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  1. Mar 17, 2019
  2. Mar 16, 2019
  3. Feb 26, 2019
    • DarkGod's avatar
      fix · 7633f522
      DarkGod authored
      7633f522
  4. Feb 18, 2019
  5. Feb 15, 2019
  6. Feb 14, 2019
    • DarkGod's avatar
      Player level is shown in the levelup dialog · 2a35ee2c
      DarkGod authored
      2a35ee2c
    • DarkGod's avatar
      Levelup dialog shows variable parts of talent descriptions (like numbers that... · be455edf
      DarkGod authored
      Levelup dialog shows variable parts of talent descriptions (like numbers that go up as you levelup) in green even at talent levels 0 and 5, to better see which values will evolve
      be455edf
    • DarkGod's avatar
      fix · 05ff3db2
      DarkGod authored
      05ff3db2
    • DarkGod's avatar
      Merge branch 'orange-fears-aura-misc' into 'master' · a12cd8f0
      DarkGod authored
      Orange fears aura misc
      
      Revision of Fears.
      Tweaks to Cursed Aura effects (aimed at making all effects have a similar strength to each other and generally increasing the power of level 3 effects in an attempt to reduce the current all-or-nothing/extreme item micro-management).
      Some various tweaks to Cursed and Doomed.
      
      See merge request !520
      a12cd8f0
    • DarkGod's avatar
      move overload to module · 72a44843
      DarkGod authored
      72a44843
    • DarkGod's avatar
      Merge branch '1.6IIffyRevisions' into 'master' · fea349bc
      DarkGod authored
      1.6 iffy revisions
      
      Going to put stuff here that I either did in a potentially stupid way or suspect you might not like so they aren't mixed in with the giant misc simple MR :p.
      
      Disruption Shield:  Redesigned.  A common complaint for Archmage is how unfun the micromanagement of this talent is along with how frustrating the class is with reckless movement since its defenses are all active.  This addresses both issues.
      
      - Now absorbs 25% of damage taken to mana at the same ratio as before.
      
      - No more friendlyfire on the AoE.  This led to an awkward situation where your own scalers worked against you.
      
      - Damage buildup cleared out of combat.
      
      - Aegis effect now gives a % of the current absorb value as mana.
      
      
      Aether Avatar:
      
      - Now costs 50 mana each turn you use a non-Arcane/Aegis/etc talent instead of banning them.
      
      - Increases Disruption Shield explosion radius to 10.
      
      Yeek:
      
      - Dominant Will now works on bosses in the same way Dom Hex does but doesn't kill them, has a shorter duration, and requires their life to be below 80%.
      
      - Dominant Will now works on Undead.  This is inconsistent thematically with similar effects, Undead get immunity to bleeds/diseases/poisons typically, not mental effects.
      
      - Removed save check on Dominant Will.  The formula for this was incredibly bizarre and factored arbitrary values like character level.  In practice it was overgenerous enough to be near guaranteed for most cases, so this just makes that literal.  It feels much better when racials are abnormally reliable.
      
      - Quickened now periodically gives you 1.5 turns immediately when you drop under 30% life.
      
      - Fixed infinite Wayist summons.
      
      - Updated Wayist scaling a bit:  Base accuracy, normal scaling applied to all base stats.
      
      (MISC)
      
      - Changed never_anger to not autotarget a friend on damage received from it.
      
      - Updated race birth resolvers to allow 3 without having to put an item in the starting inventory.  Now the slots are all forced so if Manasurge is added later it'll just replace the third one.
      
      - Remove talent popup display for T_ATTACK, you mostly want this feature to alert you when something less standard is used.
      
      - Added melee retaliation to the combat log via the very sketchy method of using an intermediary talent source, there must be a better way to do this.
      
      - Player projectiles no longer self damage unless explicitly flagged with player_friendlyfire.  Currently people have to go to extreme lengths to avoid dealing massive damage to themselves on (mostly) ranged weapon classes, such as standing in melee or inspecting every enemy to check for forced movement talents.  How much of a problem this is is illustrated by the trend towards ranged classes just getting immunity to their own attacks per-class.  At the same time moving enemies into their own projectiles is great gameplay.  This is ugly, but creating an asymmetry in projectile behavior is the best solution I can come up with.
      
      I'm not totally sure this fix works for everything but I can't think of where it might break.
      
      See merge request !519
      fea349bc
    • DarkGod's avatar
      b3549494
  7. Feb 11, 2019
  8. Feb 10, 2019
  9. Feb 01, 2019
  10. Jan 30, 2019
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