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		<title><![CDATA[Latest posts for the topic "Changes submitted since version 221"]]></title>
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			<item>
				<title>Changes submitted since version 221</title>
				<description><![CDATA[ Bug fix so player with LW5 can pick up the rod.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41486</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41486</link>
				<pubDate><![CDATA[Tue, 17 Nov 2009 16:50:55]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Bug fix so you can use the L stats menu when you die. Also fixes the bug of not working when trying from in a vehicle.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41519</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41519</link>
				<pubDate><![CDATA[Thu, 19 Nov 2009 14:06:13]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Change submitted by greg11 to stop luck weapons generating small shields once your shield strength gets to 50, since you cannot pick them up.

Likewise, the luck weapon used to generate health vials that you couldn't pick up, when your health was max+99.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41531</guid>
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				<pubDate><![CDATA[Sat, 21 Nov 2009 02:03:43]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ As of 11/20/09 pm, "L" menu does not come up when dead.  Also, when you do look at the menu (while alive), you cannot buy anything as the skills are not listed (blank).]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41536</guid>
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				<pubDate><![CDATA[Sat, 21 Nov 2009 09:22:23]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ <p></p>

		<cite>(DC)DEMONSLAYER wrote:</cite><br>
		<blockquote>As of 11/20/09 pm, "L" menu does not come up when dead.  Also, when you do look at the menu (while alive), you cannot buy anything as the skills are not listed (blank).&nbsp;
		</blockquote>Demon, I use this thread to tell Druid what I have submitted into his source, so he knows what the next build will include. This fixes are not live until Druid releases the next build onto DC.

So, the "L menu when dead" should be ok after the next build.

When you say no skills were listed - I need to fix all these bugs ASAP. Is this an example of the "pressing L whilst in a turret/vehicle?"]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41538</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41538</link>
				<pubDate><![CDATA[Sat, 21 Nov 2009 12:15:23]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Is this an example of the "pressing L whilst in a turret/vehicle?"&nbsp;
		</blockquote>

I think so......I will try when I'm out of the turret.

Sorry, I thought this was the complaint thread............. ^:)^

Getting to old to see where I'm at.........]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41539</guid>
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				<pubDate><![CDATA[Sat, 21 Nov 2009 12:56:52]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Submitted fix for when you press the reset button on the L stats menu. It got confused about what abilities you should have available.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41611</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41611</link>
				<pubDate><![CDATA[Thu, 26 Nov 2009 01:18:06]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Submitted some monster changes, to both DCMonsters and DruidsRPG

<li> There was a lot of inconsistency in the SameSpecies code. Some monsters thought they were they same species as other monsters, but they did not agree. Which is way too complicated to understand and could cause exploits. So DC versions of all used monsters created, with the SameSpecies just identifying exactly the same species. So an Ice Skaarj is the same species as an Ice Skaarj, but not the same as a Skaarj or a Fire Skaarj.
<li> The knockon effect of that will be that Pets will be able to hurt more monsters (and be hurt by more)
<li> Playing as a Monster Master, I noticed that the Pet kills were not shown individually in the F3 stats, although the total kills did include it. How do Monster Masters then decide which Pets are best? So, Pet kills now show on the F3 stats, as individual lines for monster types
<li> The only exception for the individual lines is that I have grouped the Titan and Stone Titan together, as they are exactly the same if you ignore the colour.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41612</guid>
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				<pubDate><![CDATA[Thu, 26 Nov 2009 01:28:54]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ <li> ArmorRegen was a bit weak. I originally pitched it at the same level as health regen, since one health is one health. However, vehicles and turrets take a lot more damage as they cannot dodge. So increased from one health per level per sec to two.
<li> There is some discussion going on about the Ball Turret being too weak. I have increased the projectile damage from 50 to 55 for the time being
<li> The Energy Shield is under discussion. I added it at a starting level of 2 adrenaline for one health, which is too weak. Now doubled to start at one adrenaline for each health]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41661</guid>
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				<pubDate><![CDATA[Sat, 28 Nov 2009 02:59:02]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Created a new CostRPGAbility class as proposed by greg11, for standardising cost checking and incorporating extra SubClass checking when purchasing abilities.
Modified all DruidsRPG abilities to use.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41769</guid>
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				<pubDate><![CDATA[Sat, 5 Dec 2009 02:55:42]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Added code to override NetDamage and fix DB at 374 and DR at 250.

Changed the priority of a few abilities for Bots, so more likely to buy Vampire and Regen rather than Medic Awareness and Denial. Also added a couple of extra abilities for Bots to buy when they get really high level. Otherwise the code can hit loop problems when nothing left to buy. Bots can buy Classes, and are then limited by the class as to what they can purchase. Bots can no longer buy subclasses (although bots that already have subclasses will keep them).]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41831</guid>
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				<pubDate><![CDATA[Thu, 10 Dec 2009 13:43:53]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Updated the SubClass configuration style to make it more compact, as discussed <a href="http://www.disastrousconsequences.com/dcforum/posts/list/15/4592.page" target="_new" rel="nofollow">here</a>

Also changed the way bots choose various artifacts and abilities to be slightly more useful, as described <a href="http://www.disastrousconsequences.com/dcforum/posts/list/15/4618.page" target="_new" rel="nofollow">here</a>. This also means there are now Druid versions of the flight and teleport artifacts.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#41973</guid>
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				<pubDate><![CDATA[Thu, 24 Dec 2009 16:43:15]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Bug fix for the level up stats text not disappearing when you go into the L screen.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#42267</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#42267</link>
				<pubDate><![CDATA[Mon, 18 Jan 2010 14:31:09]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ <li> Added loop count to DCMonsterController.FindNewEnemy, to hopefully fix the crash from 16th Jan
<li> Noticed in the log files there were lots of RPGWeapon.MaxAmmo null HolderStatsInv errors logged, so fixed those
<li> Changed it so bots can't buy CounterShove. Very irritating]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#42276</guid>
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				<pubDate><![CDATA[Tue, 19 Jan 2010 14:32:20]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Added 2 more SubClasses for WMs - Skilled Weapons with ability Weapon Proficiency, and the Tank SubClass with abilities IncreasedDamage and IncreasedProtection.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#42325</guid>
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				<pubDate><![CDATA[Fri, 22 Jan 2010 16:48:56]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Added 3 more subclasses for Engineers: Turret Specialist, Vehicle Specialist and Sentinel Specialist. They get increased damage and more points in their speciality, but less damage and no points in the other specialities.
Extreme Engineer was too powerful, so abilities and points tweaked.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#42430</guid>
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				<pubDate><![CDATA[Thu, 28 Jan 2010 17:33:03]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ Added the Ability HardCore for players that simply want a brutal game. This ability presently makes it so you cannot be helped by other players (shields, healing, artifacts)

We also decided to give you a 5% cumulative damage bonus for the skill.

Sparky, this skill is (mainly) for you!

Now we could add a weapon that prevents healing, and then add a monster that fires no heal shots at you. :D]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/4581.page#42487</guid>
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				<pubDate><![CDATA[Sun, 31 Jan 2010 16:33:41]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Changes submitted since version 221</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>Added the Ability HardCore for players that simply want a brutal game. &nbsp;
		</blockquote>

That's putting it mildly...........]]></description>
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				<pubDate><![CDATA[Sun, 31 Jan 2010 17:50:46]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
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