v3.2.0: balance changes for T1 thrown weapons
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@@ -2170,10 +2170,11 @@ items.weapon.missiles.javelin.desc=These larger throwing spears are weighted to
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items.weapon.missiles.kunai.name=kunai
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items.weapon.missiles.kunai.desc=These small knives are very powerful in the hands of a skilled user. They are most effective against unaware enemies.
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items.weapon.missiles.missileweapon.stats_known=This set of _tier-%1$d_ thrown weapons deals _%2$d-%3$d damage_ and requires _%4$d strength_ to use properly.
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items.weapon.missiles.missileweapon.stats_unknown=Typically this set of _tier-%1$d_ thrown weapons deals _%2$d-%3$d damage_ and requires _%4$d strength_ to use properly.
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items.weapon.missiles.missileweapon.stats_known=This set of _tier-%1$d_ thrown weapons deals _%2$d-%3$d damage_ and requires _%4$d strength_ to use.
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items.weapon.missiles.missileweapon.stats_unknown=Typically this set of _tier-%1$d_ thrown weapons deals _%2$d-%3$d damage_ and requires _%4$d strength_ to use.
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items.weapon.missiles.missileweapon.stats_desc=
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items.weapon.missiles.missileweapon.probably_too_heavy=Probably this weapon is too heavy for you.
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items.weapon.missiles.missileweapon.distance=Thrown weapons are more accurate against distant enemies, but less accurate at melee range.
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items.weapon.missiles.missileweapon.distance=Thrown weapons are more accurate at range, but less accurate up close.
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items.weapon.missiles.missileweapon.durability=Thrown weapons will wear out and break as they are used.
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items.weapon.missiles.missileweapon.uses_left=This set of thrown weapons has _%d/%d_ uses left before one breaks.
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items.weapon.missiles.missileweapon.unlimited_uses=This set is of such high quality that it will effectively last forever.
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@@ -2194,7 +2195,8 @@ items.weapon.missiles.throwinghammer.name=throwing hammer
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items.weapon.missiles.throwinghammer.desc=These hefty hammers are designed to be thrown at an enemy. While they are a bit lacking in damage, their smooth all-metal construction means they are quite durable, and won't stick to enemies.
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items.weapon.missiles.throwingknife.name=throwing knife
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items.weapon.missiles.throwingknife.desc=These lightweight knives are balanced to arc through the air right into their target. They are most effective against unaware enemies.
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items.weapon.missiles.throwingknife.stats_desc=This weapon is stronger against unaware enemies.
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items.weapon.missiles.throwingknife.desc=These lightweight knives are balanced to arc through the air right into their target.
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items.weapon.missiles.throwingknife.discover_hint=One of the heroes starts with this item.
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items.weapon.missiles.throwingspear.name=throwing spear
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@@ -2224,7 +2226,7 @@ items.weapon.spiritbow.discover_hint=One of the heroes starts with this item.
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items.weapon.weapon.identify=You are now familiar enough with your weapon to identify it.
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items.weapon.weapon.too_heavy=Because of your inadequate strength this weapon will hinder your attack speed, accuracy, and ability to surprise attack.
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items.weapon.weapon.excess_str=Because of your excess strength, you will deal up to _%d bonus damage_ with this weapon.
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items.weapon.weapon.excess_str=Because of your excess strength, you will deal _0-%d bonus damage_ with this weapon.
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items.weapon.weapon.hardening_gone=The hardening on this weapon has worn off!
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items.weapon.weapon.incompatible=Interaction of different types of magic has negated the enchantment on this weapon!
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items.weapon.weapon.cursed_worn=Because this weapon is cursed, you are powerless to remove it.
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@@ -174,7 +174,8 @@ public enum HeroClass {
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private static void initWarrior( Hero hero ) {
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(hero.belongings.weapon = new WornShortsword()).identify();
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ThrowingStone stones = new ThrowingStone();
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stones.quantity(3).collect();
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stones.identify().collect();
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Dungeon.quickslot.setSlot(0, stones);
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if (hero.belongings.armor != null){
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@@ -208,7 +209,7 @@ public enum HeroClass {
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hero.belongings.artifact.activate( hero );
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ThrowingKnife knives = new ThrowingKnife();
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knives.quantity(3).collect();
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knives.identify().collect();
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Dungeon.quickslot.setSlot(0, cloak);
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Dungeon.quickslot.setSlot(1, knives);
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@@ -235,7 +236,7 @@ public enum HeroClass {
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hero.belongings.weapon.activate(hero);
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ThrowingSpike spikes = new ThrowingSpike();
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spikes.quantity(2).collect();
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spikes.quantity(2).identify().collect(); //set quantity is 3, but Duelist starts with 2
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Dungeon.quickslot.setSlot(0, hero.belongings.weapon);
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Dungeon.quickslot.setSlot(1, spikes);
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@@ -211,11 +211,16 @@ public class LiquidMetal extends Item {
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}
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private int metalQuantity(MissileWeapon m){
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//TODO a smaller quantity set (if one ever exists) should produce more metal per thrown wep?
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float quantityPerWeapon = 5*(m.tier+1);
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if (m.defaultQuantity() != 3){
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quantityPerWeapon = 3f / m.defaultQuantity();
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}
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quantityPerWeapon += Math.pow(2, Math.min(3, m.level()));
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float quantity = m.quantity()-1;
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quantity += 0.25f + 0.0075f*m.durabilityLeft();
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quantity *= Math.pow(2, Math.min(3, m.level()));
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return Math.round((5*(m.tier+1))*quantity);
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return Math.round(quantity * quantityPerWeapon);
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}
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}
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@@ -77,7 +77,7 @@ abstract public class MissileWeapon extends Weapon {
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public static final float MAX_DURABILITY = 100;
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protected float durability = MAX_DURABILITY;
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protected float baseUses = 10;
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protected float baseUses = 8;
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public boolean holster;
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@@ -589,7 +589,10 @@ abstract public class MissileWeapon extends Weapon {
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info += "\n\n" + Messages.get(Weapon.class, "not_cursed");
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}
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info += "\n\n" + Messages.get(MissileWeapon.class, "distance");
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info += "\n\n";
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String statsInfo = Messages.get(this, "stats_desc");
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if (!statsInfo.equals("")) info += statsInfo + " ";
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info += Messages.get(MissileWeapon.class, "distance");
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if (levelKnown) {
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if (durabilityPerUse() > 0) {
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@@ -32,7 +32,7 @@ public class ThrowingClub extends MissileWeapon {
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hitSoundPitch = 1.1f;
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tier = 2;
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baseUses = 15;
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baseUses = 12;
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sticky = false;
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}
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@@ -33,6 +33,7 @@ public class ThrowingSpike extends MissileWeapon {
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bones = false;
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baseUses = 12;
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tier = 1;
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}
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