v1.2.0: balance changes to T3 talents, plus bugfix for shared upgrades

This commit is contained in:
Evan Debenham 2022-03-04 14:06:23 -05:00
parent dea75db5d5
commit 13548eb423
7 changed files with 12 additions and 17 deletions

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@ -529,11 +529,11 @@ actors.hero.talent.strongman.title=strongman
actors.hero.talent.strongman.desc=_+1:_ The Warrior's strength is _increased by 8%_, rounded down.\n\n_+2:_ The Warrior's strength is _increased by 13%_, rounded down.\n\n_+3:_ The Warrior's strength is _increased by 18%_, rounded down. actors.hero.talent.strongman.desc=_+1:_ The Warrior's strength is _increased by 8%_, rounded down.\n\n_+2:_ The Warrior's strength is _increased by 13%_, rounded down.\n\n_+3:_ The Warrior's strength is _increased by 18%_, rounded down.
actors.hero.talent.endless_rage.title=endless rage actors.hero.talent.endless_rage.title=endless rage
actors.hero.talent.endless_rage.desc=_+1:_ The Berserker can reach a max of _115% rage_.\n\n_+2:_ The Berserker can reach a max of _130% rage_.\n\n_+3:_ The Berserker can reach a max of _145% rage_.\n\nNote that rage above 100% will not grant more than +50% damage. actors.hero.talent.endless_rage.desc=_+1:_ The Berserker can reach a max of _110% rage_.\n\n_+2:_ The Berserker can reach a max of _120% rage_.\n\n_+3:_ The Berserker can reach a max of _130% rage_.\n\nNote that rage above 100% will not grant more than +50% damage.
actors.hero.talent.berserking_stamina.title=berserking stamina actors.hero.talent.berserking_stamina.title=berserking stamina
actors.hero.talent.berserking_stamina.desc=_+1:_ The Berserker gains _25% more shield_ when berserking, and the berserking cooldown is reduced to _1.67 levels_ from 2.\n\n_+2:_ The Berserker gains _50% more shield_ when berserking, and the berserking cooldown is reduced to _1.33 levels_ from 2.\n\n_+3:_ The Berserker gains _75% more shield_ when berserking, and the berserking cooldown is reduced to _1 level_ from 2. actors.hero.talent.berserking_stamina.desc=_+1:_ The Berserker gains _25% more shield_ when berserking, and the berserking cooldown is reduced to _1.67 levels_ from 2.\n\n_+2:_ The Berserker gains _50% more shield_ when berserking, and the berserking cooldown is reduced to _1.33 levels_ from 2.\n\n_+3:_ The Berserker gains _75% more shield_ when berserking, and the berserking cooldown is reduced to _1 level_ from 2.
actors.hero.talent.enraged_catalyst.title=enraged catalyst actors.hero.talent.enraged_catalyst.title=enraged catalyst
actors.hero.talent.enraged_catalyst.desc=_+1:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _17% more often_ at 100% rage.\n\n_+2:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _33% more often_ at 100% rage.\n\n_+3:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _50% more often_ at 100% rage. actors.hero.talent.enraged_catalyst.desc=_+1:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _15% more often_ at 100% rage.\n\n_+2:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _30% more often_ at 100% rage.\n\n_+3:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _45% more often_ at 100% rage.
actors.hero.talent.cleave.title=cleave actors.hero.talent.cleave.title=cleave
actors.hero.talent.cleave.desc=_+1:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _15 turns_.\n\n_+2:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _30 turns_.\n\n_+3:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _45 turns_. actors.hero.talent.cleave.desc=_+1:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _15 turns_.\n\n_+2:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _30 turns_.\n\n_+3:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _45 turns_.
