- Mar 21, 2018
- Mar 08, 2018
- Mar 02, 2018
-
-
Chris Davidson authored
-
Chris Davidson authored
- Fix talent not being passed to some target tables - Fix target tables being done in action instead of ActorTalent.target - Change many bolt type targets to hit to allow WO to still act while body blocked - Revise some tactical table weightings
-
Chris Davidson authored
These classes are already incredibly combat log spammy, and I don't think this is useful information warranting its own message.
-
DarkGod authored
-
- Mar 01, 2018
-
-
Chris Davidson authored
-
- Feb 25, 2018
-
-
Hachem_Muche authored
-
- Feb 23, 2018
-
-
Hachem_Muche authored
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
Fixes an exploitable bug that allows for certain ID challenges to be completed prematurely 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.
-
DarkGod authored
-
DarkGod authored
-
DarkGod authored
-
DarkGod authored
-
- Feb 20, 2018
- Feb 19, 2018
-
-
DarkGod authored
-
- Feb 09, 2018
-
-
DarkGod authored
Exported necrotic aura and create minions data and functions to the global talents environment for easier modding
-
- Feb 08, 2018
- Feb 05, 2018
-
-
DarkGod authored
-
- Feb 02, 2018
-
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
Avoiding updating this is really bad, you're likely to see a few things before you see all potential enemies. If this is a lag concern I'll find another way to do the updating.
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
Fix Forcefield sometimes returning a number to callbackOnTakeDamage and permanently breaking characters
-
- Jan 30, 2018
-
-
DarkGod authored
Chat names of devs and mods have the proper mention of the status
-
- Jan 29, 2018