v0.7.2a: bugfixes:
- fixed crashes involving aggression debuff resetting targets when it shoudln't - fixed cloak of shadows only being usable from quickslot at 1 charge - fixed weirdness with elastic at the edges of the map - fixed tengu spawning ontop of characters in some cases - fixed various changelog typos
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0263133415
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@ -96,8 +96,6 @@ public class Warlock extends Mob implements Callback {
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}
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}
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private void zap() {
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private void zap() {
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if (enemy == null) return;
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spend( TIME_TO_ZAP );
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spend( TIME_TO_ZAP );
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if (hit( this, enemy, true )) {
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if (hit( this, enemy, true )) {
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@ -66,7 +66,7 @@ public class CloakOfShadows extends Artifact {
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@Override
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@Override
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public ArrayList<String> actions( Hero hero ) {
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public ArrayList<String> actions( Hero hero ) {
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ArrayList<String> actions = super.actions( hero );
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ArrayList<String> actions = super.actions( hero );
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if (isEquipped( hero ) && !cursed && charge > 1)
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if (isEquipped( hero ) && !cursed && charge > 0)
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actions.add(AC_STEALTH);
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actions.add(AC_STEALTH);
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return actions;
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return actions;
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}
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}
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@ -87,6 +87,7 @@ public class StoneOfAggression extends Runestone {
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@Override
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@Override
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public void detach() {
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public void detach() {
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//if our target is an enemy, reset the aggro of any enemies targeting it
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//if our target is an enemy, reset the aggro of any enemies targeting it
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if (target.isAlive()) {
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if (target.alignment == Char.Alignment.ENEMY) {
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if (target.alignment == Char.Alignment.ENEMY) {
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for (Mob m : Dungeon.level.mobs) {
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for (Mob m : Dungeon.level.mobs) {
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if (m.alignment == Char.Alignment.ENEMY && m.isTargeting(target)) {
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if (m.alignment == Char.Alignment.ENEMY && m.isTargeting(target)) {
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@ -94,6 +95,7 @@ public class StoneOfAggression extends Runestone {
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}
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}
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}
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}
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}
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}
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}
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super.detach();
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super.detach();
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}
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}
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@ -39,9 +39,12 @@ public class Elastic extends Weapon.Enchantment {
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// lvl 2 - 43%
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// lvl 2 - 43%
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int level = Math.max( 0, weapon.level() );
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int level = Math.max( 0, weapon.level() );
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if (Random.Int( level + 5 ) >= 4) {
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if (Random.Int( level + 5000 ) >= 4) {
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int oppositeDefender = defender.pos + (defender.pos - attacker.pos);
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//trace a ballistica to our target (which will also extend past them
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Ballistica trajectory = new Ballistica(defender.pos, oppositeDefender, Ballistica.MAGIC_BOLT);
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Ballistica trajectory = new Ballistica(attacker.pos, defender.pos, Ballistica.STOP_TARGET);
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//trim it to just be the part that goes past them
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trajectory = new Ballistica(trajectory.collisionPos, trajectory.path.get(trajectory.path.size()-1), Ballistica.PROJECTILE);
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//knock them back along that ballistica
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WandOfBlastWave.throwChar(defender, trajectory, 2);
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WandOfBlastWave.throwChar(defender, trajectory, 2);
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}
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}
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@ -289,6 +289,12 @@ public class PrisonBossLevel extends Level {
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switch (state){
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switch (state){
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//moving to the beginning of the fight
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//moving to the beginning of the fight
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case START:
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case START:
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//if something is occupying Tengu's space, wait and do nothing.
