- Jun 11, 2019
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Chris Davidson authored
This way its safe to at least enter and scout if you have a safe entry.
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Chris Davidson authored
Poking yourself with fire pre-combat is not good gameplay. Pet friendlyfire is probably fine, though.
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Chris Davidson authored
Other typically means "non-interacting" and letting this put you in combat is prone to situations where some effect isn't tagged right leading to a permanent combat state.
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Chris Davidson authored
Fix Actor.timedEffects having undefined behavior when effects are added during iteration and not preserving source
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Chris Davidson authored
This still fixes the problem of rearranging talents right before use.
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Chris Davidson authored
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Chris Davidson authored
Has some minor but notable differences from no enemies seen.
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Chris Davidson authored
Somehow some talents (Osmosis Shield) can have their temporary values applied many times without being removed. I can't reproduce it, but checking deactivating_sustain_talent on activation not just deactivation might fix it.
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Chris Davidson authored
The eternal combat log visibility war continues.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
We can't spam messages like this with how many tiny damage sources are in the game.
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Chris Davidson authored
Throwing Knives are melee attacks by design, this exception is odd.
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Chris Davidson authored
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Chris Davidson authored
Its a pretty safe bet this was still broken even without PD. 40% is a lot still.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
There are still some really strange bugs with seen caching, like things only disappearing once you mouse over them.
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Chris Davidson authored
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Chris Davidson authored
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- Jun 07, 2019
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DarkGod authored
Change Targetting for mobility skills when using auto-accept-target Several talents that move the player would not function at all or would behave unusually if auto-accept target was enabled. This changes their target lock mode so that they can be aimed as necessary. The actual behavior of the talents in unchanged. The affected skills are: Shadow Transposition (was sometimes unusable depending on your last target) Grappling Hook (could only target enemies, not terrain) Worm Walk (teleported randomly) Dream Walk (teleported randomly) Phase Summon (could not be used) Whirlwind (could only be used to dash to enemies) Vault (would always place you adjacent to enemy) See merge request !538
- Jun 04, 2019
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Chris Davidson authored
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Chris Davidson authored
Fatigue isn't feeling meaningful as is for a lot of builds, may as well prune a common source of reducing it.
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Chris Davidson authored
Balance as a lot of inscriptions are still generating too similar in quality. Cooldown is a good stat to increase the variance on.
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Chris Davidson authored
Just feels more intuitive.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
On 1.5 only the staff accuracy bonus matters much, and the amount of accuracy to reach the cap is unlisted and varies from type to type. This standardizes all accuracy bonuses to be capped at a 100 accuracy difference. A side goal of this is making lower values of defense useful since it'll always at least reduce something. Old: Axe: +10% crit at 50 accuracy Sword: +25% crit power at 62.5 accuracy Mace: +10% base power at 100 accuracy Staff: +200% proc damage at 80 accuracy New: Axe: +25% crit at 100 accuracy Sword: +50% crit power at 100 accuracy Mace: +20% base power at 100 accuracy, now happen before armor Staff: +200% proc damage at 100 accuracy
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Chris Davidson authored
- New option for always displaying shield combat - Added display mentioning the display options/conditions
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- May 22, 2019
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
- Now most files are based off the melee/generic files and just filter out the irrelevant entries+add specific ones. This makes it easier to read/update. - Add a stave-specific randart file
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