From 0f265acf7868ec7e975553ecfcc4b628fd10e8d0 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 11 Jul 2025 14:50:25 -0400 Subject: [PATCH] v3.2.0: balance changes for T4 thrown weapons --- core/src/main/assets/messages/items/items.properties | 6 ++++-- .../items/weapon/missiles/HeavyBoomerang.java | 1 + .../items/weapon/missiles/Tomahawk.java | 6 +++--- 3 files changed, 8 insertions(+), 5 deletions(-) diff --git a/core/src/main/assets/messages/items/items.properties b/core/src/main/assets/messages/items/items.properties index 78c078837..2c7214a5d 100644 --- a/core/src/main/assets/messages/items/items.properties +++ b/core/src/main/assets/messages/items/items.properties @@ -2163,7 +2163,8 @@ items.weapon.missiles.forcecube.ondeath=You killed yourself with your own Force items.weapon.missiles.forcecube.desc=This oddly-shaped weapon is small enough to hold in your hand, but is incredibly heavy. When thrown, it will spread the force of its impact over a small area, damaging everything in the blast. items.weapon.missiles.heavyboomerang.name=heavy boomerang -items.weapon.missiles.heavyboomerang.desc=This large boomerang is difficult to wield effectively, but will deal considerable damage. After a few turns, it will fly back to the location it was thrown from. +items.weapon.missiles.heavyboomerang,stats_desc=This weapon circles back to the location it was thrown from after a few turns. +items.weapon.missiles.heavyboomerang.desc=This large boomerang is difficult to wield effectively, but will deal considerable damage. items.weapon.missiles.javelin.name=javelin items.weapon.missiles.javelin.desc=These larger throwing spears are weighted to keep the spike at their tip foremost as they sail through the air. @@ -2216,7 +2217,8 @@ items.weapon.missiles.throwingstone.desc=These stones are sanded down to make th items.weapon.missiles.throwingstone.discover_hint=One of the heroes starts with this item. items.weapon.missiles.tomahawk.name=tomahawk -items.weapon.missiles.tomahawk.desc=These throwing axes have a serrated edge that makes them a bit tricky to use. However, a solid blow with this weapon will cause an enemy to bleed. +items.weapon.missiles.tomahawk.stats_desc=This weapon inflicts bleed equal to half the damage dealt to its target. +items.weapon.missiles.tomahawk.desc=These throwing axes have a serrated edge tears as they stick to an enemy. items.weapon.missiles.trident.name=trident items.weapon.missiles.trident.desc=Massive throwing spears with three deadly prongs on the end. They are powerful, but quite heavy. diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java index 142f0b878..46a9f6eda 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/HeavyBoomerang.java @@ -42,6 +42,7 @@ public class HeavyBoomerang extends MissileWeapon { tier = 4; sticky = false; + baseUses = 5; } @Override diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java index 9716ee21c..4a2906bb1 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/Tomahawk.java @@ -46,13 +46,13 @@ public class Tomahawk extends MissileWeapon { @Override public int max(int lvl) { - return Math.round(3.75f * tier) + //15 base, down from 20 - (tier)*lvl; //scaling unchanged + return Math.round(4f * tier) + //16 base, down from 20 + (tier-1)*lvl; //3 scaling, down from 4 } @Override public int proc( Char attacker, Char defender, int damage ) { - Buff.affect( defender, Bleeding.class ).set( Math.round(damage*0.6f) ); + Buff.affect( defender, Bleeding.class ).set( Math.round(damage/2f) ); return super.proc( attacker, defender, damage ); } }