- Sep 19, 2019
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DarkGod authored
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- Sep 16, 2019
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DarkGod authored
When a shader is missing, it'll use a default fallback (prevents loading game with missing DLCs/addons)
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- Sep 14, 2019
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DarkGod authored
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- Aug 24, 2019
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Gordon Acocella authored
Load quickhotkeys prior to loading the game to fix hotkey ordering for "restart the same character".
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- Aug 22, 2019
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Chris Davidson authored
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DarkGod authored
Removed max level on all fixed artifacts. Material level already restrains them TEST
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- Jul 10, 2019
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DarkGod authored
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- Jun 20, 2019
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Chris Davidson authored
Currently the AI makes guesses relative to your real location that increase in randomness every turn they don't see you. This is very good for simulating intelligent chasing through hallways and such. Where it breaks down horribly is when the target they're chasing moves a long distance quickly, especially over walls. If you teleport over a wall the AI's guess cache is still at 1 turn, and if they can teleport too they will highly accurately. This adds a last_special_movement property to Actors that represents the last turn they did a long distance or LOS cheating movement. Currently only Actor.teleportRandom sets this. Any NPC chasing a target that has this value set will have its guess cache set to the maximum randomness. Any talent/function can set last_special_movement as appropriate. A more ideal solution would be to have an algorithm with actual exploring/wandering behavior instead of a guess relative to your real location, but this should help.
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- Jun 11, 2019
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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
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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- May 04, 2019
- Apr 24, 2019
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DarkGod authored
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- Apr 22, 2019
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Chris Davidson authored
- Can now be targeted through allies (Rot worms, etc) - Now checks Teleport resistance - Always moves the target to the closest space adjacent to you
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- Apr 16, 2019
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DarkGod authored
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- Apr 12, 2019
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DarkGod authored
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- Apr 09, 2019
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DarkGod authored
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- Mar 20, 2019
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DarkGod authored
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- Mar 17, 2019
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DarkGod authored
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- Feb 26, 2019
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DarkGod authored
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- Feb 23, 2019
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Chris Davidson authored
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- Feb 22, 2019
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Chris Davidson authored
Fid ActorAI.aiSeeTargetPos not checking for invalid target location guesses the first turn it doesn't see the target directly
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Chris Davidson authored
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- Feb 18, 2019
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DarkGod authored
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DarkGod authored
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DarkGod authored
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Gordon Acocella authored
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Gordon Acocella authored
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- Feb 14, 2019
- Feb 13, 2019
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DarkGod authored
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- Feb 11, 2019
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DarkGod authored
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- Feb 10, 2019
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DarkGod authored
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- Jan 21, 2019
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Chris Davidson authored
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- Jan 20, 2019
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DarkGod authored
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- Dec 13, 2018
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DarkGod authored
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- Dec 09, 2018
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DarkGod authored
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- Dec 05, 2018
- Dec 04, 2018
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DarkGod authored
many new mapscript algorithms. rooms fully supported, including vaults and lua coded rooms. minimum spanning tree algorithm available to connect rooms (or whatever)
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