- Aug 04, 2020
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Lisa Greene authored
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Lisa Greene authored
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- Aug 03, 2020
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DarkGod authored
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- Mar 27, 2020
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Otowa Kotori authored
Your summons won't aggro it uncontrollably, also make its reward more alluring.
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- Mar 25, 2020
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Otowa Kotori authored
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- Feb 01, 2020
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Otowa Kotori authored
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- Jan 30, 2020
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- Jan 28, 2020
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Otowa Kotori authored
Integrates commits fixing 120+ bugs in the current version of the translation framework.
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- Jan 24, 2020
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Lisa Greene authored
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- Jan 21, 2020
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Otowa Kotori authored
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- Jan 11, 2020
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Otowa Kotori authored
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- Jan 09, 2020
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Otowa Kotori authored
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- Dec 30, 2019
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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- Dec 29, 2019
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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Lisa Greene authored
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- Dec 28, 2019
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DarkGod authored
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Lisa Greene authored
Shows everywhere greater vaults are found plus halfling ruins
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- Nov 26, 2019
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DarkGod authored
Changed the greater vault "32-chambers" to only require one exit and replaced diggable walls with doors
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- Nov 09, 2019
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Lisa Greene authored
Shows everywhere greater vaults are found
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- Nov 02, 2019
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DarkGod authored
Greater Checkerboard vault has had a revolution! It now features a new sort of incredible new mechanical contraptions: doors!
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- Oct 06, 2019
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Tawny Harte authored
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- Sep 19, 2019
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DarkGod authored
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- Feb 10, 2019
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Chris Davidson authored
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- Mar 21, 2018
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DarkGod authored
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- Jun 18, 2017
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Chris Davidson authored
# Conflicts: # game/modules/tome/data/general/stores/basic.lua
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- Apr 05, 2017
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Hachem_Muche authored
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DarkGod authored
Disabled portal greater vault as it keeps on bugging weirdly
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- Mar 25, 2017
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Hachem_Muche authored
Debugging Create Item dialog can create items without a rarity field "extremely disturbed pocket of time" has a higher minimum level Typo in portal-vault message.
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- Mar 18, 2017
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DarkGod authored
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- Mar 17, 2017
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DarkGod authored
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- Jan 04, 2017
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DarkGod authored
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- Aug 19, 2016
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Hachem_Muche authored
The I.D. will use a different layout/grid set for each level after the first. The probabilities now use a normal distribution to, statistically, rotate through all possibilities as depth increases. The size of each I.D. level will gradually increase with depth, and random layout parameters, including number of enemies and other parameters, are adjusted in order to maintain approximately equal difficulty across different layouts. Some more layouts can have random rooms. Updated some NicerTiles parameters for some grids and fixed a bug with the treasure1 vault that could cause its entrances to be blocked. The I.D. will generate two exits per level (extra one separated from the start and the normal exit), each leading to a different layout/grid scheme, which will be reflected in the tile used for the exit. Stair guards (for both exits) are now generated randomly, making their presence more unpredictable (and slightly more common). The probability is a periodic function of depth (levels 5+, automatic at level 30+). The I.D. challenge quests have been adjusted: Quest text has been expanded and clarified in a few places. The challenge award probabilities for a prodigy (more than 1 is very rare) or a category point (tends towards 1 per 30 character levels) have been adjusted based on how many have already been awarded and the number of character levels the player has gained in the I.D.
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- Jun 13, 2016
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DarkGod authored
Disabled greater-crypt abnd trickvault vaults (the ones with the levers/tricks that sometimes bork) until they can be remade in a way that cant trap players forever
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- Feb 01, 2016
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Hachem_Muche authored
Updated handling of level generation failure dialog, "log" and "debug" options dump relevant data to the game log.
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- Jan 19, 2016
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Hachem_Muche authored
Fix possible tunneling bug with doors. Increased chance for items-vault to spawn in the I.D.
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