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  1. Feb 24, 2017
  2. Feb 21, 2017
  3. Feb 20, 2017
    • DarkGod's avatar
      buffed shadowdance duration a little · d1460bbb
      DarkGod authored
      d1460bbb
    • DarkGod's avatar
      Total Thuggery now has a visual effect · 53490a8b
      DarkGod authored
      53490a8b
    • DarkGod's avatar
      ok ok · 72fc95e2
      DarkGod authored
      72fc95e2
    • DarkGod's avatar
      auto disable total thuggery on rest & run · 8cf38597
      DarkGod authored
      8cf38597
    • DarkGod's avatar
      2c6d7457
    • DarkGod's avatar
      artifices have their own doll tiles · 2479a072
      DarkGod authored
      fan of knives effect
      2479a072
    • DarkGod's avatar
      Merge branch 'BulwarkMisc' into 'master' · 785d8ce2
      DarkGod authored
      Nerf damage on Assault
      
      Assault:  Damage reduced on all 3 hits.  This has only been ignored so long because the classes with it were pretty weak.  Also, Shield Slam's creation way back was a huge buff to how often you can get double damage skill rotations off.  Bulwark actually does the highest damage of almost any of the melee classes through T1-2 even with this nerf heh.  Would still be true with the old -20% phys damage.  But, the stamina gate is noticable.
      
      Shield Slam:  Damage increased, was just fairly low.
      
      Repulsion:  Now does a shield attack for decent damage and if a target is hit resets Rush's cooldown.  Thematically awkward, but mechanically plays very well.  Knock shit away from you to open a path then charge something.
      
      Shield Expertise:  Standard scaling functions added to the save gain, numbers are about the same for PCs.
      
      
      See merge request !396
      785d8ce2
    • DarkGod's avatar
    • DarkGod's avatar
      Merge branch 'Artifact_Buffs' into 'master' · df1310dc
      DarkGod authored
      Misc Artifact Buffs
      
      Buffed Pick of Dwarven Emperors to have lv 4 Auger. Nithan's Force loses Auger and arcane property, gains lv4 Bull Shot. Ureslak's Molted Scales gain +5% to all res caps and +100 life to reinforce its theme and usefulness.
      
      See merge request !397
      df1310dc
    • DarkGod's avatar
      and remove old desc · bc4f784a
      DarkGod authored
      bc4f784a
    • DarkGod's avatar
      e600360d
    • DarkGod's avatar
      at level 5 · ced9fe7e
      DarkGod authored
      ced9fe7e
    • DarkGod's avatar
      Merge branch 'LifeFix' into 'master' · fbb29f54
      DarkGod authored
      Display negative life in the UI instead of ???
      
      Display negative life instead of ???.  I'm pretty sure I fixed this forever ago, so on the off chance it was reverted intentionally, I'll re-make the argument here.
      
      Firstly, the reason I'm doing this now is because its actively making my test character gameplay a lot less fun.
      
      The use of die_at has gradually inflated.  Importantly, Heroism is a tool experienced players use almost universally, but at the same time I thought I fixed this display issue I also added it on randarts as a power.  It has shown up more and more on talents as well.  The use of die_at is done not because it makes the UI actively hostile, but because its a unique form of life that has specific interactions with max_life and/or for theme.
      
      Additionally, it is inconsistent to give completely information in the combat log but not on the life display.  This leads to encouraging people to look through the hard to read combat log to estimate what their life is at.  Which is exactly what we do, and why I've gotten several complaints about it when I'm active in chat.
      
      If this has to stay, I'll re-do Heroism and delete the randart powers and such so it can stay limited to classes deemed acceptable to have hostile UI as a balance mechanic or whatever the design goal is.
      
      See merge request !395
      fbb29f54
    • DarkGod's avatar
      Merge branch 'WeaponCritPower' into 'master' · c93b92ad
      DarkGod authored
      WeaponCritPower
      
      Added support for .crit_power (percent) field to weapon combat, which adds to the 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.
      
