Commit Graph

15 Commits

Author SHA1 Message Date
diligentcircle 87fea0b2e0 Added a feature to force slave ships and cloak fighters to appear.
This causes these mission targets to always appear the first time
the player enters an interception, and every time after they fail
to appear (so that you never have two time-wasting interceptions in
a row). In the case of the rescue slaves mission, this takes the
form of forcing the first ship to be a slave ship, and in the case
of the cloak fighter, it simply forces the cloak fighter to appear.
In each case, the variable controlling whether or not the condition
is forced gets set to 0 if the mission target spawned, ensuring that
time-waster interceptions can still occur as long as they both are
preceded and followed by worthwhile interceptions.

I decided this was important when I was playing and noticed that I
wasn't getting slaves to rescue several times in a row. This
situation would be confusing to new players and possibly make them
think they were doing something wrong. It can also be very annoying
to just not get any chances to make progress because of bad RNG.
Forcing them to appear the first time allows the player to be
immediately introduced to the targets, and forcing them to appear if
they didn't last time limits the frustration of bad RNG by ensuring
that even with the worst RNG, some amount of progress can be made.
2021-09-16 02:16:00 -04:00
Layla Marchant 5b29033700
Changed our credits to "The Diligent Circle". 2020-12-26 00:10:10 -05:00
Layla Marchant b517275bd3 Really fixed nerfing this time 2020-05-26 17:57:41 -04:00
Layla Marchant 9863aef0ba Fixed the warp escape delay bug.
That's embarassing.
2020-05-23 21:10:45 -04:00
Layla Marchant cdf555f17b Removed my old name.
I go by "Layla" now. Updated that. Also updated my email address.
2020-03-05 15:05:56 -05:00
Julie Marchant 371896eb60 Updated copyright dates. 2019-05-21 18:47:32 -04:00
onpon4 d336bb2c83 More cleanup. 2016-11-25 18:21:31 -05:00
onpon4 dc7209164a Renamed the "object" and "collectables" structs.
This was done with "replace all" actions, but I have checked and
the only collatoral damage has been to capitalize some instances
of "objective" in comments.
2016-11-25 12:37:26 -05:00
onpon4 30b05b6b4e Replaced all bools with ints.
This is part of the conversion of Starfighter's code to C. C doesn't
have the bool type.
2016-11-19 11:43:50 -05:00
onpon4 063020df22 More cleanup. 2016-11-16 19:43:03 -05:00
onpon4 409a2efe07 Updated copyright notices.
Apparently they've all been modified this year now. The earliest
modification date is alien.h, at January 2.
2016-01-07 21:32:40 -05:00
onpon4 ce94477b70 More cleanup. 2016-01-02 16:59:48 -05:00
onpon4 e5ed96e1c6 More cleanup. 2015-04-07 19:16:46 -04:00
onpon4 f58e15615b Changed "DAMAGEOWNER" flag to work when damaged, rather than destroyed.
This change in behavior has some very significant effects:

1. Damaging a child alien isn't rendered meaningless if you are
   primarily attacking the owner. This could be especially annoying
   with the miner bosses, which have tiny parts that are completely
   impractical to aim at.
2. Again, for the miner boss: previously, you couldn't see how much
   total health the ship had; the health bar only uselessly showed
   whether or not you defeated half of the ship (which you could
   already tell by looking at it). Now, the health bar tells you
   how much more damage you have to do in total.
2015-03-14 21:06:37 -04:00
onpon4 1c73a37c8e aliens.{cpp|h} -> alien.{cpp|h} 2015-03-09 19:32:03 -04:00