- Nov 17, 2015
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DarkGod authored
Instance index v2 Attempt #2 at making the global variables not visible through instances (and now classes, too!), this time via even cleverer tricks.
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- Nov 10, 2015
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DarkGod authored
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DarkGod authored
Fixed cooldown fix Previously, Contigency allowed bypassing fixed cooldowns and Matrix allowed reducing fixed cooldowns. In the case of Matrix, there was an attempt to filter out fixed cooldowns, but due to a typo they were not being filtered. Contingency did not have a similar condition, which I assume was an oversight. Now, Contingency and Matrix will filter out talents with fixed_cooldown==true. I think this could be included in 1.3.2.
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- Nov 08, 2015
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Samuel Wegner authored
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- Nov 05, 2015
- Nov 04, 2015
- Nov 03, 2015
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DarkGod authored
Warden's Call changes Add proc chance to Warden's Call Previously, Warden's Call would always create a clone after a successful attack. This was somewhat overpowered, but more importantly it exacerbated the memory leak issue with temporal clones. Now, Warden's Call activation is chance-based, capping at 53% chance at 5/5 talent level with 1.3 mastery. To compensate for the reduced activation rate, the damage penalty on the clones has been reduced. This should (hopefully) reduce the skill's performance degradation by roughly half. When the memory leak is fixed, we can re-evaluate whether the activation chance is still needed or if it should be increased. However, I think this is probably better for game balance anyway. The skill in its original form was stronger than other talents such as Greater Weapon Focus, which is already considered strong by the community. This could be pushed back to v1.3.2 with the other cloning changes.
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DarkGod authored
Misc Who broke the Nightmare?
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- Nov 02, 2015
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Samuel Wegner authored
Previously, Warden's Call would always create a clone after a successful attack. This was somewhat overpowered, but more importantly it exacerbated the memory leak issue with temporal clones. Now, Warden's Call activation is chance-based, capping at 53% chance at 5/5 talent level with 1.3 mastery. To compensate for the reduced activation rate, the damage penalty on the clones has been reduced. This should (hopefully) reduce the skill's performance degradation by roughly half. When the memory leak is fixed, we can re-evaluate whether the activation chance is still needed or if it should be increased. However, I think this is probably better for game balance anyway. The skill in its original form was stronger than other talents such as Greater Weapon Focus, which is already considered strong by the community. This could be pushed back to v1.3.2 with the other cloning changes.
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- Oct 31, 2015
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Simon André Curtis authored
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- Oct 30, 2015
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DarkGod authored
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http://git.net-core.org/Effigy/t-engine4DarkGod authored
Merge branch 'cloning_fixes' of http://git.net-core.org/Effigy/t-engine4 into Effigy/t-engine4-cloning_fixes
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DarkGod authored
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- Oct 29, 2015
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Alex Ksandra authored
Modify module() a bit to prevent leaking the global namespace into each and every module and object.
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- Oct 28, 2015
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Samuel Wegner authored
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Samuel Wegner authored
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- Oct 27, 2015
- Oct 26, 2015
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Samuel Wegner authored
Added a cleanup function for Arrow Stitching, since it spawns clones the same way as Warden's Call. The cleanup function is the same. Changed makeParadoxClone() to not copy fov and distance_map tables from the source actor. Instead, we call ActorFOV.init() on the clone. Updated a few comments for clarity.
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- Oct 24, 2015
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Samuel Wegner authored
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Samuel Wegner authored
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DarkGod authored
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http://git.net-core.org/Effigy/t-engine4DarkGod authored
Merge branch 'wardens_call_fix' of http://git.net-core.org/Effigy/t-engine4 into Effigy/t-engine4-wardens_call_fix
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DarkGod authored
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DarkGod authored
A few different things Hi DarkGod, I baked you some code! :D Contains 5 different things, which are separate should you not want all of them. 1: Changes disease spreading code to be more general to works nicely with any future or addon diseases. 2: Adds bleeding damage to Bone spells. They are a little bit weak and then I won't have to hack them for Witherer. :) 3: Balances some creatures with innate 100 points per turn resource regeneration. 4: Adds more zone auras which include handy tooltips for explaining things like finding bubbles when underwater. Also adds some flavourful modifiers. 5: Addresses a bug with the hasShield() change I found while testing this.
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DarkGod authored
Small fixes Fix 1: Improve efficiency of Arcane Combat info Changed Arcane Combat's description generator to use table.concat, to avoid making temporary string objects that need garbage collection. Fix 2: Fix various typos
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Samuel Wegner authored
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Simon André Curtis authored
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Samuel Wegner authored
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Samuel Wegner authored
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