- Nov 12, 2016
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DarkGod authored
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- Nov 10, 2016
- Nov 09, 2016
- Oct 25, 2016
- Oct 20, 2016
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DarkGod authored
Conflicts: game/engines/default/engine/interface/ActorTalents.lua
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DarkGod authored
ArtifactMsgFixes Corrections/clarifications to the descriptions and log messages for a few artifacts. See merge request !353
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DarkGod authored
Rogue rework update * Rogue's Artfice tools update: Significant rewrite of artifice talents, eliminating parallel code. Adding new tools is now much simpler. Talent descriptions are more complete and clear. NPC's can use all tools, including Master Artificer, and will automatically select what to prepare at random the first time they try to use talents. Tools automatically use and benefit from the mastery level for the "cunning/artifice" tree. Added some missing stamina costs. Chat dialogs display the changes in the associated talents in their tooltips, and allow the player to cancel the action with no penalty. Rogue's Brew scaling corrected (does not depend on maximum life). Assassinate grants only physical resistance penetration (slight nerf), errors are trapped to prevent any possible permanent buffs. Only actors can get Backstab damage bonuses. Updated some new DamageTypes to display in the combat log as appropriate. See merge request !354
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- Oct 17, 2016
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Hachem_Muche authored
Dart Launcher poison only works on living creatures.
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DarkGod authored
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DarkGod authored
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- Oct 16, 2016
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Hachem_Muche authored
Significant rewrite of artifice talents, eliminating parallel code. Adding new tools is now much simpler. Talent descriptions are more complete and clear. NPC's can use all tools, including Master Artificer, and will automatically select what to prepare at random the first time they try to use talents. Tools automatically use and benefit from the mastery level for the "cunning/artifice" tree. Added some missing stamina costs. Chat dialogs display the changes in the associated talents in their tooltips, and allow the player to cancel the action with no penalty, Rogue's Brew scaling corrected (does not depend on maximum life). Assassinate grants only physical resistance penetration (nerf), errors are trapped to prevent any possible permanent buffs. Only actors can get Backstab damage bonuses. Updated some new DamageTypes to display in the combat log as appropriate.
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Hachem_Muche authored
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Hachem_Muche authored
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- Oct 08, 2016
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DarkGod authored
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- Oct 07, 2016
- Oct 05, 2016
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DarkGod authored
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DarkGod authored
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DarkGod authored
Building map generator update * The Building map generator can now accommodate rooms. Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings. The data.margin_w, data.margin_h parameters are correctly respected, and grids outside of the building area can be specified. Fixed a bug in RoomsLoader that was incorrectly applying the results of room.prefer_location functions and added some informative print statements when loading room files. See merge request !348
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DarkGod authored
More ID enhancements * The size of each I.D. level will gradually increase with depth, and random layout parameters, including number of enemies etc., are adjusted in order to balance difficulty across different layouts. * The I.D. will use a different layout/grid set for each level after the first: Two exits will be generated per level (extra one separated from the start and the normal exit), each leading to a different layout/grid scheme, which will be reflected in the tile used for the exit. These are randomly determined using a normal probability distribution that tends to rotate through all possibilities as depth increases. More layouts can have random rooms, and additional door grids have been added to the I.D. variable grids lists. Stair guards (for both exits) are now generated randomly, making their presence more unpredictable (and slightly more common). The probability is a periodic function of depth (levels 5+, automatic at level 30+). These changes let players choose/avoid certain level themes according their preferences and provide some insurance against any discrepancies in difficulty between layouts. * The I.D. challenge quests have been adjusted: The I.D. challenge award probabilities for a prodigy (more than 1 is very rare) or a category point (tends towards 1 per 30 character levels) have been adjusted based on how many have already been awarded and the number of character levels the player has gained in the I.D. Quest text has been expanded and clarified in a few places. * Some grid definitions have been updated to work better with the Nice Tiler. * Fixed a bug with the "treasure1" vault that could allow its entrances to be blocked. See merge request !349
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DarkGod authored
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DarkGod authored
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DarkGod authored
Charms fixes * Buffed quick, supercharged, and overpowered charm egos a bit (better cooldowns) and fixed a bug that was causing them not to stack properly or be resolved with randarts. Fixed a bug causing multiple charm_on_use fields not to resolve correctly. Buffed/fixed some charm egos that were incorrectly penalizing talent cooldowns. Updated the AI tactical weights for charm egos that restore resources. See merge request !350
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DarkGod authored
Inventory Dialog Fix This was a bear to track down... Fixes a bug that can cause incorrect tabs to be pre-selected (possibly causing a crash) when the Inventory dialog is re-invoked. (Triggered when the new dialog instance is missing some tabs present in the previous instance.) Fix: Previously selected tabs are now carried over from re-instantiation by matching the "kind" field instead of by tab number, with special handling to ensure that all tabs are selected if the "all" tag (if present), was selected. See merge request !351
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DarkGod authored
Traps&Detection Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility. ESP only helps seeing actors, not traps, etc. Actors get a chance to detect traps when they are placed. Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions. Actor's combat.talented field is set to "disarmed" by default. See merge request !352
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- Sep 25, 2016
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Hachem_Muche authored
Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility. ESP only helps seeing actors, not traps, etc. Actors get a chance to detect traps when they are placed. Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions. Actor's combat.talented field is set to "disarmed" by default.
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- Sep 23, 2016
- Sep 21, 2016
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Hachem_Muche authored
Fixes a bug that can cause incorrect tabs to be pre-selected (possibly causing a crash) when the Inventory dialog is re-invoked. (This is triggered when the new dialog instance is missing some tabs present in the previous instance.) Tabs carried over from re-instantiation are matched by the "kind" field instead of by tab number, with special handling to ensure that all tabs are selected if the "all" tag (if present), was selected.
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