      See merge request !392
      c93b92ad
    • DarkGod's avatar
      Switched Manathrust and Arcane Power spots · e7935be6
      DarkGod authored
      Switched Pulverizing Auger and Stone Skin spots
      e7935be6
    • Chris Davidson's avatar
      Nerf damage on Assault · bf1388fc
      Chris Davidson authored
      Raise damage on Shield Slam
      
      Add scaling functions to Shield Expertise save bonuses.
      
      Add an attack and a rush cooldown refresh to Repulsion
      bf1388fc
  4. Feb 19, 2017
    • Sheila's avatar
      Buffed Pick of Dwarven Emperors to have lv 4 Auger. Nithan's Force loses Auger... · 9d6438f5
      Sheila authored
      Buffed Pick of Dwarven Emperors to have lv 4 Auger. Nithan's Force loses Auger and arcane property, gains lv4 Bull Shot. Ureslak's Molted Scales gain +5% to all res caps and +100 life to reinforce its theme and usefulness.
      9d6438f5
    • DarkGod's avatar
      Merge branch 'NecroBuffs' into 'master' · d540dc03
      DarkGod authored
      Necro buffs
      
      Few QoL changes and buffs to Necromancer. Empathy now helps minions not kill each other. Level 3 and up of Aura Mastery has a 25% chance to return souls from minions on death if they're inside the aura. Animus Hoarder is passive to reduce mana and soul strains early. Chill of the Tomb has a 100% chance to create a wisp if it kills a friendly necrotic minion while Will o' the Wisp is sustained for synergy. Lowered overall mana costs and cooldowns on non-locked trees slightly to prevent as many dead turns. Possibly more tweaks later, but this is it for now.
      
      See merge request !393
      d540dc03
    • Chris Davidson's avatar
      717cc4b8
    • Sheila's avatar
      Wisp cleanup · 11c9277c
      Sheila authored
      11c9277c
    • Sheila's avatar
      Necrotic minions killed by Chill of the Tomb create wisps 100% of the time if... · 22d6ac96
      Sheila authored
      Necrotic minions killed by Chill of the Tomb create wisps 100% of the time if Will o' the Wisp is sustained. Synergy, very fun!
      22d6ac96
    • Hachem_Muche's avatar
      Added support for .crit_power (percent) field to weapon combat, which adds to... · 53c9f1c8
      Hachem_Muche authored
      Added support for .crit_power (percent) field to weapon combat, which adds to the 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.
      53c9f1c8
  5. Feb 18, 2017
    • DarkGod's avatar
      woops · c7509a2f
      DarkGod authored
      c7509a2f
    • DarkGod's avatar
    • DarkGod's avatar
      Merge branch 'HealBalancing' into 'master' · 827089aa
      DarkGod authored
      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
      827089aa
    • DarkGod's avatar
      Merge branch 'PoisonSanity' into 'master' · b8be8cc5
      DarkGod authored
      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
      b8be8cc5
    • DarkGod's avatar
      fixed cornacs bonus points · 373c7ee9
      DarkGod authored
      373c7ee9
    • DarkGod's avatar
      fix desc ;) · 9e033b31
      DarkGod authored
      9e033b31
    • DarkGod's avatar
      Merge branch 'Bulwark' into 'master' · a2986f06
      DarkGod authored
      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
      a2986f06
    • DarkGod's avatar
      bf034704
    • Hachem_Muche's avatar
      Nerfed Toxic Death Radius slightly · ba83ec79
      Hachem_Muche authored
      ba83ec79
    • Hachem_Muche's avatar
      Poison, Stoning Poison, and Deadly Poison, on merge automatically set their... · 23d4f996
      Hachem_Muche authored
      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 by default.
      
      Poisonous Bite is an unarmed attack (prevents stacking of weapon bonuses with built in multiplier).
      23d4f996
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