v0.9.0b: Adjusted hostile champions challenge:
- Champion base spawn rate up to 1/10 from 1/15 - Champions per floor now have a cap to prevent terrible luck - Growing champion base power reduced by 20% - Growing champion power scaling reduced by 50%
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@ -84,6 +84,6 @@ challenges.darkness_desc=It is a dungeon after all!\n\n- Regular visible distanc
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challenges.no_scrolls=Forbidden runes
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challenges.no_scrolls_desc=A certain rune is harder to find. Unfortunately, it's always the most useful one.\n\n- Half of the dungeon's upgrades scrolls are removed
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challenges.champion_enemies=Hostile champions
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challenges.champion_enemies_desc=You're not the only one who can level up!\n\n- Regular enemies have a 1/15 chance to spawn with a special champion buff.\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions are immune to corruption\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, immune to fire, spreads flames on death\n_Projecting (purple):_ +25% melee damage, +8 melee range\n_Antimagic (green):_ -25% damage taken, immune to magical effects\n_Giant (blue):_ -75% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ +200% accuracy, +200% evasion\n_Growing (red):_ +25% accuracy, evasion, damage, and effective HP. Increases by 1% every 2 turns.
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challenges.champion_enemies_desc=You're not the only one who can level up!\n\n- Regular enemies have a 1/10 chance to spawn with a special champion buff.\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions are immune to corruption\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, immune to fire, spreads flames on death\n_Projecting (purple):_ +25% melee damage, can attack anything they see\n_Antimagic (green):_ -25% damage taken, immune to magical effects\n_Giant (blue):_ -75% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ +200% accuracy, +200% evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 3 turns.
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rankings$record.something=Killed by Something
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@ -34,6 +34,8 @@ import com.watabou.utils.Bundle;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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import java.util.HashSet;
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public abstract class ChampionEnemy extends Buff {
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{
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@ -92,8 +94,20 @@ public abstract class ChampionEnemy extends Buff {
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immunities.add(Corruption.class);
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}
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public static void rollForChampion( Mob m ){
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if (Random.Int(15) == 0){
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public static void rollForChampion(Mob m, HashSet<Mob> existing){
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int existingChamps = 0;
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for (Mob e : existing){
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if (!e.buffs(ChampionEnemy.class).isEmpty()){
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existingChamps++;
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}
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}
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//cap of 2/2/3/3/4 champs for each region. Mainly to prevent terrible luck in the earlygame
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if (existingChamps >= 2 + Dungeon.depth/10){
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return;
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}
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if (Random.Int(10) == 0){
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switch (Random.Int(6)){
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case 0: default: Buff.affect(m, Blazing.class); break;
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case 1: Buff.affect(m, Projecting.class); break;
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@ -208,12 +222,12 @@ public abstract class ChampionEnemy extends Buff {
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color = 0xFF0000;
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}
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private float multiplier = 1.24f;
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private float multiplier = 1.19f;
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@Override
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public boolean act() {
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multiplier += 0.01f;
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spend(2*TICK);
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spend(3*TICK);
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return true;
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}
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@ -449,7 +449,7 @@ public abstract class Level implements Bundlable {
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Mob m = Reflection.newInstance(mobsToSpawn.remove(0));
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if (Dungeon.isChallenged(Challenges.CHAMPION_ENEMIES)){
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ChampionEnemy.rollForChampion(m);
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ChampionEnemy.rollForChampion(m, mobs);
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}
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return m;
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}
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