v2.3.0: gnoll quest balance changes, general increase to difficulty:
- guard short range damage up 20%, long range up 40% - boulder toss dmg up 33% - geomancer HP up to 150 from 120 - geomancer ability uptime up ~11%
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+3
-3
@@ -64,7 +64,7 @@ import java.util.ArrayList;
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public class GnollGeomancer extends Mob {
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{
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HP = HT = 120;
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HP = HT = 150;
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spriteClass = GnollGeomancerSprite.class;
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EXP = 20;
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@@ -84,7 +84,7 @@ public class GnollGeomancer extends Mob {
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properties.add(Property.BOSS);
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}
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private int abilityCooldown = Random.NormalIntRange(3, 6);
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private int abilityCooldown = Random.NormalIntRange(3, 5);
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private boolean lastAbilityWasRockfall;
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private int[] throwingRocksFromPos = null;
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@@ -690,7 +690,7 @@ public class GnollGeomancer extends Mob {
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}
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if (ch != null && !(ch instanceof GnollGeomancer)){
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ch.damage(Random.NormalIntRange(5, 10), new GnollGeomancer.Boulder());
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ch.damage(Random.NormalIntRange(8, 12), new GnollGeomancer.Boulder());
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if (ch.isAlive()){
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Buff.prolong( ch, Paralysis.class, ch instanceof GnollGuard ? 10 : 3 );
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+2
-2
@@ -81,9 +81,9 @@ public class GnollGuard extends Mob {
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@Override
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public int damageRoll() {
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if (enemy != null && !Dungeon.level.adjacent(pos, enemy.pos)){
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return Random.NormalIntRange( 10, 20 );
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return Random.NormalIntRange( 18, 24 );
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} else {
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return Random.NormalIntRange( 5, 10 );
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return Random.NormalIntRange( 6, 12 );
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}
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}
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