 2016
    • Hachem_Muche's avatar
      Actor:canSee correctly calculates and uses the correct chance to see when the... · af362ebb
      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.
      af362ebb
  4. Sep 23, 2016
  5. Sep 21, 2016
    • Hachem_Muche's avatar
      Fixes a bug that can cause incorrect tabs to be pre-selected (possibly causing... · 57d3fe0e
      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.
      57d3fe0e
  6. Sep 06, 2016
  7. Aug 22, 2016
  8. Aug 19, 2016
    • Hachem_Muche's avatar
      The I.D. will use a different layout/grid set for each level after the first. ... · 7a0b5faf
      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.
      7a0b5faf
  9. Aug 11, 2016
  10. Aug 07, 2016
  11. Aug 05, 2016
  12. Aug 04, 2016
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