- Apr 13, 2017
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DarkGod authored
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DarkGod authored
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DarkGod authored
Saves update Updated Actor.on_set_temporary_effect to use Combat:checkHitOld instead of Combat:checkHit, which uses a broader curve when making saves for temporary effects. This results in saves for temporary effects (when .apply_power is set) always having a chance both to succeed or to fail, and bonuses to save values are always useful (more is always better) regardless of the power of the attack saved against. In addition, if a save is failed, there is always a chance to reduce the duration of the effect, even if the save is less than the applied power. The expected duration on a failed save steadily decreases as a save increases versus the power applied. (This is an evolution of the changess discussed in http://forums.te4.org/viewtopic.php?f=36&t=36715.) The effect of saves on durations can be easily tuned by modifying the variables mean_fact and std_dev as documented in the code. Overall, these changes are a modest buff to saves against temporary effects, while making them less reliable at high values. This should help curb chain CC issues that can happen against higher level NPCs, since not all effects will land with full duration, while helping prevent effective immunity for the same NPCs. Additional Fixes: The duration of an existing effect will not be reduced by setting a new effect with a shorter duration (controlled by on_merge for some effects). This means that an effect will not be removed if you save against another application of the same effect. Examples (these values can be tuned): 80 save vs 60 power (end game levels): Current: 95% chance to save. Save duration 100% (Always reduces duration to 0 even on a failed save.) As proposed: 76% chance to save. Mean save duration is ~26% increasing save from 20 to 30 vs 50 power: Current: 5% -> 5% (no change) chance to save, save duration 100% -> 100% (no change) As proposed: 15% -> 21% chance to save, Mean save duration 94% -> 86% increasing save from 45 to 55 vs 50 power: Current: 38% -> 63% chance to save, save duration 100% -> 75% As proposed: 40% -> 60% chance to save, Mean save duration 66% -> 44% See merge request !448
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- Apr 12, 2017
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DarkGod authored
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- Apr 10, 2017
- Apr 08, 2017
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DarkGod authored
Additional Melee Scaling Updated Combat:combatDamage to add total weapon stat bonuses to the combatDamagPower (affecting the multiplier). The effect is to curb runaway scaling of very high stat bonuses (e.g. Temporal Hounds, etc.) while restoring most combat damage to previous levels. Added an extra line in the Character sheet (active when debug mode is enabled) showing the original combat damage for comparison. (This is intended to be temporary -- remove the marked code after rescaling of melee damage is set.) See merge request !451
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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
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- Apr 07, 2017
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Hachem_Muche authored
Updated Combat:combatDamage to add total weapon stat bonuses to the combatDamagePower (affecting the multiplier). The effect is to curb runaway scaling of very high stat bonuses (e.g. Temporal Hounds, etc.) while restoring most combat damage to previous levels. Added an extra line in the Character sheet (active when debug mode is enabled) showing the original combat damage for comparison. (This is intended to be temporary -- remove the marked code after rescaling of melee damage is set.)
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- Apr 06, 2017
- Apr 05, 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
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DarkGod authored
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DarkGod authored
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DarkGod authored
Fix Portal-Vault Fix upvalue issue causing a crash on reloading a map with a portal-vault. See merge request !449
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Hachem_Muche authored
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DarkGod authored
Melee Damage Scaling This replaces the previous MR: !333 Stats boosting weapon damage go through correct scaling (in Combat:combatDamage) when calculating weapon damage. Weapon damage range is applied before armor and deflection effects rather than after. The main gameplay effects are: A nerf (statistically) to armor values (~10-15%, depending on the weapon). Provides a much "smoother" transition from high armor targets being invulnerable to taking full damage. Makes the damage range of a weapon a significant consideration for the player as a means to overcome high armor values in some NPC's. Added/clarified combat messages produced by Combat:attackTargetWith function. Renamed "Reshape Armor/Weapon" to "Form and Function" and slightly buffed it's weapon damage bonus. This bonus is added to weapon damage in Combat:combatDamage to prevent it from bypassing scaling functions. See merge request !368
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DarkGod authored
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DarkGod authored
Disabled portal greater vault as it keeps on bugging weirdly
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- Apr 04, 2017
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Hachem_Muche authored
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Hachem_Muche authored
Updated Actor.on_set_temporary_effect to use Combat:checkHitOld instead of Combat:checkHit, which uses a broader curve when making saves for temporary effects. This results in saves for temporary effects (when .apply_power is set) always having a chance both to succeed or to fail, and bonuses to save values are always useful (more is always better) regardless of the power of the attack saved against. In addition, if a save is failed, there is always a chance to reduce the duration of the effect, even if the save is less than the applied power. The expected duration on a failed save steadily decreases as a save increases versus the power applied. (This is an evolution of the changess discussed in http://forums.te4.org/viewtopic.php?f=36&t=36715.) The effect of saves on durations can be easily tuned by modifying the variables mean_fact and std_dev as documented in the code. Overall, these changes are a modest buff to saves against temporary effects, while making them less reliable at high values. This should help curb chain CC issues that can happen against higher level NPCs, since not all effects will land with full duration, while helping prevent effective immunity for the same NPCs. Additional Fixes: The duration of an existing effect will not be reduced by setting a new effect with a shorter duration (controlled by on_merge for some effects). This means that an effect will not be removed if you save against another application of the same effect.
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- Apr 01, 2017
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Hachem_Muche authored
Spellhunt remnants drain arcane resources when worn and are very annoying to arcane users. (Makes swap cheese painful.) Antimagic displays its casting penalties in its description.
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DarkGod authored
- Mar 31, 2017
- Mar 30, 2017
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DarkGod authored
Skirmisher Buffs Some basic Skirmisher buffs so they're not utterly outshined by new-Archer. - Buckler Training gives some armor hardiness and armor. Basically this means that they only have a bit less armor than their 1.4.9 iteration rather than being outright nerfed - Hurricane Shot deals about 50% more damage so their AoE is less dreadful. Actually hits pretty hard now - Changed Tireless Combatant to use strdex requirement like Combat Veteran to discourage having to hoard +wil items for requirements See merge request !426
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DarkGod authored
Windtouched Speed Requirements and Antimagic anorithil rewards Lowered needed equilibrium-using talents from 20 to 10 to make it less restrictive so non-wilders can realistically achieve this otherwise decent prodigy. Originally planned for 15, but as it doesn't count passives it's still a massive amount for anyone that isn't a wilder. Changed Biofeedback for Resonance Field in antimagic anorithil escort rewards. Biofeedback is an awful reward that is useless in almost all cases, changed it to Resonance Field which is a 50% shield that requires you to get hit to activate anyways, far from overpowered, but should be a nice little buff and more of a choice now, should help solis save generics as well. This was in a previous unmerged MR, so now it's in this one. See merge request !435
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DarkGod authored
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DarkGod authored
Brawler equipment fix Currently applyRandomClass only copies specific things from the copy descriptor table in its apply_resolvers functions, making it impossible to set misc flags there. Misc properties put there are copied to player characters and such so I'm assuming this is an oversight and made it copy the entire table. Brawler NPCs like to equip weapons in their inventory since their hands are empty in onAddedToLevel, so this uses the above to add a no_npc_weapon_equip flag to the Brawler descriptors. See merge request !440
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