- 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.
-
Chris Davidson authored
-
Chris Davidson authored
-
- Jun 11, 2019
-
-
Chris Davidson authored
This is basically a giant hack to simulate how delayedLogDamage behaves. We add up all the turn gain each heal but only push it to the log at the end of ticks *or* on talent use (so it appears instantly on instant use healing talents). Might still be too spammy. Might still be overpowered.
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
Sidegrade that doesn't scare me with weird issues updating resource stats twice per turn.
-
Chris Davidson authored
standard_rnd_boss_adjust() is for ensuring the early game doesn't break, not making patrols more farmable.
-
Chris Davidson authored
-
Chris Davidson authored
This wasn't following standard scaling rules and AB could use some scaling reduction.
-
Chris Davidson authored
This is mostly meaningless, but smoothes early game a lot where your primary nuke is one of your only active talents.
-
Chris Davidson authored
AB has a bit of the same problem AM did where they're tanky but so fragile on initial engage that they have to play overly safe and tedious. This buffers that situation a bit. Beyond that this talent was never worth activating with a mana cost, so now its passive. This should help open AB actually using more spells.
-
Chris Davidson authored
This smoothes AB early game a lot, helps 2H builds, and fixes the awkward design problem where a melee class starts with no melee talents.
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
This behavior isn't really doing anything coherent. Its implemented in a way that having 1 stamina regeneration will prevent it from ever happening (an arbitrary number) which essentially makes randbosses immune to it. Talents that need this behavior, like extreme drains or similar, can manually flag with remove_on_zero.
-
Chris Davidson authored
SOMETIMES I HATE YOUR RING.
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
-
Chris Davidson authored
This way its safe to at least enter and scout if you have a safe entry.
-
Chris Davidson authored
Poking yourself with fire pre-combat is not good gameplay. Pet friendlyfire is probably fine, though.
-
Chris Davidson authored
Other typically means "non-interacting" and letting this put you in combat is prone to situations where some effect isn't tagged right leading to a permanent combat state.
-