- Oct 07, 2016
- Oct 05, 2016
- 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
- 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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DarkGod authored
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Hachem_Muche authored
Fixes a bug where the .__loaded_files table for zone entity list table was erroneously being updated when loading static .tmx maps.
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DarkGod authored
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DarkGod authored
Infinite 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!
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DarkGod authored
why hachem ? why ?? I dont see the point of this parameter and this *uterly* breaks any comlpex tmx file
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DarkGod authored
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Sheila authored
Added unarmed on-hit Cursed talents for Ruthless Grip so brawlers won't be so sad. Lowered the healing mod malus from -20% to -10% so it will be a safer choice. Slight increase in price and slight decrease in base power and on-hits to balance it out with its new talents.
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DarkGod authored
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DarkGod authored
Fixed Swap Tinker option to not reset to enabled when the game restarts
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DarkGod authored
Added hooks "InfiniteDungeon:getLayouts" and "InfiniteDungeon:getGrids" to add new varieties to the "abnormal" ID levels
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- Aug 03, 2016
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Sheila authored
Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see it drop more often. Gave it a chance to cast one of the tree beams from archmage to give it more thematic flavor and usefulness, changed the added damage types to match said beams. Removed APR because +2 is pointless, increased damage mods to 30% from 18%, and spellpower/magic slightly to compete with staves.
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Sheila authored
Black Mesh now has a 100% chance to pull in the attacker to reinforce its identity (only once per turn), clarified the on-block tooltip to let people know what it really does. Stamina regen is gone and replaced with Wil and lower fatigue to fit Nature-powered more thematically, and because tentacles shouldn't be that heavy. Resists adjusted slightly. Base block and damage values no longer random and are higher values to be worthwhile for an artifact of the tier.
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