@ -585,7 +585,7 @@ actors.hero.talent.shield_battery.title=shield battery
actors.hero.talent.shield_battery.desc=_+1:_ The Mage can self-target with a wand to convert all of its charges into shielding at a rate of _4% max HP per charge_.\n\n_+2:_ The Mage can self-target with a wand to convert all of its charges into shielding at a rate of _6% max HP per charge_. actors.hero.talent.shield_battery.desc=_+1:_ The Mage can self-target with a wand to convert all of its charges into shielding at a rate of _4% max HP per charge_.\n\n_+2:_ The Mage can self-target with a wand to convert all of its charges into shielding at a rate of _6% max HP per charge_.
actors.hero.talent.empowering_scrolls.title=empowering scrolls actors.hero.talent.empowering_scrolls.title=empowering scrolls
actors.hero.talent.empowering_scrolls.desc=_+1:_ When the Mage reads a scroll, his next two wand zaps will get _+1 level_.\n\n_+2:_ When the Mage reads a scroll, his next two wand zaps will get _+2 levels_.\n\n_+3:_ When the Mage reads a scroll, his next two wand zaps will get _+3 levels_. actors.hero.talent.empowering_scrolls.desc=_+1:_ When the Mage reads a scroll, his next _one wand zap_ will get +3 levels.\n\n_+2:_ When the Mage reads a scroll, his next _two wand zaps_ will get +3 levels.\n\n_+3:_ When the Mage reads a scroll, his next _three wand zaps_ will get +3 levels.
actors.hero.talent.ally_warp.title=ally warp actors.hero.talent.ally_warp.title=ally warp
actors.hero.talent.ally_warp.desc=_+1:_ The Mage can tap an ally to instantly swap places with them, with a _2 tile range_.\n\n_+2:_ The Mage can tap an ally to instantly swap places with them, with a _4 tile range_.\n\n_+3:_ The Mage can tap an ally to instantly swap places with them, with a _6 tile range_.\n\nThe Mage cannot swap places with immobile allies. actors.hero.talent.ally_warp.desc=_+1:_ The Mage can tap an ally to instantly swap places with them, with a _2 tile range_.\n\n_+2:_ The Mage can tap an ally to instantly swap places with them, with a _4 tile range_.\n\n_+3:_ The Mage can tap an ally to instantly swap places with them, with a _6 tile range_.\n\nThe Mage cannot swap places with immobile allies.
@ -646,7 +646,7 @@ actors.hero.talent.rogues_foresight.title=rogue's foresight
actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret. actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret.
actors.hero.talent.light_cloak.title=light cloak actors.hero.talent.light_cloak.title=light cloak
actors.hero.talent.light_cloak.desc=_+1:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _17% speed_.\n\n_+2:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _33% speed_.\n\n_+3:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _50% speed_. actors.hero.talent.light_cloak.desc=_+1:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _25% speed_.\n\n_+2:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _50% speed_.\n\n_+3:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _75% speed_.
actors.hero.talent.enhanced_rings.title=enhanced rings actors.hero.talent.enhanced_rings.title=enhanced rings
actors.hero.talent.enhanced_rings.desc=_+1:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _3 turns_.\n\n_+2:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _6 turns_.\n\n_+3:_When the Rogue uses an artifact, his rings gain +1 upgrade for _9 turns_. actors.hero.talent.enhanced_rings.desc=_+1:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _3 turns_.\n\n_+2:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _6 turns_.\n\n_+3:_When the Rogue uses an artifact, his rings gain +1 upgrade for _9 turns_.

