• Force archery weapons
    
    Add a force parameter to archeryAquireTarget and archeryShoot that lets you override the weapons used
    
    See merge request !477
    DarkGod authored
     
    Browse Files »
  • Ghoul update
    
    Ghoul is one of my favorite races design-wise, but has been held back by being, well, fucking terrible.  This is update along with the inscription changes should hopefully help them be on par with other races.
    
    Ghoul:  50% damage cap baselined.  Ghoul has too much generic tax right now, and the 50% damage cap is very useful early game where you risk getting double turned by 100+ damage L3 casters.
    
    Retch:  Duration fixed to 10.  Basically a straight nerf, as the old duration passes this at 2 points.  We don't need that much power in one talent nor do we need 20 duration floor effects on highly scaled NPCs.
    
    Gnaw:  Cooldown from 15 to 10, damage raised considerably, stat reduction removed, disease damage increased, ghoul spawn available at TL1.
    
    These changes are to make this talent a bigger part of the class focus. Now you get it immediately when you get your 4th talent (unlike now where its not exciting at all) and the damage is high enough to make it a passable melee strike.  Passable enough that you'll be happy to use it when your better class strikes are off cooldown.
    
    The spawned ghouls have been carefully tuned.  Now they will consistently have the physical power, accuracy, and AI to actually make use of their talents.  Various stats are also adjusted.  Bite Poison and Retch are removed, but they can still cause Gnaw chain reactions which are hilarious.
    
    
    
    See merge request !478
    DarkGod authored
     
    Browse Files »
  • Chris Davidson authored
     
    Browse Files »
  • Fix tooltip
    Chris Davidson authored
     
    Browse Files »
  • Update some Gnaw ghoul properties
    
    Update the Ghoul Rot effect
    Chris Davidson authored
     
    Browse Files »
  • Change Gnaw and the summoned ghoul significantly
    Chris Davidson authored
     
    Browse Files »




  • Nerf life leech stacking
    
    This changes Actor.life_leech_chance to only use highest to avoid things like Bloodcaller and Necro life leech interacting so strongly.
    
    For the record, I still think we should get rid of life_leech_chance instead, because this still leaves nonsensical stacking behavior :p
    
    See merge request !470
    DarkGod authored
     
    Browse Files »
  • Updated Game Difficulty Scaling
    
    The AI update makes NPCs tougher to kill in general, requiring adjustments to higher game difficulties.
    
    
    Adjusting difficulty parameters for NPC talent levels and life is simplified in one place.
    
    Game difficulty adjustments to zone level ranges are phased in over the first 10 (character) levels of play to make it easier to get various builds going.  (Expect full difficulty effects after clearing the first 3-4 zones.)
    
    Players start at level 1 for all difficulties, with reduced bonus money (50/100/150) for higher difficulties.
    
    
    NIGHTMARE gets a small nerf to talent levels and a significant boost to life levels.
    
    INSANE difficulty is moved closer to the midpoint between NIGHTMARE and MADNESS, evening out progression.
    
    The compounding effect from using getRankLifeAdjust for MADNESS is replaced with a higher max_life multiplier to eliminate excessively high life scaling towards end game.
    
    
    The number of bonus classes for bosses is unchanged.
    
    
    Summary of NPC talent/life and zone changes:
    
    	difficulty		talent levels		max life			zone level
    	NORMAL			x1.0 (unch)		x1.0 (unch)			x1.0 + 0
    	NIGHTMARE:		x1.3 (vs 1.33)		x1.5 (vs 1.0)			x1.5 + 0
    	INSANE:			x1.8 (vs 1.5)		x2.0 (vs 1.2)			x1.5 + 1
    	MADNESS:		x2.7 (unch)		x3.0 (no level^2 scaling)	x2.5 + 2
    
    Sample max_life levels (@ NPC level):		NORMAL		NIGHTMARE		INSANE		MADNESS
    
    	forest troll (Trollmire 1)		~100@1		~120@1			~165@1		~300@2
    	forest troll (Dreadfell 1)		~300@15		~475@15			~680@16		~1100@17
    	forest troll (High Peak 1)		~1400@57	~2000@57		~3000@60	~5000@64
    	Argoniel (High Peak 1) 			~16.5K@75	~25.0K@75		~33.7K@75	~50.5K@75
    
    Functions:
    
    NPC:addedToLevel(level, x, y):
    
    	Rewritten to make adjusting the effects of higher game difficulties simpler; each difficulty specifies a talent multiplier and a life_multiplier that can be easily adjusted within the code.
    
    Game:applyDifficulty(zone, level_range):
    
    	New function that adjusts zone level ranges and base level while preventing compounded difficulty effects (unless level_range is specified)
    
    	level_range can be a number (minimum level) or a table (for zone.level_range)
    
    	The effects of higher game difficulties are the same as before, except that they are phased in for the early game -- reaching full effect when the player reaches level 10.
    
    
    Game:loaded(), GameState:zoneCheckBackupGuardian(), and Atamathon's activation are updated to use this new function
    
    
    See merge request !472
    DarkGod authored
     
    Browse Files »