- Feb 01, 2017
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DarkGod authored
Fixed storage room in the Fortress
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DarkGod authored
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DarkGod authored
(was that even tested ???)
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DarkGod authored
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DarkGod authored
Misc scaling updates Added base physical power/crit to character sheet. Clarified/fix descriptions of several talents. Updated Tactical tables for some inscription talents: Infusion: Healing, Infusion: Wild, Infusion: Primal, Infusion: Movement, Infusion: Sun, Infusion: Heroism, Infusion: Insidious Poison, Infusion: Wild Growth, Taint: Devourer Relentless Pursuit: Minimum detrimental effect duration reduction 2 turns. Cooldown scales to a limit. Works for all save_for_effects types. Summon: Fails gracefully if no summons are possible. (Prevents NPC's from wasting turns.) Rotting Disease: Rescaled damage. Decrepitute Disease: Rescaled damage. Weakness Disease: Rescaled damage. Void Blast: Fix tactical table. Lay Web: Updated scaling for detect/disarm power. Web weakens over time. Crush: Fix tactical table. Sever Lifeline: Correct tactical table, description. Gift of Amakthel: Fails gracefully if no summons are possible. (Prevents NPC's from wasting turns.) keepsake Blindside: updated tactical table. Frost Grap: Updated tactical table. Cripple: Nerfed speed penalty (< 50%). Mobile Defense: Bonus defense limited < +100%. See merge request !375
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DarkGod authored
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DarkGod authored
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- Jan 31, 2017
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DarkGod authored
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DarkGod authored
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DarkGod authored
scattering of nearby npcs on enter is disabled on static maps, as they are meant ot be as they are (if in some instances this is wrong, this can be changed per level, report them please)
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DarkGod authored
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DarkGod authored
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DarkGod authored
fix shader
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DarkGod authored
Trained Reactions and Archer Fixes Altered the scaling of Trained Reactions as per Hachem's suggestions, plus improved the display of information to player. Also slightly lowered the power of Aim/Rapid Shot, and slightly increased the stamina regneration of First Blood. See merge request !376
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razakai authored
Altered the scaling of Trained Reactions as per Hachem's suggestions, plus improved the display of information to player. Also slightly lowered the power of Aim/Rapid Shot, and slightly increased the stamina regneration of First Blood.
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DarkGod authored
golem talents cant be possessor stolen
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DarkGod authored
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Hachem_Muche authored
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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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DarkGod authored
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DarkGod authored
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DarkGod authored
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- Jan 30, 2017
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DarkGod authored
Archer tweaks - Updated weapon requirements for Agility and Sniper - Increased damage of Bull Shot - Slightly increased chance of Agile Defense - Reduced crit power of Pin Down - Reduced armor penetration of Headshot - Removed cooldown of Bullseye, slightly reduced effects - First Blood now grants a smaller stamina restore on Steady Shot, Shoot and Headshot instead of stamina on mark - Slightly reduced speed bonus of Trueshot - Reverted some of Trained Reactions functions back to original Reflex Defense design and reduced duration of Evasion as per Shibari's request - Reduced scaling of Piercing Ammunition and associated effects, added cap - Explosive Shot (Incendiary) now inflicts slow rather than dim vision - Rebalanced a number of effects in Munitions - Concealment reworked. Now instant, checks for presence of nearby actors on use (as per Stealth). Grants large damage increase to next Steady Shot. Increases vision+attack range, and reduces chance to be hit. Defensive/range bonuses fade over 3 turns - Shadow Shot no longer creates a smoke cloud. Instead inflicts a short duration confuse+vision reduction - Numbers on Aim and Snipe tweaked See merge request !374
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Hachem_Muche authored
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razakai authored
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razakai authored
- Increased damage of Bull Shot - Slightly increased chance of Agile Defense - Reduced crit power of Pin Down - Reduced armor penetration of Headshot - Removed cooldown of Bullseye, slightly reduced effects - First Blood now grants a smaller stamina restore on Steady Shot, Shoot and Headshot instead of stamina on mark - Slightly reduced speed bonus of Trueshot - Reduced duration of Evasion - Reverted some of Trained Reactions functions back to original Reflex Defense design as per Shibari's comments - Reduced scaling of Piercing Ammunition and associated effects, added cap - Explosive Shot (Incendiary) now inflicts slow rather than dim vision - Rebalanced a number of effects in Munitions - Concealment reworked. Now instant, checks for presence of nearby actors on use (as per Stealth). Grants large damage increase to next Steady Shot. Increases vision+attack range, and reduces chance to be hit. Defensive/range bonuses fade over 3 turns - Shadow Shot no longer creates a smoke cloud. Instead inflicts a short duration confuse+vision reduction - Numbers on Aim and Snipe tweaked
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DarkGod authored
Escorts Fix Fix Escorts being overwritten by other Actors during level generation. See merge request !373
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Hachem_Muche authored
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Hachem_Muche authored
Clarified/fix descriptions of several talents. Updated Tactical tables for some inscription talents: Infusion: Healing, Infusion: Wild, Infusion: Primal, Infusion: Movement, Infusion: Sun, Infusion: Heroism, Infusion: Insidious Poison, Infusion: Wild Growth, Taint: Devourer Relentless Pursuit: Minimum detrimental effect duration reduction 2 turns. Cooldown scales to a limit. Works for all save_for_effects types. Summon: Fails gracefully if no summons are possible. (Prevents NPC's from wasting turns.) Rotting Disease: Rescaled damage. Decrepitute Disease: Rescaled damage. Weakness Disease: Rescaled damage. Void Blast: Fix tactical table Lay Web: Updated scaling for detect/disarm power. Web weakens over time. Crush: Fix tactical table Sever Lifeline: Correct tactical table, description. Gift of Amakthel: Fails gracefully if no summons are possible. (Prevents NPC's from wasting turns.) keepsake Blindside: updated tactical table Frost Grap: Updated tactical table Cripple: Nerfed speed penalty (< 50%) Mobile Defense: Bonus defense limited < +100%
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DarkGod authored
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DarkGod authored
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DarkGod authored
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- Jan 29, 2017
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DarkGod authored
When the player enters a level (the first time only), any nearby hostiles in radius 4 are scattered around the level, to prevent entering deathtraps
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Hopefully final rogue updates Dual Weapon Defense: Adjusted parry chance limit < 90% (parries are never guaranteed) Dual Weapon Mastery: Adjusted parry chance limit < 90% (parries are never guaranteed) Feint: Target Pinned and Dazed. Defensive buff includes one extra parry and reduced parry fail chance. Removed extra deflect damage from parry. Lunge: Reduced stamina cost. Disengage: Updated interface for target grid. Added AI functions. Not usable while pinned. Requires a seen target. Heavy armour (through fatigue) penalizes range and speed boost. Reload 1 turn. (Should we just reload all ammo?) Evasion: Remove projectile missile spread. Trained Reactions: vs. previous non-Reflex Defense like version: Restore stamina cost. Simplify defense mechanics. Added min damage limit of 5% of max life. Removed melee restriction on activation and penalty for being pinned. Terror: Victim must be able to see the talent user. Garrote: Learning includes "show_gloves_combat" attribute. Checks pinning and silence immunity as appropriate. Will not waste cooldown on dead targets. Cooldown starts even if the status effect fails to land. EFF_GARROTE_SILENCED removed, silence effects folded into EFF_GARROTE, tooltip/description corrected. Unarmed attack correctly auto-hits and bypasses evasion. Marked for Death: Will not go on cooldown if the target is unreachable. See merge request !372
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