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  1. Nov 19, 2017
  2. Nov 18, 2017
  3. Nov 17, 2017
  4. Nov 16, 2017
  5. Nov 14, 2017
  6. Nov 13, 2017
  7. Nov 11, 2017
  8. Nov 09, 2017
  9. Nov 08, 2017
  10. Nov 06, 2017
  11. Nov 05, 2017
  12. Nov 04, 2017
  13. Nov 03, 2017
    • DarkGod's avatar
      Merge branch 'Bugs' into 'master' · 16c9a3b3
      DarkGod authored
      Bugs
      
      This is all very exciting.
      
      See merge request !481
      16c9a3b3
    • DarkGod's avatar
      New set of inventories parsing methods: findInAllWornInventories,... · 5bfcb7fe
      DarkGod authored
      New set of inventories parsing methods: findInAllWornInventories, findInAllWornInventoriesBy, findInAllWornInventoriesByObject, wornInventoryApplyAll
      5bfcb7fe
    • DarkGod's avatar
      Merge branch 'MasteryAdjustment' into 'master' · eff3c2aa
      DarkGod authored
      Mastery fix
      
      Minor fixes/adjustments to combatDamage.
      
      The new formula may not be perfect but it does seem to be doing what its intended to do so I doubt any dramatic changes to it for 1.6 will be necessary.
      
      See merge request !476
      eff3c2aa
    • DarkGod's avatar
      Merge branch 'NerfPatrols' into 'master' · e2eb8aaf
      DarkGod authored
      Nerf patrols
      
      Patrols are incredibly annoying right now.  They can be anywhere from a pushover to several times stronger than anything else at your current level, and they tend to cluster and block off areas like sandworm making you run back and forth until they move because the risk isn't worth it.
      
      Experienced players solve this by just pre-casting Movement Infusion before they enter the world map.  Everyone else just suffers.
      
      Still, there is value in the mechanic, the challenge of patrols is interesting and they're a unique loot source for builds that want to manage the risk.  The only real problem is how tedious avoiding them is.  This cuts the Orc and Adventurer patrol movements to 50% so you can outmaneuver them without silly move speed gimmicks.
      
      If this is for some reason unacceptable, another method would be to open up parts of the world map a bit so there aren't so many chokes where avoiding a patrol at 100% move speed is not guaranteed to be possible.  Honestly, maybe we should just do both.
      
      See merge request !468
      e2eb8aaf
    • DarkGod's avatar
      Levels can decide if they'll dynamically match stairs with "auto_zone_stair" · 86cf248c
      DarkGod authored
      Conflicts:
      	game/modules/tome/class/Game.lua
      86cf248c
  14. Oct 12, 2017
  15. Oct 11, 2017
  16. Oct 09, 2017
  17. Oct 05, 2017
  18. Oct 04, 2017
    • DarkGod's avatar
      fix · a8ddc001
      DarkGod authored
      a8ddc001
  19. Oct 02, 2017
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