- 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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- Jun 04, 2015
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stuntofthelitter authored
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- May 27, 2015
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HousePet authored
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- May 02, 2015
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Hachem_Muche authored
Corrected tactical tables for talents used by artifacts. Draebor is even more annoying.
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- Apr 24, 2015
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Hachem_Muche authored
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Hachem_Muche authored
Move object use data cleanup to action. Protected function calls for talent code.
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- Apr 21, 2015
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Hachem_Muche authored
Fix bug in confirmation dialog. Added cycle_time function (pseudo-cooldown) for auto-use check. no_npc_use and allow_npc_use fields in object use_power/Use_talent definitions can be a function(obj, who). Updated charm talent resolver.
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- Apr 20, 2015
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Hachem_Muche authored
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Hachem_Muche authored
Object use talent IDs are remembered for previously equipped objects if possible. (facilitates hotkey settings) Added support for automatic use of object use talents via the Talent Use menu. Added support for ai_talents weights (remembered by reference to individual objects) via party-control interface.
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- Apr 12, 2015
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Hachem_Muche authored
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- Apr 11, 2015
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Hachem_Muche authored
Updated callObjectTalent function to be more flexible and ensure talent functions are called with appropriate scope. Updated tactical function for use_talent powers to ensure the tactical functions are called with the correct scope. Added .never_fail flag (and support to Actor:preUseTalent) to actor object use talents to prevent failure to use objects when confused, etc. Added support for on_pre_use_ai function Updated game:logVisible to correctly identify projectiles (which get a .__is_projectile flag) Enabled automatic use of object activation talents (more development needed) Tactical AI: Fixed a bug causing NPC's to sometimes not use cure/heal abilities effectively tactical table functions are called with (self, t, aitarget, tact) Updated charm tactical tables to account for possible resource recovery, Updated definitions for several boss artifacts for NPC use: Wintertide (also fixed bug causing permanent ice walls), Crystal Shard, Choker of Dread (fixed bug causing summon to not taunt foes), Rod of Annulment, Psionic Fury. Talents: Dark Tendrils: updated target table for AI use Illumination: updated target and tactical tables so that NPC's will use it above level 3. Fire Breath: added disable to tactical table. Chain Lightning: updated target table for AI use Disperse Magic: expanded tactical table to allow for both offensive and defensive use. Tidal Wave: updated target table to allow AI use Shattering Blow: corrected tactical table Inertial Shot: updated on_pre_use function to check for enough ammo (temporary pending more general fix of archery talents) ***Note unrelated AI error with archery talents being used without ammo Sunder Armor/Arms effects: added gain/lose messages
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Alex Ksandra authored
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- Apr 07, 2015
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Hachem_Muche authored
Restrict object talents to mod == "activated" Fix bug with mitotic mindstars updated staff ego messages Revise definition for Wintertide Possible update to equipment resolver
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