- Aug 22, 2016
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Hachem_Muche authored
Add some door grids to the I.D. variable grids lists.
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- Aug 19, 2016
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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.
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- Aug 05, 2016
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DarkGod authored
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DarkGod authored
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DarkGod authored
RandomObjects Random Objects are re-enabled with GameState:entityFilterPost as weak (1 ego) Randarts. Set filter.random_object = {table of Randart generation data} in Zone:makeEntity to use. I don't recall exactly what the problem was with these before, but it seems to be fixed. In case it's not for some rare case, there is a traceback printout if generation fails. See merge request !345
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- Aug 04, 2016
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Hachem_Muche authored
Set filter.random_object = {table of Randart generation data} in Zone:makeEntity to use. I don't recall exactly what the problem was with these before, but it seems to be fixed. In case it's not for some rare case, there is a traceback printout if generation fails.
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DarkGod authored
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Hachem_Muche authored
Fixes a bug where the .__loaded_files table for zone entity list table was erroneously being updated when loading static .tmx maps.
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DarkGod authored
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DarkGod authored
Infinite Dungeon levels now can have challenges. Each level after the second will have 30% + level chances of having one. Challenges can be a range of different things that you have to do on this level. If you manage to do them you get a random reward, which can be a randart, stats/class/generic/category or even prodigy points and perhaps more!
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DarkGod authored
why hachem ? why ?? I dont see the point of this parameter and this *uterly* breaks any comlpex tmx file
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DarkGod authored
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DarkGod authored
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DarkGod authored
Fixed Swap Tinker option to not reset to enabled when the game restarts
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DarkGod authored
Added hooks "InfiniteDungeon:getLayouts" and "InfiniteDungeon:getGrids" to add new varieties to the "abnormal" ID levels
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- Jul 29, 2016
- Jul 27, 2016
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- Jul 26, 2016
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Sheila authored
Reduced healing mod malus to 80% from 100%
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- Jul 12, 2016
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- Jul 08, 2016
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razakai authored
Fixed scaling issues on Corrosive Worm/Poison Storm. Reworked scaling and made tweaks to Rot tree, fixed several tooltip issues.
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- Jul 07, 2016
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DarkGod authored
Rogue Poison and Throwing-Knives Fixes Fix Poisons code to properly proc stoning (and other) poison effects. Fix some poison effects bypassing poison immunity. Eliminate some parallel code (Apply Poisons, Venomous Strike/Throw). Few scaling issues: Apply Poison chance, Toxic Death radius, various Venomous Strike effects. Clarified some game log messages and talent descriptions. Fix quickdraw self-triggering See merge request !340
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- Jul 01, 2016
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Hachem_Muche authored
Fix some poison effects bypassing poison immunity. Eliminate some parallel code (Apply Poisons, Venomous Strike/Throw). Few scaling issues: Apply Poison chance, Toxic Death radius, various Venomous Strike effects. Clarified some game log messages and talent descriptions.
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- Jun 27, 2016
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- Jun 26, 2016
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razakai authored
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- Jun 21, 2016
- Jun 15, 2016
- Jun 14, 2016
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Hachem_Muche authored
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DarkGod authored
Unexisting particles (because of removed addon/..) will not prevent loading (should help with some world.teaw issues)
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DarkGod authored
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DarkGod authored
- Jun 13, 2016