- Feb 14, 2017
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
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. 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: INSIDIUS_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) Eviceration 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.
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DarkGod authored
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DarkGod authored
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- Feb 13, 2017
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Buffed Shadowstrike multiplier. It also conserves the crit multiplier for a few turns after breaking stealth
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DarkGod authored
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DarkGod authored
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DarkGod authored
Cornacs get one more class and generic point every 10 levels
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DarkGod authored
Headhunter Headhunter I.D. Challenge Feasibility adjustments: Spawns demoted to random_elites (with 2 classes, drop 2 rares). Killing a target spawn causes all other NPC's to pause and untarget the player. Npcs lower than elite rank, or summons from a target spawn, may be killed without failing the quest. Spawns may be killed by party members or summons of party members, otherwise the quest will fail immediately if a spawn is killed by something else, or if the player exits the level. Fixed a bug in Mirror-Match boss placement. See merge request !385
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DarkGod authored
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- Feb 12, 2017
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Hachem_Muche authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Light Armor ego improvement This adds a bit more armor and life access to light armor egos as well as removing some egos that were cluttering the pool. Right now, Heavy armor has 5 egos, and they're almost all good. Light armor has 14 and almost all of them are comparably bad. Various misc redesigns as well. See merge request !382
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
ahah, I've got so many auto errors for that :) razakai if you read this at least it means lots of people are trying traps ;)
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DarkGod authored
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DarkGod authored
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- Feb 11, 2017
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Hachem_Muche authored
Spawns demoted to random_elites (with 2 classes, drop 2 rares). Killing a target spawn causes all other NPC's to pause and untarget the player. Npcs lower than elite rank, or summons from a target spawn, may be killed without failing the quest. Spawns may be killed by party members or summons of party members, otherwise the quest will fail immediately if a spawn is killed by something else, or if the player exits the level. Fixed a bug in Mirror-Match boss placement.
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- Feb 10, 2017
- Feb 09, 2017
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DarkGod authored
Archer Tweaks - Increased cooldown of Vault and Bull Shot - Concealment no longer increases damage of next Steady Shot. Instead allows next Archery Prowess shot to act as if the target is marked, and do increased damage - Aim now increases chance to mark - Called Shots and Volley can now be used without marks, at a lesser power - Increased cooldown and decreased cost of Sentinel. Potency of several other Archer debuffs has been improved to compensate - Pin Down no longer increases mark chance. Instead causes next marking shot to have 100% mark chance - Unlocked Mobility for Marauder - Slightly increased chance of Intuitive Shots. Lowered maximum scaling (primarily for NPCs) - Throwing Knives scale with Strength. Lethality will alter this to Cunning - Total Thuggery now also grants attack speed - Dirty Fighting deals improved damage, cuts immunities in half and is no longer usable by NPCs See merge request !384
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razakai authored
- Concealment no longer increases damage of next Steady Shot. Instead allows next Archery Prowess shot to act as if the target is marked, and do increased damage - Aim now increases chance to mark - Called Shots and Volley can now be used without marks, at a lesser power - Increased cooldown and decreased cost of Sentinel. Potency of several other Archer debuffs has been improved to compensate - Pin Down no longer increases mark chance. Instead causes next marking shot to have 100% mark chance - Unlocked Mobility for Marauder - Slightly increased chance of Intuitive Shots. Lowered maximum scaling (primarily for NPCs) - Throwing Knives scale with Strength. Lethality will alter this to Cunning - Total Thuggery now also grants attack speed - Dirty Fighting deals improved damage, cuts immunities in half and is no longer usable by NPCs
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