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  1. Jun 20, 2015
  2. Jun 17, 2015
  3. Jun 16, 2015
    • DarkGod's avatar
      Added acheivement image for Best Album Ever · 866b7d4d
      DarkGod authored
      866b7d4d
    • DarkGod's avatar
      plopo · 84fff693
      DarkGod authored
      84fff693
    • DarkGod's avatar
      moar tiles · 0526a347
      DarkGod authored
      0526a347
    • DarkGod's avatar
      tiles, and skeleton assasin is elite, not boss · a66a367a
      DarkGod authored
      a66a367a
    • DarkGod's avatar
      Merge branch 'undeads' into 'master' · 02ce0613
      DarkGod authored
      Undeads
      
      Alters a variety of Undead enemies and the Blighted Ruins enemies.
      Should reduce the frequency of level < 5 characters being squished by a standard undead, by adding in a couple extra critters and bumping the levels up on the rest. This will make the Ruins of Kor'Pul and the Blighted Ruins a little easier.
      The Bone Giant base has had its dex reduced by 30, but its movement speed increased by 50%. This is done to stop the Half Finished Bone Giant having 40ish dex which made it rather annoying if it rolls a shield rune. It doesn't get the movement speed bonus though.
      Vampire and Wight minimum levels were also altered. They had a tendency to introduce themselves to the player on the same dungeon floor, rather than in a tiered progression. Wight talents were also tweaked so they aren't all the same.
      All the Skeletons have been given descriptions by Hogulus.
      Added an elite Skeleton Ninja for FUN.
      
      Could do with some focus group testing and a few new tiles for the skeletons.
      02ce0613
  4. Jun 11, 2015
  5. Jun 10, 2015
  6. Jun 08, 2015
  7. Jun 05, 2015
  8. Jun 04, 2015
  9. Jun 02, 2015
  10. May 30, 2015
  11. May 28, 2015
  12. May 27, 2015
  13. May 03, 2015
    • DarkGod's avatar
      Merge branch 'archery_woes' into 'master' · 65720c1b
      DarkGod authored
      Archery woes (review?)
      
      Since Shoot talent does not account for the run-out ammo in its pre_usee and just returns nil from action in that case (I believe that is intended for either player misuse or difficult scenarios), and as error message of not having one of two things equipped in exactly the right fashion have always been the same confusiong snippet through all archery talents, I've decided to unify the pre use check for all archery.
      It comes in two fashions, counting wardens in and not counting wardens in; if desirable, those could be joined for added adventurer benefit, but I just left things as they are.
      Playtesting suggests it indeed is working as intended now.
      If there's anything to add to the picture while I'm at it, or if there are any problems, please comment.
      65720c1b
  14. Apr 28, 2015
  15. Apr 21, 2015
  16. Apr 16, 2015
    • stuntofthelitter's avatar
      Cancelling secondary target for Nature's Equilibrium now targets self · 7c00a949
      stuntofthelitter authored and DarkGod's avatar DarkGod committed
      7c00a949
    • DarkGod's avatar
      Made the zone load tips look nicer · 6201b170
      DarkGod authored
      6201b170
    • DarkGod's avatar
      Merge branch 'master' into 'master' · 433c9cc6
      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.
      433c9cc6
  17. Apr 15, 2015
    • Nagyhal's avatar
      Fix Rune: Biting Gale not being used by tactical AI · 8d237393
      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.
      8d237393
  18. Apr 14, 2015
    • DarkGod's avatar
      Merge branch 'zone' into 'master' · 987ccf56
      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
      987ccf56
    • DarkGod's avatar
      Merge branch 'more_fixes' into 'master' · 1d5f38c2
      DarkGod authored
      More fixes
      
      Makes solipsist rares on nightmare+ less annoying
      1d5f38c2
    • DarkGod's avatar
      Merge branch 'CausticWeaponFix' into 'master' · cb16156a
      DarkGod authored
      Caustic weapon fix
      
      Fixes crash when corroding armor with the caustic weapon ego.
      cb16156a
    • DarkGod's avatar
      Merge branch 'small_fixes' into 'master' · 63e29a71
      DarkGod authored
      Small fixes
      
      some forum complaints being fixed, nothing big.
      63e29a71
  19. Apr 12, 2015
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