- Aug 22, 2019
-
-
Chris Davidson authored
} IS DELICIOUS
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
Changes for this were already discussed in PM and I'm lazy.
-
Chris Davidson authored
This is now one of the 3 core 30 positive energy dump talents. This one is the highest total sustained light damage opener. - Cost increased to 30 - Radius increased to 10 - Fire damage removed - Damage greatly increased
-
Chris Davidson authored
This is now one of the 3 core 30 positive energy dump talents. - Cooldown increase to 12 - Cost increased to 30 positive - Damage decreased - Now autotargets the farthest enemy in radius 10 - Now recasts itself two more times. This is to synergize with procs specifically at the cost of being a bad damage type.
-
Chris Davidson authored
This is now one of the 3 core 30 positive energy dump talents. - Cooldown increased from 12 to 20 - Damage greatly increased - Damage occurs at all talent levels - Starting at TL3 you now gain a moderate amount of fire, light, and darkness resistance for 4 turns. This is designed to synergize with Darkest Light.
-
Chris Davidson authored
- Positive gain reduced to 10 - Radius increased from 0 to 1. Single tile ground effects are hard to see and really unsatisfying. - Fix double crit
-
Chris Davidson authored
- Radius increased from 7 to 10 - Added crit
-
Chris Davidson authored
-
Chris Davidson authored
Were increasing the cost on several talents as well as adding additional passive drain, making this more accessible lets you fix resource problems if you really have to by using turns on a bad talent.
-
Chris Davidson authored
- Range increased by 1 - Double crit removed - Cost increased from 15 to 20 - Max duration added for very high scaling
-
Chris Davidson authored
-
Chris Davidson authored
Generally aiming to make this more in sync with Starfall as a core debuff talent. - Cost increased from 15 to 20 - Radius increased from 5 to 10 - Small damage value added so procs can happen - Max duration added for very high scaling
-
Chris Davidson authored
- Remove the RNG on the damage. All it does is obscure the tooltip. - Change energy drain to occur only once per activation and happen before the spell crit so Corona's calculations come later
-
Chris Davidson authored
This effectively means pos/neg energy both go to full out of combat which was already doable with tedious talent spam.
-
Chris Davidson authored
This applied to both gains and losses so it effectively broke even but made costs variable and annoying.
-
Chris Davidson authored
-
* master: (334 commits) plop much update, such code Reduce the level cap of molds too long since I dusted it lol Improve plants Improves Jellies Remove some depreciated NPC talents Redesign Bloodlust Change how Bone Grab works Fix Epidemic spread not using disease durations above 6 Rot worms now always target the closest enemy Add a new AI target method that always targets the nearest enemy in FOV Misc tweaks plop oplop Redesign the Vim resource Change Virulent Strike to prioritize the lowest duration diseases lightning storm visual for the wand Added an UI option to sharpen the map display, as requested by some New hook "Actor:updateModdableTile:weapon" ...
-
- Aug 21, 2019
- Aug 20, 2019
- Jul 10, 2019
-
-
DarkGod authored
-
- Jun 20, 2019
-
-
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.
-
Chris Davidson authored
-
Chris Davidson authored
Jesus fucking christ instant_resolve is weird.
-
Chris Davidson authored
- Instant cast - Longer cooldown
-
Chris Davidson authored
On top of being too strong the new Dominant Will creates really dumb friendly fire incentives.
-
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.
-
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.
-
Chris Davidson authored
Still not overly thrilled with some of these proc effects, may as well let it happen more often for now.
-
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.
-
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.
-
Chris Davidson authored
-
Chris Davidson authored
What the actual fuck did I think this duplicate code was doing
-
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.
-