Skip to content
Snippets Groups Projects
  1. Aug 22, 2019
  2. Aug 21, 2019
  3. Aug 20, 2019
  4. Jul 10, 2019
  5. Jun 20, 2019
    • Chris Davidson's avatar
      Remove psi weapon from Augmented Mobility · a2e19ba9
      Chris Davidson authored
      This is on an escort now and I can't think of a good reason all MS trees need to give the psi weapon.
      a2e19ba9
    • Chris Davidson's avatar
      3c523e66
    • Chris Davidson's avatar
      Fix Elemental Ego deleting other sources of penetration · a52ddd34
      Chris Davidson authored
      Jesus fucking christ instant_resolve is weird.
      a52ddd34
    • Chris Davidson's avatar
      Buff Giant Leap · dab9d19d
      Chris Davidson authored
      - Instant cast
      
      - Longer cooldown
      dab9d19d
    • Chris Davidson's avatar
      Dominant Will now gives invulnerability when used on bosses · 51ecf933
      Chris Davidson authored
      On top of being too strong the new Dominant Will creates really dumb friendly fire incentives.
      51ecf933
    • Chris Davidson's avatar
      Reduce number of patrols · 1e33f020
      Chris Davidson authored
      This mechanic is complained about endlessly, and for good reason.  Currently it does little but make world map travel frustrating.
      
      I don't have a good idea for fixing this mechanic, so as a bandaid lets just reduce how many there are for now.
      1e33f020
    • Chris Davidson's avatar
      Revise Perfect Strike · c05e81b0
      Chris Davidson authored
      This talent is really warping the defense stat.  At high TLs it practically acts as a passive.  This hits most of the same breakpoints for player TLs but limits the duration for NPCs.
      c05e81b0
    • Chris Davidson's avatar
      Improve Elemental Surge · bc44482d
      Chris Davidson authored
      Still not overly thrilled with some of these proc effects, may as well let it happen more often for now.
      bc44482d
    • Chris Davidson's avatar
      Move flat_damage_cap to the end of the damage projector instead of the end of takeHit · 9c9c7f62
      Chris Davidson authored
      Its odd to have a % damage reduction happen after finite damage reductions like shields.  Notably, the old order of operations has a lot of antisynergy with shield runes, which Ghoul uses a lot.
      9c9c7f62
    • Chris Davidson's avatar
      Significantly revise 2H Assault · e7b5e41c
      Chris Davidson authored
      This tree has been lacking the standout features that the base Shield and Dual Wield trees have.
      
      Stunning Blow:
      
      - Now attacks twice and tries to stun on each hit.  Lack of multihits is a theme for 2H, but its a bit too limiting to have none, and it feels appropriate for it to have the best of the T1 stun talents.
      
      - Cooldown increased.  People will incorrectly say the talent was overall nerfed because of this, just ignore them.
      
      - Sanity cap at 10 turns
      
      Fearless Cleave:
      
      - Redesigned to be a simple move 1 space and deal damage in AoE1.  This is basically a strictly better autoattack now that also lets you move 1 space.
      
      - Stamina cost greatly increased
      
      - Fix root being ignored
      
      Execute:
      
      - Reduces 2 random talent cooldowns by 2 and its own cooldown fully on kill.  Turns trash into CD management.
      e7b5e41c
    • Chris Davidson's avatar
      Fix NPCs shoving the player · d2738231
      Chris Davidson authored
      d2738231
    • Chris Davidson's avatar
      Fix Actor.talentCooldownFilter working on fixed_cooldown and remove some useless code · f06c8deb
      Chris Davidson authored
      What the actual fuck did I think this duplicate code was doing
      f06c8deb
    • Chris Davidson's avatar
      Teleports now immediately maximize the AI's guess spread on your current location · 46338eee
      Chris Davidson authored
      Currently the AI makes guesses relative to your real location that increase in randomness every turn they don't see you.  This is very good for simulating intelligent chasing through hallways and such.
      
      Where it breaks down horribly is when the target they're chasing moves a long distance quickly, especially over walls.  If you teleport over a wall the AI's guess cache is still at 1 turn, and if they can teleport too they will highly accurately.
      
      This adds a last_special_movement property to Actors that represents the last turn they did a long distance or LOS cheating movement.  Currently only Actor.teleportRandom sets this.  Any NPC chasing a target that has this value set will have its guess cache set to the maximum randomness.
      
      Any talent/function can set last_special_movement as appropriate.
      
      A more ideal solution would be to have an algorithm with actual exploring/wandering behavior instead of a guess relative to your real location, but this should help.
      46338eee
Loading