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  1. Jun 18, 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 12, 2015
  5. Jun 11, 2015
  6. Jun 10, 2015
  7. Jun 08, 2015
  8. Jun 05, 2015
  9. Jun 04, 2015
  10. Jun 02, 2015
  11. May 30, 2015
  12. May 28, 2015
  13. May 27, 2015
  14. 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
  15. May 02, 2015
  16. Apr 29, 2015
  17. Apr 28, 2015
  18. Apr 24, 2015
  19. Apr 22, 2015
  20. Apr 21, 2015
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