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if (Actor.findChar(5 + 28*32) != null){
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return;
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}
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seal();
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seal();
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set(5 + 25 * 32, Terrain.LOCKED_DOOR);
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set(5 + 25 * 32, Terrain.LOCKED_DOOR);
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GameScene.updateMap(5 + 25 * 32);
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GameScene.updateMap(5 + 25 * 32);
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@ -215,7 +215,7 @@ public class ChangesScene extends PixelScene {
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"_-_ Grim enchant activating when an enemy is already dead\n" +
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"_-_ Grim enchant activating when an enemy is already dead\n" +
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"_-_ Burning destroying scrolls when the hero is immune to it\n" +
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"_-_ Burning destroying scrolls when the hero is immune to it\n" +
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"_-_ Chasms killing enemies which are already dead in some cases\n" +
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"_-_ Chasms killing enemies which are already dead in some cases\n" +
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"_-_ Thieves not correcting interacting with quickslotted items\n" +
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"_-_ Thieves not correctly interacting with quickslotted items\n" +
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"_-_ Screen orientation not always being set when game starts\n" +
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"_-_ Screen orientation not always being set when game starts\n" +
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"_-_ Flying characters pushing the ground after teleporting\n" +
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"_-_ Flying characters pushing the ground after teleporting\n" +
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"_-_ Bombs rarely damaging tengu multiple times\n" +
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"_-_ Bombs rarely damaging tengu multiple times\n" +
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@ -365,17 +365,16 @@ public class ChangesScene extends PixelScene {
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"_-_ Warlock's soul mark base chance increased to 15% from 10%, scaling reduced to compensate.\n\n" +
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"_-_ Warlock's soul mark base chance increased to 15% from 10%, scaling reduced to compensate.\n\n" +
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"_-_ Warlock's soul mark hunger restoration increased by 100%, health restoration increased by 33%."));
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"_-_ Warlock's soul mark hunger restoration increased by 100%, health restoration increased by 33%."));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_TOPAZ, null), Messages.get(RingOfSharpshooting.class, "name"),
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_TOPAZ, null), "Various Item Buffs",
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"_-_ Ring of energy simplified/buffed. Now grants a flat +20% charge speed per level, instead of +1 effective missing charge per level\n\n" +
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"_-_ Ring of energy simplified/buffed. Now grants a flat +25% charge speed per level, instead of +1 effective missing charge per level\n\n" +
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"_-_ Ring of elements power increased to 16% from 12.5%\n\n" +
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"_-_ Ring of elements power increased to 16% from 12.5%\n\n" +
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"_-_ Ring of energy charge speed increased to 25% from 20%\n\n" +
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"_-_ Ring of wealth 'luck' bonus increased to 20% from 15%\n\n" +
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"_-_ Ring of wealth 'luck' bonus increased to 20% from 15%\n\n" +
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"_-_ Bolas base damage increased to 6-9 from 4-6\n\n" +
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"_-_ Bolas base damage increased to 6-9 from 4-6\n\n" +
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"_-_ Wand of regrowth now spawns furrowed grass when it begins to run out of energy due to excessive use, instead of short grass.\n\n" +
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"_-_ Wand of regrowth now spawns furrowed grass when it begins to run out of energy due to excessive use, instead of short grass.\n\n" +
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"Wand of fireblast buffed:\n" +
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"Wand of fireblast buffed:\n" +
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"_-_ shot distance at 3 charges reduced by 1\n" +
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"_-_ shot distance at 3 charges reduced by 1\n" +
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"_-_ damage at 1 charge reduced slightly\n" +
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"_-_ damage at 1 charge reduced slightly\n" +
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"_-_ damage at 2/3 charges increased by ~15"));
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"_-_ damage at 2/3 charges increased by ~15%"));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.ARMOR_LEATHER, new ItemSprite.Glowing(0x222222)), "Other Buffs",
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.ARMOR_LEATHER, new ItemSprite.Glowing(0x222222)), "Other Buffs",
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"_-_ vorpal enchant bleed reduced by 20%\n\n" +
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"_-_ vorpal enchant bleed reduced by 20%\n\n" +
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@ -397,7 +396,7 @@ public class ChangesScene extends PixelScene {
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_RUBY, null), "Ring Nerfs",
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_RUBY, null), "Ring Nerfs",
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"Ring of furor has been nerfed/simplified:\n" +
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"Ring of furor has been nerfed/simplified:\n" +
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"_-_ Now provides a flat +10.5% attack speed per level, instead of speed which scales based on how slow the weapon is.\n\n" +
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"_-_ Now provides a flat +10.5% attack speed per level, instead of speed which scales based on how slow the weapon is.\n\n" +
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"This means the ring is effectively nerfed for slow weapons and regular weapons, and slightly buffed for fast weapons. A +6 ring grants almost exactly doubled attack speed.\n\n" +
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"This means the ring is effectively nerfed for slow weapons and regular weapons, and slightly buffed for fast weapons. A +6 ring grants almost exactly doubled attack speed.\n\n\n" +
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"The ring of force's equipped weapon bonus was always meant as a small boost so it wasn't useless if the player already had a better weapon. It wasn't intended to be used to both replace melee and then boost thrown weapons.\n" +
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"The ring of force's equipped weapon bonus was always meant as a small boost so it wasn't useless if the player already had a better weapon. It wasn't intended to be used to both replace melee and then boost thrown weapons.\n" +
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"_-_ The ring of force no longer gives bonus damage to thrown weapons."));
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"_-_ The ring of force no longer gives bonus damage to thrown weapons."));
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