- Dec 20, 2016
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DarkGod authored
Dwarf Stoneskin fully ignores the triggering attack, and correctly states it has no cooldown and can re-proc while active
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DarkGod authored
Buffed Ghouls (Ghoul provides more stats, Ghoulish Leap provides a global speed boost on landing, reduced Retch cooldown a little, increased Gnaw stats reduction and ghoul spawned is fully controllable)
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DarkGod authored
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DarkGod authored
Buffed Skeletons (Skeleton gives more str/dex, reduced cooldown of both Bone Armour and Re-assemble)
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DarkGod authored
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DarkGod authored
Bathe in Light does not provide nor strengthen shields anymore, instead it gives a fire and light damage buff if the creature already has a shield
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DarkGod authored
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DarkGod authored
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- Dec 19, 2016
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DarkGod authored
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DarkGod authored
Cornacs start with one more generic point, because all other races have one pre-spent in their racial tree and they don't
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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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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 18, 2016
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DarkGod authored
ActorStats Fix ActorStats will automatically clone a stats table provided with an actor definition, to prevent multiple actors referencing the same table. (Static definitions, like those in ToME necrotic minions) Entity.init will automatically initialize the compute_vals table for temporary values. See merge request !362
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Hachem_Muche authored
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Hachem_Muche authored
ActorStats will automatically clone a stats table provided with an actor definition to prevent multiple actors referencing the same table. (for static definitions, like those in ToME necrotic minions) Entity.init will automatically initialize the compute_vals table for temporary values.
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- Dec 15, 2016
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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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DarkGod authored
Disarm Trap Talent Removed keybinding and Map Menu command to disarm traps. Added a new talent "Disarm Trap" automatically learned with Heightened Senses at TL 3. This allows for actively disarming traps without moving over them, with the normal chance of triggering. Automatic trap detection will not trigger on forced moves. See merge request !359
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- Dec 14, 2016
- Dec 12, 2016
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Hachem_Muche authored
This should mitigate possible runaway regeneration for some NPCs (bosses), and provide a slightly higher reward for early player investment.
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