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  1. Feb 22, 2017
    • Hachem_Muche's avatar
      Nerf Assasin Lord talent levels. Shadowblade talents phase in more gradually,... · 27e4022c
      Hachem_Muche authored
      Nerf Assasin Lord talent levels.  Shadowblade talents phase in more gradually, mainly on higher difficulties, since he has enough Mag stat to actually learn them now.
      
      Nerf rogue sapper talent levels: Weaker melee and less stealth, reflecting updated changes to rogue talents.
      27e4022c
    • DarkGod's avatar
      Merge branch 'LogFix' into 'master' · a0f11f57
      DarkGod authored
      Remove extra log messages for weapon procs
      
      Removes the ITEM_ damage types from the combat log and touches up some misc numbers and displays on them.
      
      I kept the item proc melee_project damage types out of the combat log for a reason.  They are essentially hacky ways of having a special_on_hit variant that can scale its chance and power with how many items have it.  It was left in the melee_project table mostly because the stuff I was revising was already there, I was just changing how it worked to be normalized, how it was displayed to convey more information (30 arcane silence?  what is that?), and removing the actual damage done in part to clean up the combat log.
      
      Technically this should be its own special proc system, and that should be changed eventually as there are some other consequences of this method that have come up (block damage types, wielder and combat table not summing in intuitive ways).  I'm not surprised someone got confused and added these to the logs as it really was a silly way to do it.  I don't have time to fix this right now, though.
      
      The display of these effects is already handled by the messages setEffect gives.  Putting special combat log entries is the equivalent of putting <20% chance to cast Nova rank 5> in the combat log when making unarmed attacks with Storm Bringer Gauntlets.  We only need to display this when the proc goes off, and the engine already handles that.  As is, my combat log is completely unreadable.
      
      See merge request !402
      a0f11f57
    • DarkGod's avatar
      New visuals for Aim, Exploit Weakness, Pace Yourself, Rapidshot, Explosive... · 61fb64a7
      DarkGod authored
      New visuals for Aim, Exploit Weakness, Pace Yourself, Rapidshot, Explosive Shot, Perfect strike and Trueshot
      61fb64a7
    • Chris Davidson's avatar
      Remove extra log messages for weapon procs · e0fdb12c
      Chris Davidson authored
      Clarify weapon proc descriptions and change a few numbers
      e0fdb12c
  2. Feb 21, 2017
  3. Feb 20, 2017
    • Hachem_Muche's avatar
      Minor scaling corrections: · 6bf1b434
      Hachem_Muche authored
      Animus Hoarder: extra soul chance (nerf), Shield Expertise: save bonuses
      6bf1b434
    • 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
  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
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