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  1. Dec 04, 2018
    • Chris Davidson's avatar
      Revise Stealth · 2fd357fb
      Chris Davidson authored
      (MISC)
      
      - Moved to generic.  This is partly because Rogue is getting another class category unlocked base and has too many.
      
      - Aggro behavior no longer changes with difficulty.  We don't need hidden behavior like this and the number is pretty small anyway
      
      (STEALTH)
      
      - Enemies no longer share target_last_seen information at all if the target is stealthed.
      
      - Enemies will still chain aggro against stealth to prevent cheese but aquiring you as a target will be delayed by 3 turns.
      
      Shadow Dance:
      
      - No longer clears targets or forces you out of stealth.
      2fd357fb
    • Chris Davidson's avatar
      Add life regen to Actor tooltips · a39985fe
      Chris Davidson authored
      a39985fe
    • Chris Davidson's avatar
      Revise Shadowblade · e1963cab
      Chris Davidson authored
      (MISC):  Mostly mastery changes.  I think hybrids having lower masteries on core weapon stuff is good for differentiation.  I am not worried about this class becoming weak.
      
      - Temporal mastery reduced to 0.6.  Fun fact:  Essence of Speed still goes to 29%.
      
      - Dual Techniques mastery reduced to 1.0
      
      - Duelist mastery reduced to 1.0
      
      - Combat Training mastery reduced to 1.0
      
      - Combat Techniques locked.  Even Rogue doesn't have this unlocked free, Shadowstep, Conveyance, and Mobility are more than enough
      
      (SHADOW MAGIC)
      
      Shadow Combat:
      
      - Mana cost removed, I'm tired of people correctly noting that you should turn this off past early game
      
      - Damage dramatically increased.  Paired with Umbral Agility this should be a nontrivial % of SB damage.  Also improves early game notably.
      
      - Sustain cost added
      
      Shadowstep:
      
      - Added 20 mana cost
      
      - Range capped at 10
      
      (AMBUSH)
      
      Shadow Leash:  Removed and added to npc.lua as spell/other.
      
      Shadow Ambush:  Removed and added to npc.lua as spell/other
      
      Ambuscade:  Removed and added to npc.lua as spell/other.  The only thing this talent does is let people find ways to avoid interacting with enemies at all in a game about combat.  Feels like it doesn't fit.
      
      New Talent - Shadowguard:  Grants all resistance when exiting stealth briefly and gives debuff immunity, spellpower, and defense when your life drops below 50%.
      
      New Talent - Shadow Grasp:  Merge of Shadow Leash and Shadow Ambush with Darkness spell damage added.
      
      New Talent - Umbral Agility:  Increases accuracy, defense, and darkness penetration scaling with spellpower.
      
      Shadow Veil:
      
      - Fixed duration of 3.
      
      - Now does 4 attacks total the first as soon as the talent is activated.
      
      - Range is now based off the first target hopped to so you can't get screwed by chaining across the map.
      e1963cab
    • Chris Davidson's avatar
      Fix Scar-Scripted Flesh · 6a12dcbb
      Chris Davidson authored
      6a12dcbb
    • Chris Davidson's avatar
      Revise Dirty Fighting · f0d5f12d
      Chris Davidson authored
      - No longer forces unarmed
      
      - Duration fixed to 4
      f0d5f12d
    • Chris Davidson's avatar
      Tweak (mostly nerf) Grappling · 518164fe
      Chris Davidson authored
      Lots of tooltip fixes and behavior clarifications.
      
      Clinch:  Toned down especially at very high TLs.  Still a big player nerf, but the scaling duration on NPCs made this especially brutal on NPCs sometimes.
      
      - Cooldown increased to 8
      
      - Duration fixed to 5
      
      - Damage increased
      
      Crushing Hold:
      
      - Slow reduced
      
      - Physical power reduction increased
      
      Hurricane Throw:  This isn't as exciting as it should be.
      
