- Jan 08, 2020
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Otowa Kotori authored
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Otowa Kotori authored
it's an off course incomplete list of changes need to be done in engine.
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- Dec 29, 2019
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Chris Davidson authored
This is for use in movement effects that bypass actually having to follow via normal walking so they don't home in on players that break LOS too quickly.
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- Dec 28, 2019
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Chris Davidson authored
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Chris Davidson authored
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- Dec 27, 2019
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Chris Davidson authored
This let you ask for less accuracy on things like teleporting to the target when its out of LOS.
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- Dec 23, 2019
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DarkGod authored
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- Dec 22, 2019
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DarkGod authored
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- Dec 20, 2019
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DarkGod authored
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- Nov 27, 2019
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DarkGod authored
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- Oct 27, 2019
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DarkGod authored
Adept prodigy now forces all known talents to update their passive effects (fixing notably Possessor's body storage count)
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- Oct 20, 2019
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DarkGod authored
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- Oct 18, 2019
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DarkGod authored
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- Oct 15, 2019
- Oct 14, 2019
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DarkGod authored
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- Oct 11, 2019
- Oct 10, 2019
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DarkGod authored
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- Sep 20, 2019
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DarkGod authored
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- Sep 19, 2019
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DarkGod authored
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- Jun 20, 2019
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Chris Davidson authored
Currently the AI makes guesses relative to your real location that increase in randomness every turn they don't see you. This is very good for simulating intelligent chasing through hallways and such. Where it breaks down horribly is when the target they're chasing moves a long distance quickly, especially over walls. If you teleport over a wall the AI's guess cache is still at 1 turn, and if they can teleport too they will highly accurately. This adds a last_special_movement property to Actors that represents the last turn they did a long distance or LOS cheating movement. Currently only Actor.teleportRandom sets this. Any NPC chasing a target that has this value set will have its guess cache set to the maximum randomness. Any talent/function can set last_special_movement as appropriate. A more ideal solution would be to have an algorithm with actual exploring/wandering behavior instead of a guess relative to your real location, but this should help.
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- Jun 11, 2019
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Chris Davidson authored
Fix Actor.timedEffects having undefined behavior when effects are added during iteration and not preserving source
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Chris Davidson authored
Somehow some talents (Osmosis Shield) can have their temporary values applied many times without being removed. I can't reproduce it, but checking deactivating_sustain_talent on activation not just deactivation might fix it.
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- Feb 23, 2019
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Chris Davidson authored
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- Feb 22, 2019
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Chris Davidson authored
Fid ActorAI.aiSeeTargetPos not checking for invalid target location guesses the first turn it doesn't see the target directly
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Chris Davidson authored
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- Feb 14, 2019
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DarkGod authored
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- Jan 21, 2019
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Chris Davidson authored
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- Dec 13, 2018
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DarkGod authored
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- Nov 08, 2018
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Chris Davidson authored
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- Nov 01, 2018
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Chris Davidson authored
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Chris Davidson authored
- Talent categories now parse their type ("Category / Subcategory") to put Category in its own field so you don't have to repeatedly parse the string. This is useful for giving all Psionic/x talent categories a bonus, etc - Add a new property ActorTalents.talents_mastery_bonus that lets you define a mastery bonus for all talents or all talents of one category - Fix getTalentLevel not using getTalentMastery
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- May 02, 2018
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DarkGod authored
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- Apr 21, 2018
- Apr 11, 2018
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DarkGod authored
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