• Revise and bug fix Rot talents
    
    Many of these changes are relevant to Writhing One, especially making Blight Pools not blow you up.  Some of the number changes were done considering other Defiler changes but it should be fine as is, the bug fixes improve Rot a lot.
    
    See merge request !492
    DarkGod authored
     
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  • Chris Davidson authored
     
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  • ID_Challenge_fixes
    
    Fixes an exploitable bug that allows for certain ID challenges to be completed prematurely by zoning out to a special event level.
    Instead of resolving on any level change, challenges are only automatically resolved on death or when entering a new ID level.  (The quest on_exit_check function is only run after the level change is complete to allow the destination to be determined.)
    This allows the Exterminate, Pacification, Rush-Hour, etc challenges to continue when entering a hidden vault, for example.
    The ZONE_AURA_CHALLENGE persists across levels if applicable and some quest text is clarified.
    Death always results in challenge failure (unless already successfully completed).
    
    Specific changes:
    
    Pacifist: Death or zoning to a special event level will not trigger immediate success
    
    Exterminator: Zoning to a special event level will not trigger automatic failure
    
    Rush Hour: 20 more turns to complete, continues to count down (with warnings) in a special event level (must exit to the next ID level)
    
    Fixes a bug in GameState:startEvents that was not checking for the special function for major events with events_by_level set.
    
    See merge request !490
    DarkGod authored
     
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  • Major_Fight_AI_Fixes
    
    Valley of the Moon Fight:
    
    Change NPC default movement AI to "move_complex" to let them more reliably move off of portals.
    
    Put in extra code to make sure all NPC's, including escorts, target either Limmir or the player.
    
    If needed, an NPC will be killed to make room for the Corrupted Daelach to spawn during the event.
    
    Wizards Fight:
    
    Both Elandar and Argoniel get 25 sense radius and use the "target_simple_or_player_radius" targeting AI to make sure they can find the player during the fight.  (Solves a problem when Aeryn is killed far enough from the player, the Wizards will cease combat.)
    
    Argoniel's base vim_regen nerfed from 50 to 20
    
    See merge request !491
    DarkGod authored
     
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  • Change NPC default movement AI to "move_complex" to let them more reliably move off of portals.
    
    Put in extra code to make sure all NPC's, including escorts, target either Limmir or the player.
    
    If needed, a portal demon will be killed to make room for the Corrupted Daelach to spawn during the event.
    
    Wizards Fight:
    
    Both Elandar and Argoniel get 25 sense radius and use the "target_simple_or_player_radius" targeting AI to make sure they can find the player during the fight.  (Solves a problem when Aeryn is killed far enough from the player, the Wizards will cease combat.)
    
    Argoniel's base vim_regen nerfed from 50 to 20
    Hachem_Muche authored
     
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  • …rematurely by zoning out to a major event level.
    Instead of resolving on any level change, challenges are automatically resolved on death or when entering a new ID level.  (The quest on_exit_check function is only run after the level change is complete to allow the destination to be determined.)
    This allows the exterminate, pacification, Rush-Hour etc challenges to continue when entering a hidden vault, for example.
    The ZONE_AURA_CHALLENGE persists across levels if applicable and some quest text is clarified.
    Death always results in challenge failure (unless already successfully completed).
    
    Specific changes:
    
    Pacifist: Death or zoning to a special event level will not trigger immediate success
    
    Exterminator: Zoning to a special event level will not trigger automatic failure
    
    Rush Hour: 20 more turns to complete, continues to count down (with warnings) in a special event level (must exit to the next ID level)
    
    Fixes a bug in GameState:startEvents that was not checking for special function for major events with events_by_level set.
    Hachem_Muche authored
     
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  • DarkGod authored
     
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  • DarkGod authored
     
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  • DarkGod authored
     
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  • DarkGod authored
     
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