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@ -145,7 +145,7 @@ public class Berserk extends Buff {
public void damage(int damage){ public void damage(int damage){
if (state == State.RECOVERING) return; if (state == State.RECOVERING) return;
float maxPower = 1f + 0.15f*((Hero)target).pointsInTalent(Talent.ENDLESS_RAGE); float maxPower = 1f + 0.1f*((Hero)target).pointsInTalent(Talent.ENDLESS_RAGE);
power = Math.min(maxPower, power + (damage/(float)target.HT)/3f ); power = Math.min(maxPower, power + (damage/(float)target.HT)/3f );
BuffIndicator.refreshHero(); //show new power immediately BuffIndicator.refreshHero(); //show new power immediately
powerLossBuffer = 3; //2 turns until rage starts dropping powerLossBuffer = 3; //2 turns until rage starts dropping

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@ -38,7 +38,7 @@ public class ScrollEmpower extends Buff {
private int left; private int left;
public void reset(){ public void reset(){
left = 2; left = Dungeon.hero.pointsInTalent(Talent.EMPOWERING_SCROLLS);
Item.updateQuickslot(); Item.updateQuickslot();
} }
@ -67,7 +67,7 @@ public class ScrollEmpower extends Buff {
@Override @Override
public float iconFadePercent() { public float iconFadePercent() {
return Math.max(0, (2f - left) / 2f); return Math.max(0, (3f - left) / 3f);
} }
@Override @Override
@ -96,11 +96,6 @@ public class ScrollEmpower extends Buff {
@Override @Override
public void restoreFromBundle(Bundle bundle) { public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle); super.restoreFromBundle(bundle);
//pre-1.1.0 saves
if (bundle.contains(LEFT)){
left = bundle.getInt(LEFT); left = bundle.getInt(LEFT);
} else {
left = 2;
}
} }
} }

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@ -141,7 +141,7 @@ public class SnipersMark extends FlavourBuff implements ActionIndicator.Action {
if (cell == -1) return; if (cell == -1) return;
bow.sniperSpecial = true; bow.sniperSpecial = true;
bow.sniperSpecialBonusDamage = level*Dungeon.hero.pointsInTalent(Talent.SHARED_UPGRADES)/15f; bow.sniperSpecialBonusDamage = level*Dungeon.hero.pointsInTalent(Talent.SHARED_UPGRADES)/10f;
arrow.cast(hero, cell); arrow.cast(hero, cell);
detach(); detach();

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@ -227,7 +227,7 @@ public class CloakOfShadows extends Artifact {
turnsToCharge /= RingOfEnergy.artifactChargeMultiplier(target); turnsToCharge /= RingOfEnergy.artifactChargeMultiplier(target);
float chargeToGain = (1f / turnsToCharge); float chargeToGain = (1f / turnsToCharge);
if (!isEquipped(Dungeon.hero)){ if (!isEquipped(Dungeon.hero)){
chargeToGain *= 0.5f*Dungeon.hero.pointsInTalent(Talent.LIGHT_CLOAK)/3f; chargeToGain *= 0.75f*Dungeon.hero.pointsInTalent(Talent.LIGHT_CLOAK)/3f;
} }
partialCharge += chargeToGain; partialCharge += chargeToGain;
} }

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@ -332,7 +332,7 @@ public abstract class Wand extends Item {
} }
if (charger.target.buff(ScrollEmpower.class) != null){ if (charger.target.buff(ScrollEmpower.class) != null){
lvl += Dungeon.hero.pointsInTalent(Talent.EMPOWERING_SCROLLS); lvl += 3;
} }
WandOfMagicMissile.MagicCharge buff = charger.target.buff(WandOfMagicMissile.MagicCharge.class); WandOfMagicMissile.MagicCharge buff = charger.target.buff(WandOfMagicMissile.MagicCharge.class);

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@ -362,7 +362,7 @@ abstract public class Weapon extends KindOfWeapon {
if (attacker instanceof Hero && ((Hero) attacker).hasTalent(Talent.ENRAGED_CATALYST)){ if (attacker instanceof Hero && ((Hero) attacker).hasTalent(Talent.ENRAGED_CATALYST)){
Berserk rage = attacker.buff(Berserk.class); Berserk rage = attacker.buff(Berserk.class);
if (rage != null) { if (rage != null) {
multi += (rage.rageAmount() / 6f) * ((Hero) attacker).pointsInTalent(Talent.ENRAGED_CATALYST); multi += (rage.rageAmount() * 0.15f) * ((Hero) attacker).pointsInTalent(Talent.ENRAGED_CATALYST);
} }
} }
if (attacker.buff(Talent.SpiritBladesTracker.class) != null if (attacker.buff(Talent.SpiritBladesTracker.class) != null