      - No longer lets you throw things with never_move
      
      - Causes the thrown target to lose a turn if they collide with another enemy
      
      - Range increased
      518164fe
    • Chris Davidson's avatar
      Ban Dreamscape entirely from NPC use · 401e2533
      Chris Davidson authored
      Doomed shade can still use it, etc.
      401e2533
    • Chris Davidson's avatar
      Tweak several dispel talents · e1ba1b5a
      Chris Davidson authored
      This is a bandaid pending some sort of dispel overhaul in the future.  Generally cooldowns are increased so you won't get in situations where your stuff is just getting spam dispelled.
      e1ba1b5a
    • Chris Davidson's avatar
      Nerf Essence of Speed · e49c234d
      Chris Davidson authored
      As this isn't a core defensive sustain we should make sure dispels stick.
      e49c234d
    • Chris Davidson's avatar
      Tweak Stealth · e2cdf96b
      Chris Davidson authored
      e2cdf96b
    • Chris Davidson's avatar
      b2837c49
    • Chris Davidson's avatar
    • Chris Davidson's avatar
    • Chris Davidson's avatar
      Remove leftover Expose Weakness code · daff981c
      Chris Davidson authored
      daff981c
    • Chris Davidson's avatar
      Revise starting inscriptions · 04d42167
      Chris Davidson authored
      Currently its optimal to immediately go to a shop and buy inscriptions (which are very cheap).  This alleviates that a bit by improving the starting inscriptions as well as tweaking/updating some of them.
      04d42167
    • Chris Davidson's avatar
      Increase the level and material tier of Elven Ruins · 38eb6e7b
      Chris Davidson authored
      Currently there are a lot of tier 4-5 Maj'eyal artifacts but very few places in the game to drop them.  This helps correct that problem and changes mummy wrappings to be a stronger arcane themed robe subtype.
      38eb6e7b
    • Chris Davidson's avatar
      Remove classes from all cities · 5597f44d
      Chris Davidson authored
      Even with drowning gone this is just leading to people luring citizens to kill 1 by 1, a tedious but very efficient source of experience and items.  Keeping classes on townsfolk is always going to create warped incentives and on top of it is just weird.
      5597f44d
  2. Dec 01, 2018
  3. Nov 27, 2018
    • DarkGod's avatar
      Merge branch '1.6Prodigy' into 'master' · ccbcbe9c
      DarkGod authored
      1.6 Prodigies
      
      This is a rework/buff of whatever prodigies I happened to have inspiration for. This does not address the known overpowered prodigies (basically, the weapon prodigies) for now because that will have to be evaluated later in 1.6 after the weapon changes. For that reason, the numbers are not too tightly tuned yet, but its fair to call it done for the time being.
      
      This also adds support for multi-turn turn_procs and adds 2 helper functions for managing them, and a not_listed property for legacy prodigies.
      
      (MISC)
      
      Shield Block:  Revised here as it effects multiple prodigies.
      
      - Cooldown is now set to 8 and talent no longer scales.  This leaves room for talents/items/whatever to play with the cooldown if desired.
      
      - Applied after resistances in the same place most flat damage reductions are
      
      - Blocks all damage types baseline but increases the block value by 50% if the shield has a matching elemental resist to the damage
      
      - Lasts for 2 turns or until the start of your next turn instead of at the end of the current tick when something is blocked.  The problem with the end of tick design is it lets small damage values (a DoT, a trash mob..) potentially strip your block in a way that is very hard to predict.  This also encourages you to not take hits from more than 1 target.. Which the entire game already encourages.
      
      - Counterstrike now only applies to the first enemy blocked due to the previous change.
      
      (PRODIGIES)
      
      Spectral Shield:  Removed, redundant with the shield changes.
      
      Eternal Guard:  Now makes Block last 2 game turns no matter what and allows you to counterattack any number of enemies.  
      
      Meteoric Crash: 
      
      - No longer damages allies or destroys walls. Both of these are significant downsides that aren't reasonable for a prodigy, especially one that procs uncontrollably. So now it doesn't.
      
      - Damage on the initial hit is greatly reduced, but the lava radius is now 3 and deals significantly higher damage that can crit. I wanted to buff this as a "damage scaler" without letting it have a huge initial burst damage value, since having significant damage only if they stay in the ground effect is more interesting.
      
      - Lets your fire damage and penetration use your highest stats.  The importance of damage% and damage pen% paired with the high numbers of damage types in the game makes it hard for most builds to use this, and some builds might find other uses for the unification.
       
      Eye of the Tiger: Now can proc once per turn per talent type instead of once per turn. Minor update to make this more attractive to hybrids.
      
      Elemental Surge/Endless Woes: Significant redesign. Now the damage threshold doesn't have to be met in the same turn (but is cleared out of combat) and each of the procs has an independent player turn cooldown. Note that being a player turn cooldown means that the cooldown can be directly reduced with high action speed, but this is not fundamentally different from how many existing uses of turn_procs scale anyway.
      
      The idea here is for these prodigies to reward using multiple damage types by incentivizing you to keep as many of them on cooldown as possible. AoEs can do this somewhat easily in a lot of cases. The effects have been redone a fair bit as well but the Surge = self buff and Endless Woes = debuff is kept.
      
