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Misc See merge request !616
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I accidentally broke this when I changed how ignore_direct_crits works. I thiiiink this is the right fix, but you might want to double check.
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lol
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Mostly taming damage a bit more across the board.
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Only matters for very highly scaled things, its strange to have things charge you from way out of line of sight.
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This is debatable.
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This prevents annoying interactions like Virulent Disease getting applied by the damage then immediately dispelled.
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This has bad interactions with stuff like retaliation damage wasting the CS.
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Misc See merge request !613
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Disable bandit fortress vault There have been consistent complaints of this vault causing high amounts of lag when it appears on a level, and it's not unique or interesting enough to warrant the heavy performance cost. Good candidate for a later rework to re-enable, but for now disabling is the best option. See merge request !615
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This fixes the issue where the game log is cut off on te4.org character sheets on turns a player dies
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1.6.7 Misc Vaults *Reduces the amount of vaults spawning in prides to approximately pre-pride rework levels (1 to 2 vaults per floor on average compared to 3 to 4 in current) *Adds four new vaults, one for each pride, which can only appear in the pride they're designed for at about a 25-33% spawn rate over a whole game *Give Grushnak pride orc base types -30% all damage when randbosses. These form perfect storm combos startlingly often with reworked prides involving combat trainer orc randbosses. Currently, >2k hits in a single turn are a frequent occurence from grushnak orc randbosses *Modifies the worms vault to make it more rewarding and less out of depth; also adds dry lake of nur to its possible spawn locations *Minor changes to forest ruined building 2 and collapsed tower vaults to make them more interesting See merge request !612
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I can't think of a single case this is actually beneficial to have and it can very often make an otherwise good lamp near unusable, which is aggravating
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Much requested, probably not necessary from a balance perspetive but fits their theme really well and helps with generic talent use.
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No current relevance, but lets not let NPCs bypass all forms of effect immunity.
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Also updated the code to use the new cloneEffect. I stress tested this a bit in various unscientific ways, seems to work well.
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This is a very niche talent already, vastly inferior to the probably overpowered Healing Nexus. This helps it as least have a niche AoEing down things healing each other or whatever, as well as having better uptime for its primary purpose.
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These form perfect storm combos startlingly often, with >2k or even 3k hits from combat trainers being a frequent occurence