• …e critical multiple for (only) attacks with the weapon.
    Applies to melee, unarmed, shield, and ranged attacks.  Object descriptions and character sheet updated.
    
    Throwing Knives talent uses this new field (to avoid permanent changes to crit power on errors).
    
    Slightly nerfed Lure durability so normal NPC's can more easily kill it at high level.
    Hachem_Muche authored
     
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  • DarkGod authored
     
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  • DarkGod authored
     
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  • Heal Scaling Update
    
    Various adjustments to healing/anti-healing debuff balance for the changes to healing_factor from increased Constitution.
    
    Moved callbackOnHeal callback trigger to beginning of Actor:onHeal.  This allows callbacks to trigger correctly before Bloodlock and Solipsism are checked and sort themselves with callback priorities.
    
    Added documentation to the callback control functions.
    
    Adjusted healing_factor bonus for improving Constitution (limited to +150%), to match limit scaling of anti-healing debuffs and prevent runaway healing effects on high level randbosses.
    
    Talent Changes:
    One With Nature: Fixed cooldown.  Slow scaling of nb of infusions affected (small nerf) and cooldown adjustment (small buff at low talent levels).
    
    Healing Nexus:  Converted to use callbackOnHeal (with high, -5, priority).  Rescale radius and equilibrium gains.  Duration (<20 turns) and percent heal stolen (<100%) have reasonable limits.  Heals stolen are based on the raw heal value (no compounded healing_factor effects).  Debuff is applied only to others, while a buff is applied to the user (fixes interaction with buff/debuff affecting abilities).  Buff improves all healing received by up to +100%, instead of creating a new heal so equilibrium is only gained once per heal stolen.
    
    Healing Inversion: Conversion to Blight damage uses raw healing value, triggered after (most) other healing effects (callback priority +1).
    
    Bathe In Light: healing buff limited < + 100%.
    
    Poison Storm: Insidious Blight healing penaltiy limited (to -150%), Crippling Blight fail chance limited (to 50%)
    
    Epidemic: healing penalty buffed (to -150% healing)
    
    Insidious Poison: healing penalty buffed (to -150% healing)
    
    Slash: healing penalty buffed (to -150% healing)
    
    Bleeding Edge: healing penalty buffed (to -150% healing)
    
    Golem Resilience: healing_factor buff limited to +100% healing
    
    Unstoppable: Buff sets the "no_healing" attribute, description clarified.
    
    Throwing Knives: Fix talent learn/unlearn abuse
    
    INSIDIOUS_POISON damage type: has built in healing_factor limit (to -150%).
    
    HEALING_POWER damage type: has built in healing_factor limit (to +100%).
    
    BLIGHT_POISON damage type: has built in limits for effects set:
    
    	INSIDIOUS_BLIGHT: healing_factor (to -150%)
    
    	CRIPPLING_BLIGHT: fail chance (to 50%)
    	
    RANDOM_POISON damage type: has built in limits for effects set:
    
    	INSIDIUS_POISON: healing_factor (to -150%)
    
    	CRIPPLING_POISON: fail chance (to 50%)
    
    	NUMBING_POISON: damage penalty rescaled (0.75 power)
    
    	
    Evisceration weapon ego:  Bleeding damage and healing penalty take weapon skill into account.  Healing penalty limited (to -150%).  Effects displayed in object description.
    
    Barbed ammo ego:  Bleeding damage and healing penalty take weapon skill into account.  Healing penalty limited (to -150%).  Effects displayed in object description.
    
    
    Misc:
    May leave the level immediately after a kill in developer mode.
    
    See merge request !388
    DarkGod authored
     
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  • Poison sanity
    
    Poison, Stoning Poison, and Deadly Poison, on merge automatically set their max power to 5x the power set by default.  This means that their damage cannot stack more than 5x times unless explicitly specified.
    
    Poisonous Bite is an unarmed attack (prevents stacking of weapon bonuses with its built in multiplier).
    
    Nerfed Toxic Death Radius slightly.  These changes will hopefully control potential runaway poison spreading.
    
    
    See merge request !391
    DarkGod authored
     
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  • DarkGod authored
     
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  • Bulwhat?
    
    Continuing attempts to remove high armor edge cases early game, this time Shield Wall paired with expanding access to APR via itemization.  Since Bulwark is already very weak and SW has been its only really selling point this also attempts to compensate them with various misc buffs.
    
    Shield Wall:  This was at the top of the randboss armor problem list both at low levels and high levels.  Early on it regularly 0s weapon class damage when paired with just about anything.  It also scales incredibly well, and from the PC perspective trivializes weapon damage in a degenerate way.  This removes the false choice physical damage reduction, greatly reduces the early armor and late game armor scaling, and adds a block value bonus.  Cooldown is also reduced because a primary defense going down for 30 turns is ridiculous.
    
    Last Stand:  Weird talent.  Scales very well but takes a turn to activate and deactivate.  The concept of exchanging mobility for tankiness is good, so dropping this to 6 cooldown from 30 should help Bulwark a bit.
    
    Life Rating:  Up to 6 from 2.  Since Shield Wall had to lose a lot of power a larger base life pool is a similarly passive replacement.  We don't have a lot of large base health pools on just about anything as is, may as well give it to someone.
    
    Items:  Raised APR values and lowered minimum level on several APR egos, and added a new greater egos with APR+Physical Penetration+Accuracy for weapons.  APR is a very hard stat to get right now.
    
    Scaling:  Increased the power of the Combat Accuracy and Heavy Armor Training scaling to 0.75.
    
    See merge request !390
    DarkGod authored
     
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