- Jan 21, 2019
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
Also use it to eliminate greater/lesser ego distinctions for charm procs so the pool is always the same.
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- Jan 20, 2019
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DarkGod authored
1.6 npc difficulty misc (Difficulty) - Most difficulty effects are now handled by birth descriptors - Rares, randbosses, and fixedboss classes now start at set *player* levels, not NPC levels. This lets us better align them with player power spikes like L8 talent unlocks and shops unlocking at L10. Level rates are chosen arbitrarily based on how strong the base+class is expected to be and how late in the game the NPC is. Most are in the 35-75% range - Fixed difficulty fixedboss class scaling not actually working (FIXEDBOSSES) - Added classes to many bosses, its unclear what the start level should be so I mostly just set it to minimum level of the NPC. This is likely to be hilariously wrong in some cases. I think we should probably redo this to not kick in at any specific level and just use a low level_rate for lower difficulties, but lets try this for now - Various misc updates, usually in the direction of making fixedbosses stronger across the board not just on higher difficulties. I'd like to get away from the current model of fixedbosses almost never being where the actual difficulty spikes are - Automatically activating sustains is now the default if the class is chosen randomly - Recalculating ai_tactic based on talents is now disabled by default, but set to true if the class is chosen randomly (MISC) - Increased the level range of tier 1 a bit, there are 6+ of these and they barely scale (POTENTIAL ISSUES/TODO) - Forced start zones breaking with new numbers or not being properly updated - Very little past tier 2 on higher difficulties has been tested much, no real reason to pre-beta - AI kiting is likely too frustrating but lets wait to get full feedback on this - Very little effort has gone into actually tuning the Sorc fight for the AI and difficulty changes See merge request !515
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DarkGod authored
fixed tooltips fixed See merge request !510
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- Jan 18, 2019
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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- Jan 03, 2019
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DarkGod authored
Runes 2.0 Second try for the new runes and Aeryn See merge request !514
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- Jan 02, 2019
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Assen Kanev authored
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Assen Kanev authored
This reverts commit 8718909a.
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Assen Kanev authored
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- Dec 24, 2018
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DarkGod authored
1.6 antimagic wyrmic fungus (ANTIMAGIC) Misc: - Fix Fungus quest Resolve: - Stamina/eq gain reduced, is now base, and has no interaction with Antimagic Shield - Blocks up to 3 elements at TL3 - Scaling reduced Antimagic Shield: - Cooldown dramatically reduced. Whether this breaks can be very random and spending a turn reactivating it is cost enough - Scaling reduced - Manaburn removed. This was causing huge problems for players and in general isn't a great way to scale the manaburn as it arbitrarily punishes multihits dramatically Aura of Silence - Renamed Antimagic Zone - Targeted radius 3 area instead of PBAOE - Now does Manaburn each turn for 6 turns - Silence now uses full power for the apply check - Allows all manaburn damage to use your Nature damage and penetration Mana Clash: - Mana burn proc removed. Too much resource burn scaling is really unfun for Mages - Now also removes all magical sustains from the target once you complete the Fungus quest (FUNGUS) Wild Growth: Redesigned to give max life and life regen. This is designed to help ensure a high enough life value to buffer and make the regeneration theme work well Fungal Growth: Increases the duration of any regeneration effects by a %+1. Various effect tags updated to work with this (Vitality, Soothing Darkness, etc) Ancestral Life: - Now gives turn energy on any direct healing received not counting overheal. This is simpler and fixes a number of exploits and unfun gameplay related to manually cancelling effects Sudden Growth: - Cooldown reduced - Can crit (WYRMIC) Breaths: - All have 100% chance to apply a 3 turn debuff, some effects shuffled around - Radius scaling is the same but now capped at 10, basically the peak of player TL Ranged melee attacks (Ice Claw, Wing Buffet): - Damage reduced - Range fixed to 3 so they don't straight up overshadow breaths as a ranged option or let NPCs one shot you at range 10 - Now use shields in the attack Tornado: Redesigned to be a "soft" CC that knocks back everything including the target its chasing but moves very slowly. This talent is hilarious. (HIGHER DRACONIC) Wyrmic Guile: - Now scales Str and Wil instead of Cun - Breath cooldown reduction removed Chromatic Fury: - All damage types relevant to Wyrmic added - Scaling increased (mostly) - Learning this talent now adds a Willpower bonus to all breaths. This may seem crazy good, but breath damage values are subject to an extra DR step that cuts their TL5/100stat (and higher) damage values dramatically. This is also so drakes don't get the breath damage buff. See merge request !512
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- Dec 13, 2018
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Chris Davidson authored
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- Dec 10, 2018
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Chris Davidson authored
Merge remote-tracking branch 'orange/1.6AntimagicWyrmicFungus-orangett' into 1.6AntimagicWyrmicFungus
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Tawny Harte authored
reword bonus shield attack for flow. adding conf power to bellowing roar. tidied up buffet's damaging for damage
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- Dec 09, 2018
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Chris Davidson authored
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DarkGod authored
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DarkGod authored
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- Dec 08, 2018
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Tawny Harte authored
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- Dec 07, 2018
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https://git.net-core.org/tome/t-engine4Tawny Harte authored
* 'master' of https://git.net-core.org/tome/t-engine4: (90 commits) # Conflicts: # game/modules/tome/data/talents/gifts/eyals-fury.lua
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Chris Davidson authored
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Chris Davidson authored
Leftover numbers from an earlier iteration, no need to lower this so severely now.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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DarkGod authored
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DarkGod authored
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- Dec 06, 2018
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Tawny Harte authored
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DarkGod authored
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- Dec 05, 2018
- Dec 04, 2018