- Dec 30, 2019
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DarkGod authored
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- Dec 28, 2019
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DarkGod authored
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- Dec 27, 2019
- Dec 23, 2019
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DarkGod authored
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- Dec 22, 2019
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DarkGod authored
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DarkGod authored
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DarkGod authored
Target passing between NPCs is now based on rank, the lower the rank the less likely to alert. This plus some internal changes should alleviate soem turn lag as this takes a lot of processing it seems
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DarkGod authored
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DarkGod authored
Savefiles now contain a "last_log.txt" which contains the last 2000 lines of well .. log. This is the actual game log, not the ingame message log.
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- Dec 21, 2019
- Dec 20, 2019
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DarkGod authored
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- Dec 19, 2019
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DarkGod authored
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- Dec 18, 2019
- Dec 17, 2019
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DarkGod authored
1.6.5 orange misc tooltips and text corrections See merge request !602
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DarkGod authored
1.6.5 searing light bug fix target project infinite range fix. remove superfluous project talent param See merge request !601
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Tawny Harte authored
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Tawny Harte authored
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Tawny Harte authored
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Tawny Harte authored
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Tawny Harte authored
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Tawny Harte authored
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DarkGod authored
Adjust melee damage The current combatDamage formula adds total weapon stat bonuses to weapon damage, leading to the percent damage on weapon tooltips not being accurate and there being relatively little difference in damage between tiers of weapons. Weapons such as psiblades also deal more damage than would be expected for their low base damage, often having an individual psiblade more powerful than a two handed weapon lategame. This merge request would remove this total weapon stat bonuses contribution to combatDamagePower. Doing so in a vacuum would lead to melee damage being too low, so this also changes the totstat contribution to physical power; presently, totstat is added to combatPhysicalpower during its calculation, effectively acting as raw physical power. I propose instead individually rescaling totstat and adding this rescaled statmod to combatPhysicalpower as effective physical power. This is an intermediary between the combatDamage formula used in 1.5, where totstat was added as effective physical power without any alterations, and the present calculation in 1.6.4. These changes would lead to approximately the same damage as 1.6.4 early game and midgame, and about 60-70% the damage of 1.5.10 lategame. The purpose of these changes is not necessarily to change melee damage numbers from 1.6.4 (though there is a small increase on average) but rather to reduce the current overwhelming dominance of total weapon stat bonuses on weapon damage and re-emphasize other aspects of the combatDamage calculation. In doing so, base damage will be made more relevant See merge request !599
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Tawny Harte authored
remove superfluous project talent param
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- Dec 15, 2019
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DarkGod authored
1.6.5 misc See merge request !600
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Chris Davidson authored
Because nothing is more fun than multiplying the number of complaints about the NPC base damage+Glove merge+Brawler interaction. Really should fix that problem too someday, but.. Lots of busywork to do it.
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Chris Davidson authored
Unique and Boss ranks represent a significant increase in survivability, delaying these until the level 10 power spike should reduce frustrating T1 lockouts from a bad spawn.
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Chris Davidson authored
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Chris Davidson authored
Theres a lot of life regen around now, its too easy to get crazy numbers on this.
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Chris Davidson authored
No reason to desync this from how most gear swaps work. As noted on the forums it encourages tedious gameplay and just makes an already overgenerous system more generous.
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Chris Davidson authored
Its too easy to kill yourself with this now that it auto deactivates, and I'm not worried about buffing this class.
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