      Irresistable Sun: The problem here is that the utility of pulling things towards you isn't that great in the beneficial scenarios, and very often its a downside. The concept is cool though, so rather than change it, it now applies a very brief -30% damage debuff to anything effected. The damage is kept the sane, though it is spread out over an addditional 2 turns to reinforce its role as utility rather than burst damage.
      
      Flexible Combat: 
      
      - Moved to Dex (swapping with Giant Leap)
      
      - Proc chance reduced by half to 30%, this will often be in exchange for multiple proc chances
      
      - Activation moved to attackTargetHitProcs.  This is to fix a long standing issue where Flexible Combat arbitrarily works with attackTarget but not attackTargetWith, a mechanical distinction only someone that looks at the code can really figure out the implications of.
      
      Unbreakable Will: Cooldown reduced.
      
      Fast as Lightning: Removed. Nothing about this talent concept is working, and I'd like to gradually phase out and replace some of the worst prodigies rather than try to beat it into working.
      
      New Prodigy - Adept: Increases all talent masteries by 0.3.
      
      Mystical Cunning:  If you're going to take a prodigy this narrow it should probably buff the relevant talents more.
      
      - Grants 1.0 talent mastery for Poisons and Trapping
      
      - Reduces Lure and Venomous Strike cooldown
      
      Secrets of Telos:  Fixed the level range of Telos's Staff Crystal making it easily get removed from drop tables.  A lot of items have this problem (capping in the L40 range instead of 50).
      
      New Prodigy - Ethereal Form.  Increases all damage dealt and reduces all damage taken until hit with weapons as well as giving bonus defense based on Magic.  
      
      
      See merge request !473
      ccbcbe9c
  4. Nov 24, 2018
  5. Nov 18, 2018
  6. Nov 17, 2018
  7. Nov 08, 2018
  8. Nov 05, 2018
    • Chris Davidson's avatar
      Fix Meteoric Crash · ab6a6590
      Chris Davidson authored
      - No longer deals damage in real time (this allows it to be dodged if turns are taken fast enough, surprisingly common)
      
      - Lava damage is now saved on terrain and hopefully no longer breaks on reload
      ab6a6590
  9. Nov 01, 2018
    • Chris Davidson's avatar
      Fix · c0350500
      Chris Davidson authored
      c0350500
    • Chris Davidson's avatar
      Change how Adept is implemented · 3aaae141
      Chris Davidson authored
      - Talent categories now parse their type ("Category / Subcategory") to put Category in its own field so you don't have to repeatedly parse the string.  This is useful for giving all Psionic/x talent categories a bonus, etc
      
      - Add a new property ActorTalents.talents_mastery_bonus that lets you define a mastery bonus for all talents or all talents of one category
      
      - Fix getTalentLevel not using getTalentMastery
      3aaae141
  10. Oct 28, 2018
    • Chris Davidson's avatar
      Revise Shield Block behavior · 3c1c780e
      Chris Davidson authored
      Doing this here because another prodigy has to be replaced as its behavior is being baselined.
      
      - Block now happens after resists where most of the flat damage reduction does
      
      - Block cooldown fixed to 6 and later ranks of Block removed
      
      - All damage types except Mind are now blocked baseline, if the shield has damage resistance then the block value is increased by 50%
      
      - Fixed/clarified tooltips
      3c1c780e
  11. Oct 27, 2018
  12. Oct 26, 2018
    • Chris Davidson's avatar
      Improve Elemental Surge · 09004d8c
      Chris Davidson authored
      09004d8c
    • Chris Davidson's avatar
      Remove the new proc limit from Flexible Combat · 729a9df1
      Chris Davidson authored
      I can't figure out why I felt this was necessary in retrospect.
      729a9df1
    • Chris Davidson's avatar
      Upgrade Actor.turn_procs to allow procs that last more than 1 player turn · 76b67d42
      Chris Davidson authored
      Add setProc and hasProc for managing turn_procs
      
      Add a not_listed property to hide prodigies from the UI (mark as legacy)
      
      Redesign/update Irresistable Sun, Endless Woes, Elemental Surge, Eye of the Tiger, Meteoric Crash prodigies
      
      Remove Fast as Lightning
      
      Add a new Adept prodigy that increases all masteries
      
      Move Giant Leap to Strength
      
      Move Flexible Combat to Dexterity
      
      Change how Flexible Combat procs
      76b67d42
    • DarkGod's avatar
      shorter is better ;) · 1f0a36a9
      DarkGod authored
      1f0a36a9
    • DarkGod's avatar
      Merge branch '1.6Charms' into 'master' · a802f2f3
      DarkGod authored
      1.6 charms
      
      (ITEMS)
      
      Added a new "unique_ego" flag that indicates that an ego should only be applied to the same item once.  This is just used on a few charm buff procs at the moment, but I want it for some future stuff like weapon procs that don't stack nicely.
      
