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  1. Feb 01, 2017
    • DarkGod's avatar
      Fixed tentacled totems cooldown · a1489c72
      DarkGod authored
      Fixed storage room in the Fortress
      a1489c72
    • DarkGod's avatar
      Fixed blight poison damage type · f7b16ec8
      DarkGod authored
      f7b16ec8
    • DarkGod's avatar
      Fixed Lacerating Strikes · 25bf791d
      DarkGod authored
      (was that even tested ???)
      25bf791d
    • DarkGod's avatar
      Fixed Scoundrel's Strategies · 6a188add
      DarkGod authored
      6a188add
    • DarkGod's avatar
      Merge branch 'MiscScalingUpdates' into 'master' · 314a74cc
      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
      314a74cc
    • DarkGod's avatar
    • DarkGod's avatar
  2. Jan 31, 2017
  3. Jan 30, 2017
    • DarkGod's avatar
      Merge branch 'ArcherTweaks' into 'master' · c6ae8fd6
      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
      c6ae8fd6
    • Hachem_Muche's avatar
      8ec9311f
    • razakai's avatar
      Merge remote-tracking branch 'origin/master' · 75a7794c
      razakai authored
      75a7794c
    • razakai's avatar
      - Updated weapon requirements for Agility and Sniper · 400e8db8
      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
      400e8db8
    • DarkGod's avatar
      Merge branch 'EscortFix' into 'master' · 911bc18d
      DarkGod authored
      Escorts Fix
      
      Fix Escorts being overwritten by other Actors during level generation.
      
      See merge request !373
      911bc18d
    • Hachem_Muche's avatar
    • Hachem_Muche's avatar
      Added base physical power/crit to character sheet · 63ee586c
      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%
      63ee586c
    • DarkGod's avatar
      there you go · e4f9c559
      DarkGod authored
      e4f9c559
    • DarkGod's avatar
    • DarkGod's avatar
      plop · 829069e1
      DarkGod authored
      829069e1
  4. Jan 29, 2017
    • DarkGod's avatar
      When the player enters a level (the first time only), any nearby hostiles in... · f8dcba97
      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
      f8dcba97
    • DarkGod's avatar
      fix · 399ec269
      DarkGod authored
      399ec269
    • DarkGod's avatar
      ab655a90
    • DarkGod's avatar
      Adventurers start with a cloak in inventory · 163b8453
      DarkGod authored
      163b8453
    • DarkGod's avatar
      Merge branch 'FurtherRogueUpdates' into 'master' · 0159322a
      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
      0159322a
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