- Jul 18, 2019
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Recaiden authored
Rush doesn’t need nowarning as it’s impossible to rush yourself because you don’t meet the minimum distance. Rush doesn’t need nolock as it's no longer free-targeted but can only target creatures. If the automatically calculated target *is* the player, the ability is almost certain to be a heal, buff, or other thing that makes sense to apply to an ally, and the autotargeting should proceed. If the automatically calculated target *is not* the player, no self-target warning would trigger anyway, and the autotargeting should proceed.
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- Jul 10, 2019
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DarkGod authored
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- Jun 07, 2019
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DarkGod authored
Items revision See merge request !541
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DarkGod authored
Change Targetting for mobility skills when using auto-accept-target Several talents that move the player would not function at all or would behave unusually if auto-accept target was enabled. This changes their target lock mode so that they can be aimed as necessary. The actual behavior of the talents in unchanged. The affected skills are: Shadow Transposition (was sometimes unusable depending on your last target) Grappling Hook (could only target enemies, not terrain) Worm Walk (teleported randomly) Dream Walk (teleported randomly) Phase Summon (could not be used) Whirlwind (could only be used to dash to enemies) Vault (would always place you adjacent to enemy) See merge request !538
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- Jun 04, 2019
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Chris Davidson authored
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Chris Davidson authored
Fatigue isn't feeling meaningful as is for a lot of builds, may as well prune a common source of reducing it.
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Chris Davidson authored
Balance as a lot of inscriptions are still generating too similar in quality. Cooldown is a good stat to increase the variance on.
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Chris Davidson authored
Just feels more intuitive.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
On 1.5 only the staff accuracy bonus matters much, and the amount of accuracy to reach the cap is unlisted and varies from type to type. This standardizes all accuracy bonuses to be capped at a 100 accuracy difference. A side goal of this is making lower values of defense useful since it'll always at least reduce something. Old: Axe: +10% crit at 50 accuracy Sword: +25% crit power at 62.5 accuracy Mace: +10% base power at 100 accuracy Staff: +200% proc damage at 80 accuracy New: Axe: +25% crit at 100 accuracy Sword: +50% crit power at 100 accuracy Mace: +20% base power at 100 accuracy, now happen before armor Staff: +200% proc damage at 100 accuracy
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Chris Davidson authored
- New option for always displaying shield combat - Added display mentioning the display options/conditions
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- May 22, 2019
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
- Now most files are based off the melee/generic files and just filter out the irrelevant entries+add specific ones. This makes it easier to read/update. - Add a stave-specific randart file
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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- May 17, 2019
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Recaiden authored
Several skills that move theplayer would not function at all or would behave randomly if auto-accept target was enabled. This changes their target lock mode so that the can be aimed as necessary. The affected skills are: Shadow Transposition Grappling Hook Worm Walk Dream Walk Phase Summon Whirlwind Vault
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- May 05, 2019
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DarkGod authored
Npc revisions If there was a reason for these to be so weak I can't find it. Things without gear scale very very badly. See merge request !531
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DarkGod authored
Minor bug fixes and typos Mostly fixes for various typos and grammatical errors, but also has a few small bug fixes: -"of mastery" and "of perfection" amulets now check for conflicts between amulet power source and the category boosted -Dwarf's Stone Walking racial is no longer usable to target an empty space and move one tile -Added a long_desc to the stun effect noggin knocker gives to prevent an error when the player is hit by it See merge request !528
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- May 04, 2019
- Apr 24, 2019
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DarkGod authored
Defiler revision Isn't Vim a text editor too? I feel like this resource is some sort of political statement See merge request !529
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Chris Davidson authored
These are really weak and don't have much meaningful differentiation from jellies/slimes/plants anyway. Lets just phase these out faster for lack of a better idea.
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DarkGod authored
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DarkGod authored
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- Apr 23, 2019
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Chris Davidson authored
- Remove damage penalties and talent level caps
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Chris Davidson authored
- Fix autolevel_scheme - Damage reductions removed - Convert damage percent to 100% from 50%. Its hard to even notice these are strongly elemental themed with 50% given how spammy the log gets, and this gives them a unique niche. - Remove some talent level caps
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Chris Davidson authored
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- Apr 22, 2019
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Chris Davidson authored
The old version was messy and had a lot of little numbers for no real reason. This one is cleaner and reinforces Reaver as a melee class. - Stacks up to 10 times - Now only stacks on melee attacks with no turn limit. So Bone Grab+2 melee spells fully stacks it. - No longer decays slowly - Duration set to 3
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Chris Davidson authored
- Can now be targeted through allies (Rot worms, etc) - Now checks Teleport resistance - Always moves the target to the closest space adjacent to you
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Chris Davidson authored
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