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  1. Oct 07, 2016
  2. Oct 05, 2016
  3. Sep 06, 2016
    • Hachem_Muche's avatar
      Some cleanup · 3e535955
      Hachem_Muche authored
      3e535955
    • Hachem_Muche's avatar
      Buffed quick, supercharged, and overpowered charm egos a bit (better... · 78e513ac
      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.
      78e513ac
  4. Aug 22, 2016
  5. 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
  6. Aug 05, 2016
  7. Aug 04, 2016
  8. Aug 03, 2016
    • Sheila's avatar
      Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see... · c3662e4b
      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.
      c3662e4b
    • Sheila's avatar
      Black Mesh now has a 100% chance to pull in the attacker to reinforce its... · 4fbcbd54
      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.
      4fbcbd54
    • Sheila's avatar
      dumb spacing issues · 8dd1e27e
      Sheila authored
      8dd1e27e
  9. Aug 02, 2016
  10. Jul 29, 2016
  11. Jul 28, 2016
  12. Jul 27, 2016
  13. Jul 26, 2016
  14. Jul 08, 2016
  15. Jul 01, 2016
  16. Jun 26, 2016
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