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  1. Jun 13, 2016
  2. May 27, 2016
  3. Feb 28, 2016
  4. Feb 19, 2016
  5. Feb 12, 2016
  6. Jan 27, 2016
  7. Jan 26, 2016
  8. Jan 10, 2016
  9. Jan 07, 2016
  10. Jan 04, 2016
  11. Dec 07, 2015
  12. Nov 25, 2015
  13. Nov 22, 2015
  14. Oct 08, 2015
    • Hachem_Muche's avatar
      Randbosses get their class inscriptions (allows gunslingers to get steam... · 66da71ee
      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.
      66da71ee
  15. Oct 01, 2015
  16. Sep 29, 2015
  17. Sep 23, 2015
  18. Sep 10, 2015
  19. Jul 24, 2015
  20. Jul 07, 2015
    • Hachem_Muche's avatar
      code cleanup · 0afd12bd
      Hachem_Muche authored
      0afd12bd
    • Hachem_Muche's avatar
      More cleanup of debugging code. · ac5ea75a
      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.
      ac5ea75a
  21. Jul 06, 2015
    • Hachem_Muche's avatar
      Command Staff talent available to NPCs, which will spawn with the most... · 7629a622
      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
      7629a622
  22. Jul 04, 2015
  23. Jul 03, 2015
    • Hachem_Muche's avatar
      Updated remaining World Artifacts, Quest Artifacts, and Special Artifacts to use the new interface. · 4285b05f
      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.
      4285b05f
  24. Jun 23, 2015
  25. Jun 18, 2015
  26. Jun 04, 2015
  27. May 27, 2015
  28. May 02, 2015
  29. Apr 24, 2015
  30. Apr 21, 2015
    • Hachem_Muche's avatar
      Use display name for talent confirmation. · 735a1e74
      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.
      735a1e74
  31. Apr 20, 2015
  32. Apr 12, 2015
  33. Apr 11, 2015
    • Hachem_Muche's avatar
      Updated callObjectTalent function to be more flexible and ensure talent... · a87e5ca6
      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
      a87e5ca6
    • Alex Ksandra's avatar
  34. Apr 07, 2015
    • Hachem_Muche's avatar
      Revise base action function. · e6f6544e
      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
      e6f6544e
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