- Apr 06, 2018
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DarkGod authored
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- Apr 05, 2018
- Apr 04, 2018
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DarkGod authored
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DarkGod authored
Fix Infestation pools blotting out the sun I CAN SEE AGAIN THE WORLD IS SO BEAUTIFUL See merge request !496
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DarkGod authored
Some AI Fixes Safety check in ActorAI:aiTalentTargets Slam: requires a target and correctly checks for hitting adjacent friends True Grit: stamina drain will be correctly considered by the AI Adrenalin Surge: AI less likely to trigger it unless there is a hostile target within range See merge request !495
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DarkGod authored
Massive armour, heavy armour and shields do not check for Armour Training talent directly anymore, instead they check for flags "allow_wear_*"
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DarkGod authored
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DarkGod authored
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DarkGod authored
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- Apr 03, 2018
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Chris Davidson authored
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- Apr 02, 2018
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Hachem_Muche authored
Slam: requires a target and correctly checks for hitting adjacent friends True Grit: stamina drain will be correctly considered by the AI Adrenalin Surge: AI less likely to trigger it unless there is a hostile target within range
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- Mar 29, 2018
- Mar 27, 2018
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DarkGod authored
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- Mar 21, 2018
- Mar 11, 2018
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DarkGod authored
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- Mar 10, 2018
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DarkGod authored
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- Mar 08, 2018
- Mar 06, 2018
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DarkGod authored
Revise and bug fix Rot talents Many of these changes are relevant to Writhing One, especially making Blight Pools not blow you up. Some of the number changes were done considering other Defiler changes but it should be fine as is, the bug fixes improve Rot a lot. See merge request !492
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- Mar 02, 2018
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Chris Davidson authored
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Chris Davidson authored
- Fix talent not being passed to some target tables - Fix target tables being done in action instead of ActorTalent.target - Change many bolt type targets to hit to allow WO to still act while body blocked - Revise some tactical table weightings
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Chris Davidson authored
These classes are already incredibly combat log spammy, and I don't think this is useful information warranting its own message.
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DarkGod authored
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DarkGod authored
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- Mar 01, 2018
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Chris Davidson authored
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- Feb 28, 2018
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DarkGod authored
ID_Challenge_fixes Fixes an exploitable bug that allows for certain ID challenges to be completed prematurely by zoning out to a special event level. Instead of resolving on any level change, challenges are only automatically resolved on death or when entering a new ID level. (The quest on_exit_check function is only run after the level change is complete to allow the destination to be determined.) This allows the Exterminate, Pacification, Rush-Hour, etc challenges to continue when entering a hidden vault, for example. The ZONE_AURA_CHALLENGE persists across levels if applicable and some quest text is clarified. Death always results in challenge failure (unless already successfully completed). Specific changes: Pacifist: Death or zoning to a special event level will not trigger immediate success Exterminator: Zoning to a special event level will not trigger automatic failure Rush Hour: 20 more turns to complete, continues to count down (with warnings) in a special event level (must exit to the next ID level) Fixes a bug in GameState:startEvents that was not checking for the special function for major events with events_by_level set. See merge request !490
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DarkGod authored
Major_Fight_AI_Fixes Valley of the Moon Fight: Change NPC default movement AI to "move_complex" to let them more reliably move off of portals. Put in extra code to make sure all NPC's, including escorts, target either Limmir or the player. If needed, an NPC will be killed to make room for the Corrupted Daelach to spawn during the event. Wizards Fight: Both Elandar and Argoniel get 25 sense radius and use the "target_simple_or_player_radius" targeting AI to make sure they can find the player during the fight. (Solves a problem when Aeryn is killed far enough from the player, the Wizards will cease combat.) Argoniel's base vim_regen nerfed from 50 to 20 See merge request !491
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- Feb 25, 2018
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Hachem_Muche authored
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- Feb 23, 2018
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Hachem_Muche authored
Change NPC default movement AI to "move_complex" to let them more reliably move off of portals. Put in extra code to make sure all NPC's, including escorts, target either Limmir or the player. If needed, a portal demon will be killed to make room for the Corrupted Daelach to spawn during the event. Wizards Fight: Both Elandar and Argoniel get 25 sense radius and use the "target_simple_or_player_radius" targeting AI to make sure they can find the player during the fight. (Solves a problem when Aeryn is killed far enough from the player, the Wizards will cease combat.) Argoniel's base vim_regen nerfed from 50 to 20
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Hachem_Muche authored
Fixes an exploitable bug that allows for certain ID challenges to be completed prematurely by zoning out to a major event level. Instead of resolving on any level change, challenges are automatically resolved on death or when entering a new ID level. (The quest on_exit_check function is only run after the level change is complete to allow the destination to be determined.) This allows the exterminate, pacification, Rush-Hour etc challenges to continue when entering a hidden vault, for example. The ZONE_AURA_CHALLENGE persists across levels if applicable and some quest text is clarified. Death always results in challenge failure (unless already successfully completed). Specific changes: Pacifist: Death or zoning to a special event level will not trigger immediate success Exterminator: Zoning to a special event level will not trigger automatic failure Rush Hour: 20 more turns to complete, continues to count down (with warnings) in a special event level (must exit to the next ID level) Fixes a bug in GameState:startEvents that was not checking for special function for major events with events_by_level set.
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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