- Aug 04, 2016
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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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- 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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Sheila authored
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- Aug 02, 2016
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Sheila authored
Black Mesh now has a 100% chance to pull in the attacker to reinforce its identity, 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, 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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Sheila authored
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Sheila authored
Fire Dragon Shield now has a 30% chance to cast level 2 Fire Breath on your foes in radius 6, possibly stunning them. Added 15% fire affinity for flavor and usefulness.
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Sheila authored
Changed Scale Mail of Kroltar's activable from Lv 3 Inferno (Archmage skill) to Lv 3 Devouring Flames (Wyrmic skill) for flavor, slight increase in utility!
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Sheila authored
Dragon Helm of Kroltar now has +5 wil, +10% phys/fire damage, 0.2 Fire drake aspect mastery. Changed activable to level 3 bellowing roar for flavor and usefulness. Changed to properly use armor training 1 instead of 3 as all other helms do for consistency, it pairs with mail armor anyways. Set bonus gives an additional +14 luck for a total of 10.
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- Jul 29, 2016
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Sheila authored
Crooked club no longer unreliabe, battle call is now level 2 and an activable. Physical Repulsion on crit changed to regular Physical.
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- Jul 28, 2016
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Sheila authored
Skin of many gets +30% blindness immunity instead of fear for undead, as they're already fear immune.
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- Jul 27, 2016
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Sheila authored
Mighty Girdle base cost down to 150 from 350
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- Jun 13, 2016
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DarkGod authored
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- May 27, 2016
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DarkGod authored
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- Feb 28, 2016
- Feb 19, 2016
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DarkGod authored
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- Feb 12, 2016
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stuntofthelitter authored
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stuntofthelitter authored
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- Jan 27, 2016
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DarkGod authored
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- Jan 26, 2016
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stuntofthelitter authored
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- Jan 10, 2016
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DarkGod authored
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- Jan 07, 2016
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DarkGod authored
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- Jan 04, 2016
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DarkGod authored
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- Dec 07, 2015
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DarkGod authored
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- Nov 25, 2015
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DarkGod authored
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- Nov 22, 2015
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DarkGod authored
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- Oct 08, 2015
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Hachem_Muche authored
Randbosses get their class inscriptions (allows gunslingers to get steam implants) and get general resource boosts. Weapon tooltips show extra precision for resource costs. Fixed a bug in tooltips for projectiles in cheat mode. Dug sandwalls have a tooltip. Charactersheet: fixed a bug that could cause the equip button to be labeled incorrectly in the equipdoll. Shield damage correctly reflects no off-hand penalty. The lightning overload quest only shows up for Maj'Eyal campaign.
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- Oct 01, 2015
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DarkGod authored
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- Sep 29, 2015
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DarkGod authored
fix typos
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- Sep 23, 2015
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DarkGod authored
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- Sep 10, 2015
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Hachem_Muche authored
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- Jul 24, 2015
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DarkGod authored
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- Jul 07, 2015
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Hachem_Muche authored
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Hachem_Muche authored
Fixed tactical tables for several talents. Installed safety code in talented and tactical ai for failed talent use. Fixed bug in tactical ai causing mistargeting of combination damage and heal/cure talents. Fixed bug in Command Staff on_pre_use_ai check. Updated Rush talent to allow targeting unoccupied spots.
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- Jul 06, 2015
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Hachem_Muche authored
Command Staff talent available to NPCs, which will spawn with the most appropriate aspect selected. (Significant buff to staff wielders) Updated artifact staves to use the new flavor system. tactical AI will take duration of detrimental effects into consideration when evaluating cures. clean up debugging code
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- Jul 04, 2015
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Hachem_Muche authored
Updated ai for Cuirass of the Dark Lord.
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- Jul 03, 2015
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Hachem_Muche authored
Artifact changes: Terrasca (which works the same) uses a new "absolute" resistance that is updated as needed by callbacks. Added new callbacks: callbackOnTemporaryEffectRemove and callbackOnTemporaryEffectAdd to supplement callbackOnTemporaryEffect Buffed Exiler to have a chance to affect non-summons. Modified Spellhunt remnants: They gain a maximum of 1 material level per artifact crushed, but can spawn at any level in the game (adjusting their material level to the zone). Made more rare to compensate. Cuirass of the Dark Lord slightly buffed bleed damage based on Physical Power. Awakened staff of absorption, slightly buffed to bypass most defenses. Object use tactical tables can be an explicit function in the object definition. This makes complex AI tactical tables simpler to code and more efficient to run. Objects that have an instant talent as their activatable ability use no energy by default. NPCs: Will try to equip their drops if possible (cannot replace normal equipment unless the replacement is the same type and is unique). Updated GameState:checkPowers with an "antimagic_only" mode that is used for test actor-equipment compatibility. Updated some boss definitions to be able to equip their unique drops. Moved after object use checks for breakStepUp, breakStealth, breakLightningSpeed, breakReloading, and breakSpacetimeTuning() from mod.Player to mod.Object. Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves. Adjusted talents for some bosses to compensate for the abilities of the equipment they can use. AI: Updated the tactical tables of several talents (that were used by various activatable items). Updated tactical and talented AI's to allow NPC's to act again immediately after using an instant talent. flee_dmap_keep_los AI will allow the ai to run farther if it has sufficient moves. The tactical AI writes the selected tactic to the ai_state table as a parameter for talent.action functions. This fixes a bug where NPCs that were activating tageted abilities to flee were moving closer to their target instead. So an NPC using phase door, for example, will try to teleport closer when the "closein" tactic is active and farther from its target when the "escape" tactic is active.
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- Jun 23, 2015
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DarkGod authored
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- Jun 18, 2015
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Hachem_Muche authored
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