v0.9.3: adjusted Tengu for bosses challenge:

Baseline changes:
- Tengu can now throw bombs near to himself
- fixed odd behaviour when fire ability stacks
Challenge changes:
- HP up to 250 from 200
- 1st phase traps are much deadlier
- 2nd phase abilities are used more often
This commit is contained in:
Evan Debenham
2021-04-11 21:46:48 -04:00
parent 741420bc34
commit 9a8c127709
4 changed files with 47 additions and 17 deletions
@@ -86,6 +86,6 @@ challenges.no_scrolls_desc=A certain rune is harder to find. Unfortunately, it's
challenges.champion_enemies=Hostile champions
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, immune to fire, spreads flames on death\n_Projecting (purple):_ +25% melee damage, can attack anything they see\n_Antimagic (green):_ -25% damage taken, immune to magical effects\n_Giant (blue):_ -75% damage taken, +1 melee range, cannot move into tunnels\n_Blessed (yellow):_ +200% accuracy, +200% evasion\n_Growing (red):_ +20% accuracy, evasion, damage, and effective HP. Increases by 1% every 3 turns.
challenges.stronger_bosses=Badder bosses
challenges.stronger_bosses_desc=TODO\n\n_Goo:_ +20% health\n_-_ Healing in water ramps up, to a max of 3/turn\n_-_ Pumps up in 1 turn instead of 2
challenges.stronger_bosses_desc=TODO\n\n_Goo:_ +20% health\n_-_ Healing in water ramps up, to a max of 3/turn\n_-_ Pumps up in 1 turn instead of 2\n\n_Tengu:_ +25% health\n_-_ 1st phase traps are much deadlier\n_-_ 2nd phase abilities are more frequent
rankings$record.something=Killed by Something