- Aug 11, 2016
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Hachem_Muche authored
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Hachem_Muche authored
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.
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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