DjWarmonger
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82ccf240f0
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Fixed fractalize algorithm - better treasure density.
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2014-07-08 11:28:55 +02:00 |
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DjWarmonger
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3fb498713a
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Fixed placement of large obstacles.
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2014-07-08 08:59:13 +02:00 |
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DjWarmonger
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866cd6f540
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Allow underground zones to connect more easily. Regression: Obstacles spawn at zone boundaries.
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2014-07-07 18:01:15 +02:00 |
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DjWarmonger
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ced3d32f3f
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Scale dwelling / pandora with creatures value according to number of native zones.
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2014-07-07 16:20:48 +02:00 |
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DjWarmonger
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4cea0a2973
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Zone dwellings will now match first town.
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2014-07-07 11:29:16 +02:00 |
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DjWarmonger
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f65239b51f
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- Added faction-specific dwellings
- Fixed generation of terrain-specific objects
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2014-07-06 22:14:37 +02:00 |
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DjWarmonger
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f3ccdc8a21
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Even distribution for surface / underground zones.
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2014-07-06 10:43:30 +02:00 |
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DjWarmonger
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cbd2d74292
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Generate random Pandora boxes.
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2014-07-06 07:15:52 +02:00 |
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DjWarmonger
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0782557814
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- Place all standard visitable objects
- Fixed some constructors
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2014-07-05 19:36:12 +02:00 |
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DjWarmonger
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9cfbbb2048
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Merge underground maps with develop. There is a serious issue with rendering rock tiles, which may cause crash.
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2014-07-05 15:22:53 +02:00 |
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DjWarmonger
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d942858ef9
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Throw exception when there are not enough two-way monoliths available.
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2014-07-04 14:46:02 +02:00 |
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DjWarmonger
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05c2a4e716
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Better gravity-based algorithm.
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2014-07-04 11:51:28 +02:00 |
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DjWarmonger
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5fb07ded38
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Correct underground terrains. More improvements for connection placement.
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2014-07-04 10:45:00 +02:00 |
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DjWarmonger
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d4d3f1a568
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More tweaks.
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2014-07-04 09:54:55 +02:00 |
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DjWarmonger
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ab748ae221
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Somewhat better gate placement, attempt to add rocky tiles to underground zones.
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2014-07-03 23:11:24 +02:00 |
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DjWarmonger
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d118fbffe8
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Correct placement of subterranean gates.
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2014-07-03 17:24:28 +02:00 |
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DjWarmonger
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60a5c764b8
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Correct zone placement & sizing for underground maps.
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2014-07-03 12:28:51 +02:00 |
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DjWarmonger
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cc8d484775
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Refacoring, tweaks.
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2014-07-03 09:39:26 +02:00 |
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DjWarmonger
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bae9f2083f
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Workaround for hero & town issue. Game still crashes elsewhere, though.
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2014-07-01 12:07:53 +02:00 |
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DjWarmonger
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bda71bed83
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Uploading misc tweaks.
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2014-07-01 07:07:40 +02:00 |
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DjWarmonger
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920f56969b
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Create random obstacles that match terrain.
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2014-06-28 09:46:32 +02:00 |
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DjWarmonger
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90b72a7856
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Workaround with Obelisks. Kill me later.
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2014-06-27 20:28:21 +02:00 |
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DjWarmonger
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e51e2190fd
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Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
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2014-06-26 20:12:37 +02:00 |
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DjWarmonger
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79036484dd
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Trying to sort out project changes and compile issues.
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2014-06-23 19:58:19 +02:00 |
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Ivan Savenko
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c605e2d10c
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Gcc compile & warning fixes
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2014-06-22 17:26:08 +03:00 |
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DjWarmonger
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901188e2e1
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Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
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2014-06-22 14:53:51 +02:00 |
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DjWarmonger
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3ac306f501
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Merge pull request #19 from vcmi/feature/mapObjects
Feature/map objects
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2014-06-22 14:49:42 +02:00 |
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DjWarmonger
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d3134a1290
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Add free tiles around unguarded objects.
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2014-06-18 10:31:08 +02:00 |
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DjWarmonger
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f84e25fa78
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Somewhat better algorithm for paths, helps balance object distribution.
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2014-06-18 09:57:36 +02:00 |
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DjWarmonger
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60df94a3f5
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Placing towns according to template.
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2014-06-15 21:23:53 +02:00 |
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DjWarmonger
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8e66b7168a
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Corrected paths & guard for large objects.
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2014-06-15 19:56:58 +02:00 |
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DjWarmonger
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01355a77d8
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Added "monster strength" info to templates.
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2014-06-15 11:08:06 +02:00 |
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DjWarmonger
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890f29fa7e
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Improved guard placement for large objects.
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2014-06-15 09:39:30 +02:00 |
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DjWarmonger
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aa54803c50
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Refactoring, clearing logs.
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2014-06-15 08:48:46 +02:00 |
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DjWarmonger
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79da7b92ce
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Templates now contain info about mines.
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2014-06-14 20:05:19 +02:00 |
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DjWarmonger
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93b44de63c
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Handling "terrain type" and "match terrain to town" options.
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2014-06-14 17:14:59 +02:00 |
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DjWarmonger
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6cbcfbf0a9
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Sealed-off treasure piles will be discarded and filled with obstacles.
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2014-06-13 12:04:17 +02:00 |
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DjWarmonger
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edd46d87c1
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Treasure pile entrance/guard will always be aimed at the center of the zone.
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2014-06-13 08:00:26 +02:00 |
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DjWarmonger
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2c1001f8e0
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Making sure that treasure piles and other objects will always be accessible from the center of zone.
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2014-06-12 21:51:16 +02:00 |
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DjWarmonger
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236b3ec807
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Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields.
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2014-06-12 21:10:43 +02:00 |
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DjWarmonger
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1a34297c33
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Rearranged treasure pile info.
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2014-06-08 14:35:41 +02:00 |
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DjWarmonger
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c82bfd0f3e
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- Fixed guard generation
- Added Jebus template for comparison
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2014-06-08 08:42:29 +02:00 |
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DjWarmonger
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fed2821a94
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Fixed behaviour with extreme treasure values.
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2014-06-07 22:27:36 +02:00 |
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DjWarmonger
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81a64a8e67
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Templates can now use multiple configurations of treasure piles.
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2014-06-07 15:51:03 +02:00 |
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DjWarmonger
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b3a39f4920
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Misc improvements & tests.
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2014-06-07 14:02:57 +02:00 |
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DjWarmonger
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dd5c94fa1e
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Fixed overlaping of treasure piles.
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2014-06-07 10:47:38 +02:00 |
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DjWarmonger
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b68f16e89e
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Make sure that non-removable objects have their visitable tile accessible.
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2014-06-07 10:13:59 +02:00 |
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DjWarmonger
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743d8dcf9f
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Treasure piles won't be placed at free tiles.
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2014-06-07 09:09:50 +02:00 |
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DjWarmonger
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e4ea6727b7
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Treasure piles should always be accessible.
Boosted treasure value for better overview.
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2014-06-05 21:37:39 +02:00 |
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DjWarmonger
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1746ab8c12
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Added spell scrolls to the mix.
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2014-06-05 20:19:42 +02:00 |
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