- Jan 01, 2015
- Dec 31, 2014
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Map effects can update once per game turn instead of once per base turn; all following map effects now use this for more precision
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DarkGod authored
try to make the apprentice never be able to pop on angolwen exit, although I cant understand how ti sometimes bork
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DarkGod authored
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DarkGod authored
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DarkGod authored
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- Dec 30, 2014
- Dec 29, 2014
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DarkGod authored
and bugfix !!!
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DarkGod authored
Reload fixes Well, see commit message.
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Alex Ksandra authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Levelup height fix As per http://forums.te4.org/viewtopic.php?f=42&t=43200 . When levelup window is wide enough, make sure c_gtree takes the full height available to it.
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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- Dec 28, 2014
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DarkGod authored
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Alex Ksandra authored
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Alex Ksandra authored
If tooltips for levelup dialogs are off, generic talent tree is now the same height as the class one.
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DarkGod authored
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DarkGod authored
Trying to load an old savefile from 1.2.5 will ask if you want to download the 1.2.5 data to play with
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DarkGod authored
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DarkGod authored
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DarkGod authored
Damage handlers reorder Re-orders some damage modifies in defaultProjector and Actor.onTakeHit, to group them by thematic coherence.
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DarkGod authored
Talent category requirements http://forums.te4.org/viewtopic.php?f=41&t=43196 Makes it so if you know e.g. a talent of level 3, you cannot learn a talent of level 2 just because of that.
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DarkGod authored
Talent lists Adds a 'lists' system for convenience. Modified stealth and step up to use. This lets talents / effects add themselves to lists at appropriate times. Bascially, just a quicker way than searching for all applied talents/effects for a specific tag. Talents can have a sustain_lists and a learn_lists field. Effects just have a lists field. Example: talent A has the following: learn_lists = {'red', {'blue', 'green'}} When you learn it, your character now has the following fields: self.red = {'T_A'} self.blue.green = {'T_A'} Modified stealth and step up to use this system. So, to make something break when step up does, just add it to the 'break_with_step_up' list.
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DarkGod authored
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DarkGod authored
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DarkGod authored
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