• DarkGod authored
     
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  • DarkGod authored
     
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  • DarkGod authored
     
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  • DarkGod authored
     
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  • 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.
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  • 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.
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  • stuntofthelitter authored
     
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  • DarkGod authored
     
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  • 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.
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  • 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.
    Nagyhal authored
     
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