v3.2.0: buffed projectile momentum's new accuracy boost

This commit is contained in:
Evan Debenham
2025-07-14 17:38:10 -04:00
parent ff7a4238a7
commit 6eb0a6ea16
3 changed files with 3 additions and 3 deletions

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@@ -1062,7 +1062,7 @@ actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy wit
actors.hero.talent.evasive_armor.title=evasive armor actors.hero.talent.evasive_armor.title=evasive armor
actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor. actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor.
actors.hero.talent.projectile_momentum.title=projectile momentum actors.hero.talent.projectile_momentum.title=projectile momentum
actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+33% accuracy and +10% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+67% accuracy and +20% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+100% accuracy and +30% damage_ with thrown weapons. actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerunner gains _+50% accuracy and +10% damage_ with thrown weapons.\n\n_+2:_ While freerunning, the Freerunner gains _+100% accuracy and +20% damage_ with thrown weapons.\n\n_+3:_ While freerunning, the Freerunner gains _+150% accuracy and +30% damage_ with thrown weapons.
actors.hero.talent.speedy_stealth.title=speedy stealth actors.hero.talent.speedy_stealth.title=speedy stealth
actors.hero.talent.speedy_stealth.desc=_+1:_ The Freerunner gains 2 stacks of momentum per turn while he is invisible.\n\n_+2:_ In addition to the benefits of +1, freerunning no longer counts down while the Freerunner is invisible.\n\n_+3:_ In addition to the benefits of +1 and +2, the Freerunner moves at 2x speed while invisible, regardless of whether he is freerunning or not. actors.hero.talent.speedy_stealth.desc=_+1:_ The Freerunner gains 2 stacks of momentum per turn while he is invisible.\n\n_+2:_ In addition to the benefits of +1, freerunning no longer counts down while the Freerunner is invisible.\n\n_+3:_ In addition to the benefits of +1 and +2, the Freerunner moves at 2x speed while invisible, regardless of whether he is freerunning or not.

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@@ -540,7 +540,7 @@ public class Hero extends Char {
} }
} else { } else {
if (buff(Momentum.class) != null && buff(Momentum.class).freerunning()){ if (buff(Momentum.class) != null && buff(Momentum.class).freerunning()){
accuracy *= 1f + pointsInTalent(Talent.PROJECTILE_MOMENTUM)/3f; accuracy *= 1f + pointsInTalent(Talent.PROJECTILE_MOMENTUM)/2f;
} }
} }

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@@ -372,7 +372,7 @@ public class FloatingText extends RenderedTextBlock {
if (attacker.buff(Momentum.class) != null if (attacker.buff(Momentum.class) != null
&& attacker.buff(Momentum.class).freerunning() && attacker.buff(Momentum.class).freerunning()
&& ((Hero)attacker).hasTalent(Talent.PROJECTILE_MOMENTUM)) { && ((Hero)attacker).hasTalent(Talent.PROJECTILE_MOMENTUM)) {
hitReasons.put(HIT_MOMEN, 1f + ((Hero) attacker).pointsInTalent(Talent.PROJECTILE_MOMENTUM) / 3f); hitReasons.put(HIT_MOMEN, 1f + ((Hero) attacker).pointsInTalent(Talent.PROJECTILE_MOMENTUM) / 2f);
} }
} }