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  1. Nov 12, 2016
  2. Oct 17, 2016
  3. Oct 16, 2016
    • Hachem_Muche's avatar
      Rogue's Artfice tools update: · 868f71f0
      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.
      868f71f0
    • Hachem_Muche's avatar
  4. Oct 08, 2016
    • DarkGod's avatar
      fix · 8f4cac5d
      DarkGod authored
      8f4cac5d
  5. Oct 07, 2016
  6. Oct 05, 2016
  7. Sep 06, 2016
    • Hachem_Muche's avatar
      Some cleanup · 3e535955
      Hachem_Muche authored
      3e535955
    • Hachem_Muche's avatar
      Buffed quick, supercharged, and overpowered charm egos a bit (better... · 78e513ac
      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.
      78e513ac
  8. Aug 22, 2016
  9. Aug 19, 2016
    • Hachem_Muche's avatar
      The I.D. will use a different layout/grid set for each level after the first. ... · 7a0b5faf
      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.
      7a0b5faf
  10. Aug 05, 2016
  11. Aug 04, 2016
  12. Aug 03, 2016
    • Sheila's avatar
      Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see... · c3662e4b
      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.
      c3662e4b
    • Sheila's avatar
      Black Mesh now has a 100% chance to pull in the attacker to reinforce its... · 4fbcbd54
      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.
      4fbcbd54
    • Sheila's avatar
      dumb spacing issues · 8dd1e27e
      Sheila authored
      8dd1e27e
  13. Aug 02, 2016
  14. Jul 30, 2016
    • Hachem_Muche's avatar
      Added log rollback functionality to LogDisplay. · 0e1f9d22
      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.
      0e1f9d22
  15. Jul 29, 2016
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