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  1. Nov 15, 2016
  2. Nov 13, 2016
  3. Nov 12, 2016
  4. Nov 10, 2016
  5. Nov 09, 2016
  6. Oct 25, 2016
  7. Oct 20, 2016
    • DarkGod's avatar
      Merge branch 'Hachem_Muche/t-engine4-TalentFailureFix' · 540c215a
      DarkGod authored
      Conflicts:
      	game/engines/default/engine/interface/ActorTalents.lua
      540c215a
    • DarkGod's avatar
      Merge branch 'ArtifactMsgFixes' into 'master' · 66769650
      DarkGod authored
      ArtifactMsgFixes
      
      Corrections/clarifications to the descriptions and log messages for a few artifacts.
      
      See merge request !353
      66769650
    • DarkGod's avatar
      Merge branch 'RogueReworkUpdate' into 'master' · 12a8a107
      DarkGod authored
      Rogue rework update
      
      * Rogue's Artfice tools update:
      
      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 (slight 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.
      
      
      See merge request !354
      12a8a107
  8. Oct 17, 2016
  9. 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
    • Hachem_Muche's avatar
  10. Oct 08, 2016
    • DarkGod's avatar
      fix · 8f4cac5d
      DarkGod authored
      8f4cac5d
  11. Oct 07, 2016
  12. Oct 05, 2016
    • DarkGod's avatar
      70efab6d
    • DarkGod's avatar
      69b6d056
    • DarkGod's avatar
      Merge branch 'Fixes/Tweaks' into 'master' · 2ae3fbca
      DarkGod authored
      Artifact buffs and tweaks!
      
      A lot of much-needed artifact love! Probably more after DG is back from vacation :)
      
      See merge request !346
      2ae3fbca
    • DarkGod's avatar
      Merge branch 'ImprovedRarityTables' into 'master' · db2a8108
      DarkGod authored
      Improved rng.rarityTable function
      
      More robust and efficient rng.rarityTable function that handles floating point rarity values properly and handles 0 or empty rarity values gracefully.
      
      See merge request !347
      db2a8108
    • DarkGod's avatar
      Merge branch 'BuildingMapUpdate' into 'master' · 196e703a
      DarkGod authored
      Building map generator update
      
      * The Building map generator can now accommodate rooms.
      
      Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings.
      The data.margin_w, data.margin_h parameters are correctly respected, and grids outside of the building area can be specified.
      
      Fixed a bug in RoomsLoader that was incorrectly applying the results of room.prefer_location functions and added some informative print statements when loading room files.
      
      
      
      See merge request !348
      196e703a
    • DarkGod's avatar
      Merge branch 'IDEnhancements' into 'master' · 19b34cc1
      DarkGod authored
      More ID enhancements
      
      * The size of each I.D. level will gradually increase with depth, and random layout parameters, including number of enemies etc., are adjusted in order to balance difficulty across different layouts.
      
      * The I.D. will use a different layout/grid set for each level after the first:
      
      Two exits will be generated 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.  These are randomly determined using a normal probability distribution that tends to rotate through all possibilities as depth increases.
      
      More layouts can have random rooms, and additional door grids have been added to the I.D. variable grids lists.
      
      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+).
      
      These changes let players choose/avoid certain level themes according their preferences and provide some insurance against any discrepancies in difficulty between layouts.
      
      * The I.D. challenge quests have been adjusted:
      
      The I.D. 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.
      
      Quest text has been expanded and clarified in a few places.
      
      * Some grid definitions have been updated to work better with the Nice Tiler.
      
      * Fixed a bug with the "treasure1" vault that could allow its entrances to be blocked.
      
      
      
      See merge request !349
      19b34cc1
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