v0.9.0: talent balance tweaks:

- Hearty meal healing down to 3/5 from 4/6.
- Test subject healing up to 4/6 from 3/5.
- Tested hypothesis shielding up to 8/12 from 6/9.
- Mending shadows heal now every 5/3 turns from 3/2 turns, but now also includes the turn cloak is activated.
This commit is contained in:
Evan Debenham
2020-09-25 16:37:59 -04:00
parent 9e2ea051ee
commit a994e84a3f
5 changed files with 13 additions and 14 deletions

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@@ -311,11 +311,11 @@ actors.buffs.wellfed.desc=You feel quite satisfied and full.\n\nWhile well fed,
###hero
actors.hero.talent.hearty_meal.title=hearty meal
actors.hero.talent.hearty_meal.desc=_+1:_ Eating at below 50% health heals the Warrior for _4 HP_.\n\n_+2:_ Eating at below 50% health heals the Warrior for _6 HP_.
actors.hero.talent.hearty_meal.desc=_+1:_ Eating at below 50% health heals the Warrior for _3 HP_.\n\n_+2:_ Eating at below 50% health heals the Warrior for _5 HP_.
actors.hero.talent.armsmasters_intuition.title=armsmaster's intuition
actors.hero.talent.armsmasters_intuition.desc=_+1:_ The Warrior identifies weapons and armor _2x faster_.\n\n_+2:_ The Warrior identifies weapons and armor _when he equips them_.
actors.hero.talent.test_subject.title=test subject
actors.hero.talent.test_subject.desc=_+1:_ Whenever he identifies a potion by using it, the Warrior heals for _3 HP_.\n\n_+2:_ Whenever he identifies a potion by using it, the Warrior heals for _5 HP_.
actors.hero.talent.test_subject.desc=_+1:_ Whenever he identifies a potion by using it, the Warrior heals for _4 HP_.\n\n_+2:_ Whenever he identifies a potion by using it, the Warrior heals for _6 HP_.
actors.hero.talent.iron_will.title=iron will
actors.hero.talent.iron_will.desc=_+1:_ The max shield provided by the Warrior's seal is _increased by 1_.\n\n_+2:_ The max shield provided by the Warrior's seal is _increased by 2_.
actors.hero.talent.energizing_meal.title=energizing meal
@@ -323,7 +323,7 @@ actors.hero.talent.energizing_meal.desc=_+1:_ Eating at below 50% health grants
actors.hero.talent.scholars_intuition.title=scholar's intuition
actors.hero.talent.scholars_intuition.desc=_+1:_ The Mage identifies wands _2x faster_.\n\n_+2:_ The Mage identifies wands _when he uses them_.
actors.hero.talent.tested_hypothesis.title=tested hypothesis
actors.hero.talent.tested_hypothesis.desc=_+1:_ Whenever he identifies a scroll by using it, the Mage gains _6 shielding_.\n\n_+2:_ Whenever he identifies a scroll by using it, the Mage gains _9 shielding_.
actors.hero.talent.tested_hypothesis.desc=_+1:_ Whenever he identifies a scroll by using it, the Mage gains _8 shielding_.\n\n_+2:_ Whenever he identifies a scroll by using it, the Mage gains _12 shielding_.
actors.hero.talent.energizing_upgrade.title=energizing upgrade
actors.hero.talent.energizing_upgrade.desc=_+1:_ The Mage's staff gains _1 extra charge_ whenever the Mage upgrades it.\n\n_+2:_ The Mage's staff gains _2 extra charges_ whenever the Mage upgrades it.
actors.hero.talent.rationed_meal.title=rationed meal
@@ -333,7 +333,7 @@ actors.hero.talent.thiefs_intuition.desc=_+1:_ The Rogue identifies rings _2x fa
actors.hero.talent.sucker_punch.title=sucker punch
actors.hero.talent.sucker_punch.desc=_+1:_ The Rogue deals _1 bonus damage_ the first time he surprise attacks an enemy.\n\n_+2:_ The Rogue deals _1-2 bonus damage_ the first time he surprise attacks an enemy.
actors.hero.talent.mending_shadows.title=mending shadows
actors.hero.talent.mending_shadows.desc=_+1:_ The Rogue heals for 1 HP every _3 consecutive turns_ that he is hidden by his cloak.\n\n_+2:_ The Rogue heals for 1 HP every _2 consecutive turns_ that he is hidden by his cloak.
actors.hero.talent.mending_shadows.desc=_+1:_ The Rogue heals for 1 HP every _5 consecutive turns_ that he is hidden by his cloak.\n\n_+2:_ The Rogue heals for 1 HP every _3 consecutive turns_ that he is hidden by his cloak.
actors.hero.talent.invigorating_meal.title=invigorating meal
actors.hero.talent.invigorating_meal.desc=_+1:_ Eating at below 50% health takes 1 turn and grants the Huntress _2 turns of haste_.\n\n_+2:_ Eating at below 50% health takes 1 turn and grants the Huntress _3 turns of haste_.
actors.hero.talent.survivalists_intuition.title=survivalist's intuition

