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  1. Aug 04, 2020
  2. Aug 03, 2020
  3. Mar 27, 2020
  4. Mar 25, 2020
  5. Feb 01, 2020
  6. Jan 30, 2020
  7. Jan 28, 2020
    • Otowa Kotori's avatar
      Bundled update · 6e2b15a2
      Otowa Kotori authored
      Integrates commits fixing 120+ bugs in the current version of the translation framework.
      6e2b15a2
  8. Jan 24, 2020
  9. Jan 21, 2020
  10. Jan 11, 2020
  11. Jan 09, 2020
  12. Dec 30, 2019
  13. Dec 29, 2019
  14. Dec 28, 2019
  15. Nov 26, 2019
  16. Nov 09, 2019
  17. Nov 02, 2019
  18. Oct 06, 2019
  19. Sep 19, 2019
  20. Feb 10, 2019
  21. Mar 21, 2018
  22. Jun 18, 2017
  23. Apr 05, 2017
  24. Mar 25, 2017
    • Hachem_Muche's avatar
      A few fixes: · 2227089b
      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.
      2227089b
  25. Mar 18, 2017
  26. Mar 17, 2017
  27. Jan 04, 2017
  28. Aug 19, 2016
    • Hachem_Muche's avatar
      The I.D. will use a different layout/grid set for each level after the first. ... · 7a0b5faf
      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.
      7a0b5faf
  29. Jun 13, 2016
  30. Feb 01, 2016
  31. Jan 19, 2016
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