      (CHARMS - Totems, Torques, Wands)
      
      This system is a mess currently.  Most of the actives are boring damage effects that tend to be overpowered early and useless later paired with an "addon" effect that often gives a uselessly small resource gain on activation or a set of bonus talents.  The bonus talents are given as actual talents not part of the charm active which leads to a lot of weird clutter and gained resource bars.  As best I can tell, these talents were just taken from random places, not designed for this actual system.
      
      The addon talents and resource gains have been completely removed.  The new design focuses on the single active power of the charm talent by condensing all of the power there .  Each of the new addon powers gives a small but generally always useful on_charm effect that scales via standard resolvers.  +x% damage penetration until the end of your next turn, reduce x talent cooldowns, heal for x, etc.  Thus, each charm is a composite of 1 powerful active effect and some set of moderately powerful addon effects.
      
      One exception to this is the Ward addon, which is kept for Wands (removed from the others as Ward is Arcane).  This is because Ward is on several other item types and they all interact with the same Ward talent, the stacking talent level of which is also relevant.
      
      The charm powers themselves are also considerably revamped.  Originally I was going to go for a heavily utility-based model emphasizing how easy it is to swap charms in and out based on need.  It quickly became apparent that there aren't enough misc utility effects here for this to be the core of the model.  Instead, the new charm pool is mostly "offensive utility"--things that do relevant damage at all phases of the game but usually have a utility or defensive purpose as well.  I've tried to avoid overlapping with the Inscription system ether in power or role as much as possible.  Cleanse in particular is almost absent in this slot aside from minor debuffs.
      
      The powers for the charm types are spell, mind, and mind.  This leaves physical power in an awkward situation.  I handled this the same way the old system did:  Physical power gets screwed here, but this is offset by the fact that a lot of the relevant stats on charms are mostly based off the charm_power, not the thematic power.  Stat-specific scaling has mostly been changed to the relevant power, and apply powers all use the most thematic.
      
      (Totem Powers)
      
      Healing:  Now heals all allies in AoE10 as well.  Not a lot of item support for protecting your summons, this seemed as good a plce to put it as any.
      
      Stinging:  Spiritual successor to Insidious Poison.  This deals high single target damage in DoT form and reduces healing by 50%.  This is also a hit, not a bolt, so it also serves as long range backline damage.
      
      Thorny Skin:  No notable changes.
      
      Summon Tentacle:  Replaces the old one which just used Grgglck's talent.  The old tentacle has always been useful early game because it starts with crazy stats and is good for blocking paths and such.  The new one expands on this theme by having a basic attack at range 3 that pins, essentially making this a low damage "space control" charm.
      
      (Torque Powers)
      
      Psionic Shield:  Merged, now blocks all elements, numbers adjusted to compensate.  This is actually quite useful on live even though few people use it because its so micromanagey.  Since this slot already has Wards around for the micromanagement inclined I'm more comfortable having this be generally useful and reliable.
      
      Gale Force:  AoE damage+knockback in a cone.  Scaled knockback range gets pretty huge.
      
      Clear Mind:  No notable changes.  This is important for Undead in particular.
      
      Mindblast:  Deals mind damage to a single target and silences.
      
      (Wand)
      
      Lightning Storm:  Deals lightning damage in radius ~5 and dazes for 1 turn each tick.  The idea here is a low damage backline AoE disable.
      
      Conjuration:  Now picks its damage type on generation instead of on cast.  This allows you to keep high damage conjuration wands around for specific damage type needs.
      
      Clairvoyance:  Same for now.  This is quite useful until you have a reliable source of Track or whatever.  It doesn't play well with the new charm proc system since its not useful in combat, but alas.  Perhaps this should just get the trap destruction added in a shorter radius too.  Or Blind.  Or something.
      
      Shielding:  Shields yourself and allies in radius 10.  Basically just a different flavor of healing.
      
      (Charm procs)
      
      Powerful:  Increase all damage by x for 2 turns.
      
      Focusing:  Reduce x talent cooldowns by 2.
      
      Extending:  Increase the duration of x beneficial effects by y.
      
      Soothing:  Heal for x (mindcrit).
      
      Cleansing:  Cleanse x bleed, disease, or poison debuffs.
      
      Innervating:  Reduce fatigue by x% for 2 turns.
      
      Penetrating:  Gain x% damage penetration for 2 turns.
      
      See merge request !475
      a802f2f3
  13. Oct 25, 2018
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