v0.9.0b: balance tweaks to tier one talents
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@ -319,9 +319,9 @@ actors.hero.talent.test_subject.desc=_+1:_ Whenever he identifies a potion by us
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actors.hero.talent.iron_will.title=iron will
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actors.hero.talent.iron_will.title=iron will
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actors.hero.talent.iron_will.desc=_+1:_ The max shield provided by the Warrior's seal is _increased by 1_.\n\n_+2:_ The max shield provided by the Warrior's seal is _increased by 2_.
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actors.hero.talent.iron_will.desc=_+1:_ The max shield provided by the Warrior's seal is _increased by 1_.\n\n_+2:_ The max shield provided by the Warrior's seal is _increased by 2_.
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actors.hero.talent.energizing_meal.title=energizing meal
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actors.hero.talent.energizing_meal.title=energizing meal
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actors.hero.talent.energizing_meal.desc=_+1:_ Eating food grants the Mage _4 turns of wand recharging_.\n\n_+2:_ Eating food grants the Mage _6 turns of wand recharging_.
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actors.hero.talent.energizing_meal.desc=_+1:_ Eating food grants the Mage _5 turns of wand recharging_.\n\n_+2:_ Eating food grants the Mage _8 turns of wand recharging_.
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actors.hero.talent.scholars_intuition.title=scholar's intuition
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actors.hero.talent.scholars_intuition.title=scholar's intuition
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actors.hero.talent.scholars_intuition.desc=_+1:_ The Mage identifies wands _2x faster_.\n\n_+2:_ The Mage identifies wands _when he uses them_.
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actors.hero.talent.scholars_intuition.desc=_+1:_ The Mage identifies wands _3x faster_.\n\n_+2:_ The Mage identifies wands _when he uses them_.
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actors.hero.talent.tested_hypothesis.title=tested hypothesis
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actors.hero.talent.tested_hypothesis.title=tested hypothesis
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actors.hero.talent.tested_hypothesis.desc=_+1:_ Whenever he identifies a scroll by using it, the Mage gains _6 shielding_.\n\n_+2:_ Whenever he identifies a scroll by using it, the Mage gains _9 shielding_.
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actors.hero.talent.tested_hypothesis.desc=_+1:_ Whenever he identifies a scroll by using it, the Mage gains _6 shielding_.\n\n_+2:_ Whenever he identifies a scroll by using it, the Mage gains _9 shielding_.
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actors.hero.talent.energizing_upgrade.title=energizing upgrade
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actors.hero.talent.energizing_upgrade.title=energizing upgrade
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@ -331,15 +331,15 @@ actors.hero.talent.rationed_meal.desc=_+1:_ Eating food gives the Rogue _15% mor
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actors.hero.talent.thiefs_intuition.title=thief's intuition
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actors.hero.talent.thiefs_intuition.title=thief's intuition
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actors.hero.talent.thiefs_intuition.desc=_+1:_ The Rogue identifies rings _2x faster_, and identifies the type of a ring _when he equips it_.\n\n_+2:_ The Rogue identifies rings _when he equips them_, and identifies the type of a ring _when he picks it up_.
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actors.hero.talent.thiefs_intuition.desc=_+1:_ The Rogue identifies rings _2x faster_, and identifies the type of a ring _when he equips it_.\n\n_+2:_ The Rogue identifies rings _when he equips them_, and identifies the type of a ring _when he picks it up_.
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actors.hero.talent.sucker_punch.title=sucker punch
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actors.hero.talent.sucker_punch.title=sucker punch
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actors.hero.talent.sucker_punch.desc=_+1:_ The Rogue deals _1 bonus damage_ the first time he surprise attacks an enemy.\n\n_+2:_ The Rogue deals _1-2 bonus damage_ the first time he surprise attacks an enemy.
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actors.hero.talent.sucker_punch.desc=_+1:_ The Rogue deals _1-2 bonus damage_ the first time he surprise attacks an enemy.\n\n_+2:_ The Rogue deals _2 bonus damage_ the first time he surprise attacks an enemy.
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actors.hero.talent.mending_shadows.title=mending shadows
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actors.hero.talent.mending_shadows.title=mending shadows
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actors.hero.talent.mending_shadows.desc=_+1:_ The Rogue heals for 1 HP every _5 consecutive turns_ that he is hidden by his cloak.\n\n_+2:_ The Rogue heals for 1 HP every _3 consecutive turns_ that he is hidden by his cloak.
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actors.hero.talent.mending_shadows.desc=_+1:_ The Rogue heals for 1 HP every _5 consecutive turns_ that he is hidden by his cloak.\n\n_+2:_ The Rogue heals for 1 HP every _3 consecutive turns_ that he is hidden by his cloak.
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actors.hero.talent.invigorating_meal.title=invigorating meal
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actors.hero.talent.invigorating_meal.title=invigorating meal
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actors.hero.talent.invigorating_meal.desc=_+1:_ Eating food takes 1 turn and grants the Huntress _1 turn of haste_.\n\n_+2:_ Eating food takes 1 turn and grants the Huntress _2 turns of haste_.
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actors.hero.talent.invigorating_meal.desc=_+1:_ Eating food takes 1 turn and grants the Huntress _1 turn of haste_.\n\n_+2:_ Eating food takes 1 turn and grants the Huntress _2 turns of haste_.
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actors.hero.talent.survivalists_intuition.title=survivalist's intuition
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actors.hero.talent.survivalists_intuition.title=survivalist's intuition
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actors.hero.talent.survivalists_intuition.desc=_+1:_ The Huntress identifies all equipment _1.5x faster_.\n\n_+2:_ The Huntress identifies all equipment _2x faster_.
