Commit 9a268bb9b3f29cdb136b53ccf1da1bfc7e916016

Authored by Chris Davidson
1 parent 1d262ae9

Minor fixes

... ... @@ -116,8 +116,8 @@ newEntity{
116 116 wielder = {
117 117 combat_spellpower = resolvers.mbonus_material(5, 3),
118 118 combat_def = resolvers.mbonus_material(15, 10),
119   - damage_shield_penetrate = resolvers.mbonus_material(30, 10),
120   - shield_factor=resolvers.mbonus_material(20, 5),
  119 + damage_shield_penetrate = resolvers.mbonus_material(20, 10),
  120 + shield_factor=resolvers.mbonus_material(15, 5),
121 121 },
122 122 }
123 123
... ...
... ... @@ -98,7 +98,7 @@ newTalent{
98 98 local speed = t.getPassiveSpeed(self, t)
99 99 return ([[Unleash raw, chaotic elemental damage upon your enemy.
100 100 You strike your enemy for %d%% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
101   - Additionally, you will cause a burst that deals %0.2f of that damage to enemies in radius %d, regardless of if you hit with the blow.
  101 + Additionally, you will cause a burst that deals %0.2f of that damage to creatures in radius %d, regardless of if you hit with the blow.
102 102 Levels in Prismatic Slash increase your Physical and Mental attack speeds by %d%%.
103 103
104 104 This talent will also attack with your shield, if you have one equipped.]]):format(100 * self:combatTalentWeaponDamage(t, 1.2, 2.0), burstdamage, radius, 100*speed)
... ...
... ... @@ -195,9 +195,7 @@ uberTalent{
195 195 #YELLOW#Mind:#LAST# Confuses (power %d%%) for 5 turns.
196 196
197 197 Each effect can only happen once per 12 player turns. This does not count as a typical cooldown.
198   -
199 198 The damage and effect power increase with your Cunning, the threshold with your level, and the apply power is the highest of your mind or spell power.
200   -
201 199 %s]])
202 200 :format(t.getThreshold(self, t), t.getDamage(self, t), self:getTalentRadius(t), t.getAcid(self, t), blight_dam, blight_disease, t.getDarkness(self, t), t.getTemporal(self, t), t.getMind(self, t), str)
203 201 end,
... ... @@ -265,7 +263,7 @@ uberTalent{
265 263 range = 10,
266 264 radius = 3,
267 265 getThreshold = function(self, t) return 16*self.level end,
268   - getDamage = function(self, t) return self:combatStatScale("cun", 10, 250) end,
  266 + getDamage = function(self, t) return self:combatStatScale("cun", 10, 350) end,
269 267 doProject = function(self, t, damtype, part)
270 268 local tgts = {}
271 269 -- Find everything nearby and pick one at random
... ... @@ -282,11 +280,6 @@ uberTalent{
282 280 local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, friendlyfire=false, talent=t}
283 281 game.level.map:particleEmitter(target.x, target.y, tg.radius, part, {radius=tg.radius})
284 282 self:projectSource(tg, target.x, target.y, damtype, t.getDamage(self, t), nil, t)
285   - --self:projectSource(tg, target.x, target.y, function(tx, ty)
286   - -- local target = game.level.map(tx, ty, Map.ACTOR)
287   - -- if not target or target == self then return end
288   - -- DamageType:get(damtype).projector(self, tx, ty, damtype, t.getDamage(self, t))
289   - --end)
290 283 end,
291 284 callbackOnRest = function(self, t) self.elemental_surge = nil end, -- No storing damage out of combat
292 285 callbackOnRun = function(self, t) self.elemental_surge = nil end,
... ... @@ -354,16 +347,15 @@ uberTalent{
354 347 return ([[Surround yourself with an elemental aura that stores damage you deal.
355 348 Whenever you have stored %d damage of one type you unleash a powerful blast at a random enemy dealing %d damage of that type in radius %d and granting you one of the following effects:
356 349
357   - Physical: Cleanse 1 physical debuff and grant immunity to physical debuffs for 2 turns.
  350 + Physical: Cleanses 1 physical debuff and grant immunity to physical debuffs for 2 turns.
358 351 #PURPLE#Arcane:#LAST# Increases your mind and spell action speeds by 30%% for 3 turns.
359 352 #LIGHT_RED#Fire:#LAST# Increases all damage dealt by %d%% for 3 turns.
360   - #1133F3#Cold:#LAST# Turn your skin into ice for 3 turns increasing armor by %d and dealing %d ice damage to attackers.
  353 + #1133F3#Cold:#LAST# Turns your skin into ice for 3 turns increasing armor by %d and dealing %d ice damage to attackers.
361 354 #ROYAL_BLUE#Lightning:#LAST# Increases your movement speed by %d%% for 3 turns.
362   - #YELLOW#Light:#LAST# Reduce all cooldowns by 20%% for 3 turns.
363   - #LIGHT_GREEN#Nature:#LAST# Cleanse 1 magical debuff and grant immunity to magical debuffs for 2 turns.
  355 + #YELLOW#Light:#LAST# Reduces all cooldowns by 20%% for 3 turns.
  356 + #LIGHT_GREEN#Nature:#LAST# Cleanses 1 magical debuff and grant immunity to magical debuffs for 2 turns.
364 357
365 358 Each effect can only happen once per 12 player turns. This does not count as a typical cooldown.
366   -
367 359 The damage and some effect powers increase with your Cunning and the threshold with your level.
368 360 %s]])
369 361 :format(t.getThreshold(self, t), t.getDamage(self, t), self:getTalentRadius(t), t.getFire(self, t), cold.armor, cold.dam, t.getLightning(self, t), str)
... ...
... ... @@ -140,8 +140,7 @@ uberTalent{
140 140 Lava is created in radius 3 around the impact dealing %0.2f fire damage per turn for 8 turns. This will overwrite tiles that already have modified terrain.
141 141 You and your allies take no damage from either effect.
142 142
143   - Additionally, your fire damage and penetration will now use your highest type if that value would be greater.
144   -
  143 + Additionally, your fire damage bonus and resistance penetration is set to your current highest damage bonus and resistance penetration. This applies to all fire damage you deal.
145 144 The damage scales with your Spellpower or Mindpower.]])
146 145 :format(damDesc(self, DamageType.FIRE, dam), damDesc(self, DamageType.PHYSICAL, dam), damDesc(self, DamageType.FIRE, t.getLava(self, t)))
147 146 end,
... ...
... ... @@ -78,7 +78,13 @@ newEntity{ define_as = "BROTOQ",
78 78
79 79 -- Remove free melee; poor brotoq
80 80 forbid_corrupted_strength_blow = 0,
81   -
  81 + -- Override the recalculated AI tactics to avoid problematic kiting in the early game
  82 + on_added_to_level = function(self)
  83 + if self.level <= 16 then
  84 + self.ai_tactic.escape = 0
  85 + end
  86 + end,
  87 +
82 88 on_die = function(self, who)
83 89 game.player:resolveSource():setQuestStatus("start-dwarf", engine.Quest.COMPLETED, "brotoq")
84 90 end,
... ...