- Nov 12, 2016
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DarkGod authored
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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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- 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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- 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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- Sep 06, 2016
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Hachem_Muche authored
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Hachem_Muche authored
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.
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- Aug 22, 2016
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
Add some door grids to the I.D. variable grids lists.
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- Aug 19, 2016
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Hachem_Muche authored
The I.D. will use a different layout/grid set for each level after the first. The probabilities now use a normal distribution to, statistically, rotate through all possibilities as depth increases. The size of each I.D. level will gradually increase with depth, and random layout parameters, including number of enemies and other parameters, are adjusted in order to maintain approximately equal difficulty across different layouts. Some more layouts can have random rooms. Updated some NicerTiles parameters for some grids and fixed a bug with the treasure1 vault that could cause its entrances to be blocked. The I.D. will generate two exits 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. 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+). The I.D. challenge quests have been adjusted: Quest text has been expanded and clarified in a few places. The 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.
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- Aug 05, 2016
- Aug 04, 2016
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DarkGod authored
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Hachem_Muche authored
Fixes a bug where the .__loaded_files table for zone entity list table was erroneously being updated when loading static .tmx maps.
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DarkGod authored
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DarkGod authored
Infinite Dungeon levels now can have challenges. Each level after the second will have 30% + level chances of having one. Challenges can be a range of different things that you have to do on this level. If you manage to do them you get a random reward, which can be a randart, stats/class/generic/category or even prodigy points and perhaps more!
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Sheila authored
Added unarmed on-hit Cursed talents for Ruthless Grip so brawlers won't be so sad. Lowered the healing mod malus from -20% to -10% so it will be a safer choice. Slight increase in price and slight decrease in base power and on-hits to balance it out with its new talents.
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DarkGod authored
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DarkGod authored
Fixed Swap Tinker option to not reset to enabled when the game restarts
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DarkGod authored
Added hooks "InfiniteDungeon:getLayouts" and "InfiniteDungeon:getGrids" to add new varieties to the "abnormal" ID levels
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- Aug 03, 2016
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Sheila authored
Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see it drop more often. Gave it a chance to cast one of the tree beams from archmage to give it more thematic flavor and usefulness, changed the added damage types to match said beams. Removed APR because +2 is pointless, increased damage mods to 30% from 18%, and spellpower/magic slightly to compete with staves.
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Sheila authored
Black Mesh now has a 100% chance to pull in the attacker to reinforce its identity (only once per turn), clarified the on-block tooltip to let people know what it really does. Stamina regen is gone and replaced with Wil and lower fatigue to fit Nature-powered more thematically, and because tentacles shouldn't be that heavy. Resists adjusted slightly. Base block and damage values no longer random and are higher values to be worthwhile for an artifact of the tier.
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Sheila authored
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- Aug 02, 2016
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Sheila authored
Black Mesh now has a 100% chance to pull in the attacker to reinforce its identity, clarified the on-block tooltip to let people know what it really does. Stamina regen is gone and replaced with Wil and lower fatigue to fit Nature-powered more thematically, resists adjusted slightly. Base block and damage values no longer random and are higher values to be worthwhile for an artifact of the tier.
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Sheila authored
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Sheila authored
Fire Dragon Shield now has a 30% chance to cast level 2 Fire Breath on your foes in radius 6, possibly stunning them. Added 15% fire affinity for flavor and usefulness.
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Sheila authored
Changed Scale Mail of Kroltar's activable from Lv 3 Inferno (Archmage skill) to Lv 3 Devouring Flames (Wyrmic skill) for flavor, slight increase in utility!
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Sheila authored
Dragon Helm of Kroltar now has +5 wil, +10% phys/fire damage, 0.2 Fire drake aspect mastery. Changed activable to level 3 bellowing roar for flavor and usefulness. Changed to properly use armor training 1 instead of 3 as all other helms do for consistency, it pairs with mail armor anyways. Set bonus gives an additional +14 luck for a total of 10.
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- Jul 30, 2016
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Hachem_Muche authored
Fixed a bug in ActorTalents:useTalent to correctly return the results of the talent action, activate, or deactivate code instead of the coroutine (co_wrapper) result (which normally always returns true). The return value now correctly reflects talent success or failure, allowing AIs to try other actions when the talent code aborts. (Not addressed in this commit.) useTalent will automatically rollback log messages from aborted talents. (i.e. no more "Monster rushes out!" spam when the Rush talent is attempted inside of minimum range) Fixed a bug that was allowing NPC's to bump attack without enough energy. Added some on_pre_use functions to staff-combat talents.
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- Jul 29, 2016
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DarkGod authored
New tileset for the Heart of the Gloom, with a different one for the dream version of it and an other variant for the Grushnak pride also using it
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Sheila authored
Crooked club no longer unreliabe, battle call is now level 2 and an activable. Physical Repulsion on crit changed to regular Physical.
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