- Feb 20, 2017
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Sheila authored
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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
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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
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DarkGod authored
Switched Pulverizing Auger and Stone Skin spots
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- Feb 19, 2017
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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.
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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
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Chris Davidson authored
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Sheila authored
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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!
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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.
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- Feb 18, 2017
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DarkGod authored
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DarkGod authored
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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
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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
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DarkGod authored
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DarkGod authored
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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
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DarkGod authored
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Hachem_Muche authored
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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).
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- Feb 17, 2017
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
Rescale Shield Wall to have much less armor and defense overall, especially early game, and tie it more tightly to Dexterity Add a block value bonus to Shield Wall Reduce Shield Wall cooldown from 30 to 8 Reduce Last Stand cooldown from 30 to 6
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Chris Davidson authored
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Chris Davidson authored
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stuntofthelitter authored
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stuntofthelitter authored
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DarkGod authored
Armor defense Defense: A year ago or so Combat Accuracy was updated to use a standard scaling function instead of TL*10, which was resulting in highly scaled NPCs getting 200-400+ accuracy from one talent, thus completely destroying the defense stat. As it turns out, combatBaseAttack was not calling getAttack at all and just multiplying the talent level by 10. The tooltip showed the update but it never actually happened. This formula matches TL*10 decently well for most of the early/mid game scaling up to TL7 or so, but at higher levels of scaling it is a *massive* nerf. Which is needed because as it turns accuracy regularly passing 90-120 on higher difficulties is kind of dumb. I suspect this formula is still hitting the very high end cases a bit too hard, but we can revisit that if needed. Defense should be much, MUCH more viable now. Heavy Armor Training: Updated to use a scaling function instead of TL*1.4*Armor type mod. The new values closely match the old ones for TL1-5 but are nerfed slightly, mostly in the crit avoidance part. The main impact of this is avoiding randbosses being generated with insane armor, and general mechanical consistency. The vast majority of NPC armor as is comes from this talent and Shield Wall. See merge request !389
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Chris Davidson authored
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Chris Davidson 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
Rogue misc Toxic Death: Radius increased and chance is always 100%. This is a very tame effect and buffing it makes the "lesser" poison options of Volatile and Leeching a bit less niche. Trained Reactions: Cooldown to 0. This was intended to be a passive and thus immune to debuff stripping, but since it forces you to use stamina there are potentially situations you want to turn it off. Ideally, this should just be made immune to sustain removal, but I'm not sure if theres a way to do that? Blade Flurry: Adjacent enemy damage to 100% at all ranks. Endgame this is mostly a scaler you use when you have a lot of spare stamina, this makes it more useful early/mid for minor AoE. Snap: Stamina cost halved to 25 and cooldown reduced from 50 to 30. With fixed cooldown existing now and various other changes there is no need for this to be so expensive. See merge request !387
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DarkGod authored
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DarkGod authored
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DarkGod authored
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Sheila authored
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