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@@ -111,8 +111,8 @@ public enum Talent {
public static void onFoodEaten( Hero hero, float foodVal ){
if (hero.hasTalent(HEARTY_MEAL) && hero.HP <= hero.HT/2){
//4/6 HP healed
hero.HP = Math.min( hero.HP + 2*(1+hero.pointsInTalent(HEARTY_MEAL)), hero.HT );
//3/5 HP healed
hero.HP = Math.min( hero.HP + 1 + 2*hero.pointsInTalent(HEARTY_MEAL), hero.HT );
hero.sprite.emitter().burst( Speck.factory( Speck.HEALING ), hero.pointsInTalent(HEARTY_MEAL) );
}
if (hero.hasTalent(ENERGIZING_MEAL) && hero.HP <= hero.HT/2){

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@@ -242,8 +242,7 @@ public class CloakOfShadows extends Artifact {
}
}
//starts at -1 to account for turn cloak was activated
float healInc = -1;
float healInc = 0;
@Override
public boolean act(){
@@ -251,8 +250,8 @@ public class CloakOfShadows extends Artifact {
if (((Hero)target).hasTalent(Talent.MENDING_SHADOWS)){
healInc++;
// 3/2 turns to heal
if (healInc >= 4 - ((Hero) target).pointsInTalent(Talent.MENDING_SHADOWS)){
// 5/3 turns to heal
if (healInc >= 7 - 2*((Hero) target).pointsInTalent(Talent.MENDING_SHADOWS)){
healInc = 0;
target.HP = Math.min(target.HT, target.HP+1);
target.sprite.emitter().burst( Speck.factory( Speck.HEALING ), 1 );

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@@ -372,10 +372,10 @@ public class Potion extends Item {
if (!isKnown()) {
setKnown();
//3/5 HP healed
//4/6 HP healed
Hero hero = Dungeon.hero;
if (hero.isAlive() && hero.hasTalent(Talent.TEST_SUBJECT)) {
hero.HP = Math.min(hero.HP + 1 + (2 * hero.pointsInTalent(Talent.TEST_SUBJECT)), hero.HT);
hero.HP = Math.min(hero.HP + 2 * (1+hero.pointsInTalent(Talent.TEST_SUBJECT)), hero.HT);
Emitter e = hero.sprite.emitter();
if (e != null) e.burst(Speck.factory(Speck.HEALING), hero.pointsInTalent(Talent.TEST_SUBJECT));
}

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@@ -223,10 +223,10 @@ public abstract class Scroll extends Item {
if (!isKnown()) {
setKnown();
//6/9 HP barrier
//8/12 HP barrier
Hero hero = Dungeon.hero;
if (hero.isAlive() && hero.hasTalent(Talent.TESTED_HYPOTHESIS)) {
Buff.affect(hero, Barrier.class).setShield(3 + (3 * hero.pointsInTalent(Talent.TESTED_HYPOTHESIS)));
Buff.affect(hero, Barrier.class).setShield(4 * (1+hero.pointsInTalent(Talent.TESTED_HYPOTHESIS)));
ScrollOfRecharging.charge(hero);
}
}