- Apr 16, 2015
-
-
DarkGod authored
-
DarkGod authored
Fix Rune: Biting Gale not being used by tactical AI Fix Rune: Biting Gale not being used by tactical AI This was caused by the lack of a "radius" attribute in the talent definition. While tactical.lua makes good use of the talent's "target" value, for the initial within_range check it ignores this and uses the sum of what it gets from getTalentRadius and getTalentRange. So, while Biting Gale had a perfectly good target table, because the radius was not stored in a separate radius value the AI was assuming it to have a range of 0, and thus never using it. DG's verdict was to insist on better-written talents, rather than a more flexible check in the AI routine. Talent creators will need to watch out for this one. Now, I've searched through all the talents, and not found any other cases exactly like this. I have, however, found a few which could be improved. I'll consider uploading a bundle of such fixes later.
-
- Apr 15, 2015
-
-
Nagyhal authored
This was caused by the lack of a "radius" attribute. Which tactical.lua makes good use of the talent's "target" value, for the initial range check it ignores this and uses the sum of getTalentRadius and getTalentRange. So, while Biting Gale had a perfectly good target table, because the radius was not stored in a separate radius value the AI was assuming it to have a range of 0 and thus never using it. I've searched through the entire code base, and not found any other cases exactly like this. I have, however, found a few which could be mildly improved. I'll consider uploading a bundle of such fixes later.
-
- Apr 14, 2015
-
-
DarkGod authored
Zone load tips The game will now look in a zone's definition files for load_tips to display when loading a level of the zone, in that silly waiter titled Loading level... Load_tips are an exact copy of the ones in module definitions except they can't contain images. They also shouldn't be too long because the waiter looks silly too stretched. At least the players have something to look at in addition to just "Please wait while loading the level...". As mentioned on IRC, they could be used for special zones (Caldera, dreams, Angolwen). For other zones, they might not be added at all or just contain a copy of the normal loading-game tips. The PR doesn't include any load tips for said zones because I can't into ToME lore :P
-
DarkGod authored
More fixes Makes solipsist rares on nightmare+ less annoying
-
DarkGod authored
Caustic weapon fix Fixes crash when corroding armor with the caustic weapon ego.
-
DarkGod authored
Small fixes some forum complaints being fixed, nothing big.
-
- Apr 12, 2015
-
-
Zireael07 authored
-
- Apr 11, 2015
-
-
Alex Ksandra authored
-
Alex Ksandra authored
-
Alex Ksandra authored
-
- Apr 09, 2015
-
-
Eric Wykoff authored
-
- Apr 07, 2015
-
-
Hachem_Muche authored
-
DarkGod authored
More fixes
-
- Apr 06, 2015
-
-
Eric Wykoff authored
-
Eric Wykoff authored
-
- Apr 03, 2015
-
-
DarkGod authored
Standardizing charm powers Makes the on use description for tools, amulets, mindstars and staves more consistent and standardizes use_power definitions. Fixes a couple of typos and prepares npc objects use.
-
DarkGod authored
More minimap grids Makes doors and known traps detected at range remembered (and on the minimap)
-
DarkGod authored
-
DarkGod authored
Merge branch 'RandBossCallbacks' of http://git.net-core.org/Hachem_Muche/t-engine4 into Hachem_Muche/t-engine4-RandBossCallbacks Conflicts: game/engines/default/engine/interface/ActorInventory.lua
-
DarkGod authored
-
DarkGod authored
Merge branch 'npc-starting-stats' of http://git.net-core.org/grayswandir/t-engine4 into grayswandir/t-engine4-npc-starting-stats
-
DarkGod authored
[FOR REVIEW, NOT FOR 1.3] Staff, obey my command! New extensible command-staff system. Possibly callbacks may be added to it, too. I haven't used it yet, need to consult HousePet for artifact work.
-
DarkGod authored
Master Fixed archery to properly do on_hit, on_crit, and on_kill effects for ranged weapons and ammo. It now properly handles single and multiple effects from a single weapon or ammo.
-
DarkGod authored
-
Joseph Betzwieser authored
Fixed Archery to properly do on_hit, on_crit, and on_kill effects. It can now handle multiple types of each from ranged weapons and ammo.
-
- Apr 02, 2015
- Apr 01, 2015
-
-
Nick Moran authored
rename ldoc configuration file remove ldoc examples add readme for ldoc generation make sure tengine_doc isn't included with git
-
Nick Moran authored
-
Nick Moran authored
-
DarkGod authored
More fixes Better?
-
Eric Wykoff authored
Twist Fate gives better messages when an anomaly is targeted
-
Eric Wykoff authored
-
Eric Wykoff authored
-
Nick Moran authored
-
Nick Moran authored
-
Nick Moran authored
-
DarkGod authored
Damtype proc display Long story short, made it display when it procs, not just whenever. I feel like that's more interesting to see, and it was brought up several times.
-