- Jun 11, 2019
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Chris Davidson authored
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- Dec 04, 2018
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Chris Davidson authored
This is a bandaid pending some sort of dispel overhaul in the future. Generally cooldowns are increased so you won't get in situations where your stuff is just getting spam dispelled.
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- Nov 17, 2018
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Tawny Harte authored
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- Mar 21, 2018
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DarkGod authored
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- Mar 03, 2017
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Sheila authored
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- Jan 04, 2017
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DarkGod authored
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- Jan 07, 2016
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DarkGod authored
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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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- Jan 01, 2015
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DarkGod authored
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- Dec 31, 2014
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DarkGod authored
Map effects can update once per game turn instead of once per base turn; all following map effects now use this for more precision
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- Jan 28, 2014
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DarkGod authored
Added social links to the main menu, to the forums, facebook and twitter
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