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  1. Oct 08, 2016
    • DarkGod's avatar
      fix · 8f4cac5d
      DarkGod authored
      8f4cac5d
  2. Oct 07, 2016
  3. Oct 05, 2016
  4. Sep 25, 2016
    • Hachem_Muche's avatar
      Actor:canSee correctly calculates and uses the correct chance to see when the... · af362ebb
      Hachem_Muche authored
      Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility.
      ESP only helps seeing actors, not traps, etc.
      
      Actors get a chance to detect traps when they are placed.
      
      Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages.  Updated the comments for the log management functions.
      
      Actor's combat.talented field is set to "disarmed" by default.
      af362ebb
  5. Sep 23, 2016
  6. Sep 21, 2016
    • Hachem_Muche's avatar
      Fixes a bug that can cause incorrect tabs to be pre-selected (possibly causing... · 57d3fe0e
      Hachem_Muche authored
      Fixes a bug that can cause incorrect tabs to be pre-selected (possibly causing a crash) when the Inventory dialog is re-invoked.
      (This is triggered when the new dialog instance is missing some tabs present in the previous instance.)
      
      Tabs carried over from re-instantiation are matched by the "kind" field instead of by tab number, with special handling to ensure that all tabs are selected if the "all" tag (if present), was selected.
      57d3fe0e
  7. Sep 06, 2016
  8. Aug 22, 2016
  9. Aug 19, 2016
    • Hachem_Muche's avatar
      The I.D. will use a different layout/grid set for each level after the first. ... · 7a0b5faf
      Hachem_Muche authored
      The I.D. will use a different layout/grid set for each level after the first.  The probabilities now use a normal distribution to, statistically, rotate through all possibilities as depth increases.
      
      The size of each I.D. level will gradually increase with depth, and random layout parameters, including number of enemies and other parameters, are adjusted in order to maintain approximately equal difficulty across different layouts.
      
      Some more layouts can have random rooms.
      
      Updated some NicerTiles parameters for some grids and fixed a bug with the treasure1 vault that could cause its entrances to be blocked.
      
      The I.D. will generate two exits 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.
      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+).
      
      The I.D. challenge quests have been adjusted:
      Quest text has been expanded and clarified in a few places.
      The 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.
      7a0b5faf
  10. Aug 11, 2016
  11. Aug 07, 2016
  12. Aug 05, 2016
  13. Aug 04, 2016
  14. Aug 03, 2016
    • Sheila's avatar
      Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see... · c3662e4b
      Sheila authored
      Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see it drop more often. Gave it a chance to cast one of the tree beams from archmage to give it more thematic flavor and usefulness, changed the added damage types to match said beams. Removed APR because +2 is pointless, increased damage mods to 30% from 18%, and spellpower/magic slightly to compete with staves.
      c3662e4b
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