v3.3.0: hostile champions now gets slightly harsher as depth increases
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@@ -226,7 +226,7 @@ challenges.darkness_desc=It is a dungeon after all!\n\n- Regular visible distanc
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challenges.no_scrolls=Forbidden runes
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challenges.no_scrolls_desc=A certain rune is harder to find. Unfortunately, it's always the most useful one.\n\n- Half of the dungeon's upgrade scrolls are removed
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challenges.champion_enemies=Hostile champions
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challenges.champion_enemies_desc=You're not the only one who can level up!\n\n- Regular enemies have a 1/8 chance to spawn with a special champion buff\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions are immune to corruption\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns.
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challenges.champion_enemies_desc=You're not the only one who can level up!\n\nRegular enemies have a 1/8 chance to spawn with a special champion buff on floor 1, scaling up to 1/6 on floor 21.\n\n- Champions wake up if they spawn asleep\n- The hero knows when a champion spawns\n- Champions cannot be turned into allies\n\nThere are six types of champion enemy:\n_Blazing (orange):_ +25% melee damage, ignites on hit, spreads flames on death, can't ignite water tiles\n_Projecting (purple):_ +25% melee damage, +3 melee range\n_Antimagic (green):_ -50% damage taken, immune to magical effects\n_Giant (blue):_ -80% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ 4x accuracy and evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 4 turns.
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challenges.stronger_bosses=Badder bosses
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challenges.stronger_bosses_desc=Bosses are much tougher with this challenge!\n\n_Goo:_ +20% health\n_-_ Healing in water ramps up, to 3/turn\n_-_ Pumps up in 1 turn instead of 2\n_Tengu:_ +25% health\n_-_ Phase 1: traps are much deadlier\n_-_ Phase 2: abilities are more frequent\n_DM-300:_ +33% health\n_-_ Pylons are tougher and 3 activate\n_-_ Abilities are more powerful and frequent\n_-_ DM-300 is faster when supercharged\n_-_ Exposed wires are twice as common\n_Dwarf King:_ +50% health\n_-_ Minions are stronger in all phases\n_-_ Phase 1: faster abilities and summons\n_-_ Phase 2: 2 more minions per round\n_-_ Phase 3: 2x health, faster summons\n_Yog-Dzewa:_\n_-_ Two fists are summoned at a time!\n_-_ +60% laser damage\n_-_ Stronger minions
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@@ -179,7 +179,7 @@ public class Dungeon {
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}
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public static int challenges;
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public static int mobsToChampion;
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public static float mobsToChampion;
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public static Hero hero;
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public static Level level;
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@@ -733,7 +733,7 @@ public class Dungeon {
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Toolbar.swappedQuickslots = false;
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Dungeon.challenges = bundle.getInt( CHALLENGES );
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Dungeon.mobsToChampion = bundle.getInt( MOBS_TO_CHAMPION );
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Dungeon.mobsToChampion = bundle.getFloat( MOBS_TO_CHAMPION );
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Dungeon.level = null;
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Dungeon.depth = -1;
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@@ -115,7 +115,8 @@ public abstract class ChampionEnemy extends Buff {
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if (m instanceof Bat && Dungeon.scalingDepth() <= 9) return;
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Buff.affect(m, buffCls);
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Dungeon.mobsToChampion += 8;
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//numbers of mobs until a champion scales from 1/8 to 1/6 as depths increases
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Dungeon.mobsToChampion += 8 - Math.min(20, Dungeon.depth-1)/10f;
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if (m.state != m.PASSIVE) {
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m.state = m.WANDERING;
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}
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