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actors.hero.talent.survivalists_intuition.desc=_+1:_ The Huntress identifies all equipment _1.75x faster_.\n\n_+2:_ The Huntress identifies all equipment _2.5x faster_.
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actors.hero.talent.followup_strike.title=followup strike
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actors.hero.talent.followup_strike.title=followup strike
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actors.hero.talent.followup_strike.desc=_+1:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _1-2 bonus damage_.\n\n_+2:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _2-3 bonus damage_
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actors.hero.talent.followup_strike.desc=_+1:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _2 bonus damage_.\n\n_+2:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _3 bonus damage_
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actors.hero.talent.natures_aid.title=nature's aid
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actors.hero.talent.natures_aid.title=nature's aid
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actors.hero.talent.natures_aid.desc=_+1:_ The Huntress gains 2 armor of barkskin for _4 turns_ when a plant is trampled in her vision.\n\n_+2:_ The Huntress gains 2 armor of barkskin for _6 turns_ when a plant is trampled in her vision.
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actors.hero.talent.natures_aid.desc=_+1:_ The Huntress gains 2 armor of barkskin for _4 turns_ when a plant is trampled in her vision.\n\n_+2:_ The Huntress gains 2 armor of barkskin for _6 turns_ when a plant is trampled in her vision.
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@ -121,8 +121,8 @@ public enum Talent {
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hero.sprite.emitter().burst( Speck.factory( Speck.HEALING ), hero.pointsInTalent(HEARTY_MEAL) );
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hero.sprite.emitter().burst( Speck.factory( Speck.HEALING ), hero.pointsInTalent(HEARTY_MEAL) );
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}
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}
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if (hero.hasTalent(ENERGIZING_MEAL)){
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if (hero.hasTalent(ENERGIZING_MEAL)){
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//4/6 turns of recharging
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//5/8 turns of recharging
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Buff.affect( hero, Recharging.class, 2*(1+hero.pointsInTalent(ENERGIZING_MEAL)) );
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Buff.affect( hero, Recharging.class, 2 + 3*(hero.pointsInTalent(ENERGIZING_MEAL)) );
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ScrollOfRecharging.charge( hero );
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ScrollOfRecharging.charge( hero );
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}
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}
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if (hero.hasTalent(RATIONED_MEAL)){
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if (hero.hasTalent(RATIONED_MEAL)){
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@ -139,16 +139,18 @@ public enum Talent {
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}
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}
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public static float itemIDSpeedFactor( Hero hero, Item item ){
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public static float itemIDSpeedFactor( Hero hero, Item item ){
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// 1.5x/2x speed with huntress talent
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// 1.75x/2.5x speed with huntress talent
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float factor = 1f + hero.pointsInTalent(SURVIVALISTS_INTUITION)/2f;
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float factor = 1f + hero.pointsInTalent(SURVIVALISTS_INTUITION)*0.75f;
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//otherwise 2x/3x speed (also ID instantly though)
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// 2x/instant for Warrior (see onItemEquipped)
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if (item instanceof MeleeWeapon || item instanceof Armor){
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if (item instanceof MeleeWeapon || item instanceof Armor){
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factor *= 1f + hero.pointsInTalent(ARMSMASTERS_INTUITION);
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factor *= 1f + hero.pointsInTalent(ARMSMASTERS_INTUITION);
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}
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}
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// 3x/instant for mage (see Wand.wandUsed())
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if (item instanceof Wand){
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if (item instanceof Wand){
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factor *= 1f + hero.pointsInTalent(SCHOLARS_INTUITION);
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factor *= 1f + 2*hero.pointsInTalent(SCHOLARS_INTUITION);
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}
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}
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// 2x/instant for rogue (see onItemEqupped), also id's type on equip/on pickup
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if (item instanceof Ring){
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if (item instanceof Ring){
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factor *= 1f + hero.pointsInTalent(THIEFS_INTUITION);
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factor *= 1f + hero.pointsInTalent(THIEFS_INTUITION);
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}
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}
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@ -178,7 +180,7 @@ public enum Talent {
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if (hero.hasTalent(Talent.SUCKER_PUNCH)
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if (hero.hasTalent(Talent.SUCKER_PUNCH)
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&& enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)
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&& enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)
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&& enemy.buff(SuckerPunchTracker.class) == null){
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&& enemy.buff(SuckerPunchTracker.class) == null){
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dmg += Random.IntRange(1 , hero.pointsInTalent(Talent.SUCKER_PUNCH));
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dmg += Random.IntRange(hero.pointsInTalent(Talent.SUCKER_PUNCH) , 2);
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Buff.affect(enemy, SuckerPunchTracker.class);
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Buff.affect(enemy, SuckerPunchTracker.class);
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}
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}
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@ -186,10 +188,7 @@ public enum Talent {
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if (hero.belongings.weapon instanceof MissileWeapon) {
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if (hero.belongings.weapon instanceof MissileWeapon) {
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Buff.affect(enemy, FollowupStrikeTracker.class);
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Buff.affect(enemy, FollowupStrikeTracker.class);
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} else if (enemy.buff(FollowupStrikeTracker.class) != null){
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} else if (enemy.buff(FollowupStrikeTracker.class) != null){
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dmg += Random.IntRange(1, 2);
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dmg += 1 + hero.pointsInTalent(FOLLOWUP_STRIKE);
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if (hero.pointsInTalent(FOLLOWUP_STRIKE) == 2){
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dmg += 1;
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}
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if (!(enemy instanceof Mob) || !((Mob) enemy).surprisedBy(hero)){
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if (!(enemy instanceof Mob) || !((Mob) enemy).surprisedBy(hero)){
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG, 0.75f, 1.2f);
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Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG, 0.75f, 1.2f);
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}
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}
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