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More rogue updates 2

Hachem_Muche requested to merge Hachem_Muche/t-engine4:MoreRogueUpdates into master

Misc: Fixed bug incorrectly resetting the .__project_source in Actor:fireTalentCheck and Actor:iterCallbacks.

Added a new callback: "callbackOMeleeAttackBonuses" parallel to the existing "Combat:attackTargetWith:attackerBonuses" hook. Moved "callbackOMeleeAttack" callback to after "Combat:attackTargetWith" hook. (to be consistent with other parallel hooks/callbacks)

Talent descriptions automatically note talents that won't break stealth, for actors that know the Stealth talent.

Rescaled Stealth/Stealth detection and Trap Detection values to be more numerically similar to other scaled values like Power/Saves (no significant balance change).

Survival Tree: Talents have only 50% chance to be selected by Randbosses (per class) so fewer are immune to traps.

Heightened Senses: Removed resist unseen bonus. Reduced detect trap bonus (shared with Danger Sense).

Device Mastery: Removed trap detection. May disarm traps from level TL 1.

Track: Will not break stealth. Rescaled duration.

Danger Sense: Rewritten: Provides trap detection (shared with Heightened Senses) and some resistance to critical strikes. Provides defense against unseen attackers bonuses through a new attribute: "unseen_crit_defense" which reduces the crit power bonus of unseen attackers (and may be used for other effects). Provides a 2nd chance, using reduced resistance to resist resistable detrimental status effects.

Disarm Trap: Can disarm known traps even with no detection power.

ShadowStrike: ShadowStrike effect replaced with a new attribute "unseen_critical_power" This provides bonus crit power vs all targets that cannot see the attacker (in stealth or not, i.e. while invisible or the target is blind), but provides no persistent bonus when leaving stealth and requires being able to see the defender. The bonus decreases with range to target beyond 3. Applies only to direct attacks, preventing traps, status effects, etc. from getting bonus crit power from the summoner's stealth.

Trained Reactions: In addition to being able to trigger on all melee or ranged attacks, can trigger up to once each turn for another source of damage. Revised scaling of Stamina cost (slight increase) and damage reduction for the trigger to make sure higher talent levels are always more efficient.

Lacerating Strikes: energy loss of victims scales up (limit < 25% of a turn).

Throwing Knives: Range limited < 10.

Expose Weakness: Rewritten: Provides a modest permanent APR bonus. Melee attack damage nerfed. Provides a mental buff to the user (instead of a resistible physical debuff to the target) that may add either accuracy or bonus weapon damage and resistance penetration (for the melee weapons only) based on the success of the melee attack(s) (more effective for dual wielders).

Light Armour Training: Removed +% defense bonus. Rescaled and slightly buffed passive defense bonus (effectively 0.75 power). Nerfed mobile defense bonuse.

Second Wind: Stamina recovered rescaled (nerfed); depends on Strength and Willpower rather than a % of maximum.

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