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Restore ability to learn prodigies lol See merge request !485
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some foes cant be set to not count for incombat compute
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…as "actor.in_combat" and with callback "callbackOnCombat(state)" when status changes
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Bugs This is all very exciting. See merge request !481
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…nventoriesBy, findInAllWornInventoriesByObject, wornInventoryApplyAll
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Mastery fix Minor fixes/adjustments to combatDamage. The new formula may not be perfect but it does seem to be doing what its intended to do so I doubt any dramatic changes to it for 1.6 will be necessary. See merge request !476
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Nerf patrols Patrols are incredibly annoying right now. They can be anywhere from a pushover to several times stronger than anything else at your current level, and they tend to cluster and block off areas like sandworm making you run back and forth until they move because the risk isn't worth it. Experienced players solve this by just pre-casting Movement Infusion before they enter the world map. Everyone else just suffers. Still, there is value in the mechanic, the challenge of patrols is interesting and they're a unique loot source for builds that want to manage the risk. The only real problem is how tedious avoiding them is. This cuts the Orc and Adventurer patrol movements to 50% so you can outmaneuver them without silly move speed gimmicks. If this is for some reason unacceptable, another method would be to open up parts of the world map a bit so there aren't so many chokes where avoiding a patrol at 100% move speed is not guaranteed to be possible. Honestly, maybe we should just do both. See merge request !468
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Conflicts: game/modules/tome/class/Game.lua
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Prevent the upgraded Cloak of Deception state from all possibility of removal Cap Aether Beam at hitting the same target more than 3 times in one turn to avoid rare scenarios where it can hit 4-7 times Fix Telekinetic Smash tactical table
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Fix Prismatic Rune damage type
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…r a dagger to a staff or a plate armour to a robe!
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Force archery weapons Add a force parameter to archeryAquireTarget and archeryShoot that lets you override the weapons used See merge request !477
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Ghoul update Ghoul is one of my favorite races design-wise, but has been held back by being, well, fucking terrible. This is update along with the inscription changes should hopefully help them be on par with other races. Ghoul: 50% damage cap baselined. Ghoul has too much generic tax right now, and the 50% damage cap is very useful early game where you risk getting double turned by 100+ damage L3 casters. Retch: Duration fixed to 10. Basically a straight nerf, as the old duration passes this at 2 points. We don't need that much power in one talent nor do we need 20 duration floor effects on highly scaled NPCs. Gnaw: Cooldown from 15 to 10, damage raised considerably, stat reduction removed, disease damage increased, ghoul spawn available at TL1. These changes are to make this talent a bigger part of the class focus. Now you get it immediately when you get your 4th talent (unlike now where its not exciting at all) and the damage is high enough to make it a passable melee strike. Passable enough that you'll be happy to use it when your better class strikes are off cooldown. The spawned ghouls have been carefully tuned. Now they will consistently have the physical power, accuracy, and AI to actually make use of their talents. Various stats are also adjusted. Bite Poison and Retch are removed, but they can still cause Gnaw chain reactions which are hilarious. See merge request !478
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Fix tooltip
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Update some Gnaw ghoul properties Update the Ghoul Rot effect
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Change Gnaw and the summoned ghoul significantly
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…ride the weapons used
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Remove the 10% damage penalty and 1.04 exponent bonus from weapon damage