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Celestial Surge Bugfix Celestial Surge for some reason requires an actor to stand at the center of the circle for it to deal damage, even if there are other actors in the circle. This removes that requirement so that all circles always "detonate" properly. Also assigns the "circle" subtype to the Surging Circles buff, because it looked sad and lonely without one. **This MR is save safe.** See merge request !701
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Monster pits now have their doors always on the sides, never on corners
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Clone Effect Removal Adjustment Inner Demons uniquely removes not only `remove_on_clone` tagged effects, but all detrimental timed effects. This causes a bug with Corrosive Worm as removing the worm causes it to detonate. The projection expects the actor's position to be defined, but effect removal is typically handled *before* the actor is placed, causing an error. This adjusts the order of Inner Demons to wait until the actor is placed to remove effects, and adjusts several other cloning effects (Shadow Simulacrum, Projection) to do the same for consistency (although these typically only remove flagged effects). Also adjusts Corrosive Worm to not interact bizarrely with Inner Demons: Corrosive Worm resets to 0 stored damage when the clone is made, to prevent Inner Demons causing chain reaction bombing in an incredibly niche interaction. **This MR is save safe.** See merge request !700
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TK weapon sprite Adds a particle effect for all actors who have their TK slot (`INVEN_PSIONIC_FOCUS`) filled. Make the item spin behind them in a cool fashion. Implemented in `Actor:updateModdableTilePrepare()`, which is probably not the best place for it, but at the least is agnostic of whether or not the Actor actually has a moddable tile. See merge request !698
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Fix the issue that AI do not act when and after frozen Current AI do not handle frozen status very well, it won't try to break the ice and may permanently forget their target after the ice-block melts away if the player is not nearby, then AI will just stand still. This commit try to fix this strange behavior: 1. When the ice-block melt, try to reset the AI's target to the applier 2. Let tactical AI hit the ice-block, leaving the numb AI for now (because they are numb) 3. Let your own projectile hit you if you are encased in ice, so you could break ice by projectile. This commit only provides a possible solution for this issue, and its potential impact should be evaluated. See merge request !696
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Promote existing fake-rare elite enemies to rare, for they are basically a rare. See merge request !694
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Thorn grab vfx Adds a brief particle effect when Thorn Grab is used. This makes it easier for the player to notice when it's used on them and adds a bit of visual feedback when the player uses the talent. This is what it looks like: https://cdn.discordapp.com/attachments/434394801916477450/784281570126463016/2yWtsAh1zj.gif See merge request !690
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Doomed stuff - Adds SFX to Willful Strike and Unseen Force (uses the punch sfx which might be a bit goofy?) - Fixes Maligned's icon not displaying properly - Clarifies the descriptions of the Darkness and Punishments talents a bit See merge request !689
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Change Worldly Knowledge to use class.EscortRewards interface This change will add the missing cunning/scoundrel to worldly knowledge, and make it automatically support any escort trees from addons. It is also tweaked to give antimagic escort trees to non-antimagic player if they don't have magic skills, just equivalent to the escort. Still, it have no support for tinkers, since tinker will eat your category point in another chat. Maybe tinker should need to provide a newer interface for it if we want to intergrate it. See merge request !686
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Add new ignore_enemy_resist interface for attack that ignore enemy resit Corresponding changing resistpen cap to 70, this will allow really ignore enemy resist See merge request !685
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Mr Frog's fix of darkvision http://forums.te4.org/viewtopic.php?f=42&t=51778 See merge request !684
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Update Wormblight / Take 2: WO Fix It was pointed out that Writhing One relies on the 'worm' attribute for healing from wormblight pools created by the WtW pet's Infestation. The previous fix negated that. We amend the damage type to check for the 'worm' attribute again and make the 'worm' attribute a passive part of Infestation rather than part of the sustain. This prevents damage/death from wormblight if the sustain is deactivated. We also add a reaction check when deciding healing to prevent Writhing Ones and Reavers from healing from their foe's wormblight. See merge request !683
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change temporary_values_conf.global_speed_add to add `temporary_values_conf.global_speed_add` is set to `latest` for now this setting is useless however, since the correct value is `last`, not `latest` (defined in `engine/Entity.lua:912` But, changing anything regarding global speed will affect a lot about game balance and make most global speed items/talents useless, so the safe way is just leave it as it is, just give it acorrect value (`add`) See merge request !679
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Misc1.7.3 Devourer Frenzy now checks if the target knows Gnashing Bite, not if their name is "Devourer". Self-Reloading Ammo doesn't stop working at values of 6+ Self-Reloading Ammo benefits from reload rate improvements. Fixed a couple sound effects pointed to the wrong file. Fixed wrong element in description of lich's shadows' spells. See merge request !674
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…at shows it floating behind the actor.
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…achievements used by Fallen.