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.
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@@ -311,11 +311,11 @@ actors.buffs.wellfed.desc=You feel quite satisfied and full.\n\nWhile well fed,
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###hero
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actors.hero.talent.hearty_meal.title=hearty meal
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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_.
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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_.
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actors.hero.talent.armsmasters_intuition.title=armsmaster's intuition
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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_.
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actors.hero.talent.test_subject.title=test subject
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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_.
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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_.
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actors.hero.talent.iron_will.title=iron will
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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_.
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actors.hero.talent.energizing_meal.title=energizing meal
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@@ -323,7 +323,7 @@ actors.hero.talent.energizing_meal.desc=_+1:_ Eating at below 50% health grants
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actors.hero.talent.scholars_intuition.title=scholar's intuition
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actors.hero.talent.scholars_intuition.desc=_+1:_ The Mage identifies wands _2x faster_.\n\n_+2:_ The Mage identifies wands _when he uses them_.
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actors.hero.talent.tested_hypothesis.title=tested hypothesis
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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_.
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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_.
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actors.hero.talent.energizing_upgrade.title=energizing upgrade
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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.
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actors.hero.talent.rationed_meal.title=rationed meal
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@@ -333,7 +333,7 @@ actors.hero.talent.thiefs_intuition.desc=_+1:_ The Rogue identifies rings _2x fa
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actors.hero.talent.sucker_punch.title=sucker punch
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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.
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actors.hero.talent.mending_shadows.title=mending shadows
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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.
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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.
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actors.hero.talent.invigorating_meal.title=invigorating meal
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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_.
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actors.hero.talent.survivalists_intuition.title=survivalist's intuition
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@@ -111,8 +111,8 @@ public enum Talent {
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public static void onFoodEaten( Hero hero, float foodVal ){
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if (hero.hasTalent(HEARTY_MEAL) && hero.HP <= hero.HT/2){
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//4/6 HP healed
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hero.HP = Math.min( hero.HP + 2*(1+hero.pointsInTalent(HEARTY_MEAL)), hero.HT );
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//3/5 HP healed
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hero.HP = Math.min( hero.HP + 1 + 2*hero.pointsInTalent(HEARTY_MEAL), hero.HT );
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hero.sprite.emitter().burst( Speck.factory( Speck.HEALING ), hero.pointsInTalent(HEARTY_MEAL) );
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}
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if (hero.hasTalent(ENERGIZING_MEAL) && hero.HP <= hero.HT/2){
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+3
-4
@@ -242,8 +242,7 @@ public class CloakOfShadows extends Artifact {
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}
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}
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//starts at -1 to account for turn cloak was activated
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float healInc = -1;
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float healInc = 0;
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@Override
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public boolean act(){
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@@ -251,8 +250,8 @@ public class CloakOfShadows extends Artifact {
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if (((Hero)target).hasTalent(Talent.MENDING_SHADOWS)){
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healInc++;
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// 3/2 turns to heal
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if (healInc >= 4 - ((Hero) target).pointsInTalent(Talent.MENDING_SHADOWS)){
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// 5/3 turns to heal
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if (healInc >= 7 - 2*((Hero) target).pointsInTalent(Talent.MENDING_SHADOWS)){
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healInc = 0;
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target.HP = Math.min(target.HT, target.HP+1);
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target.sprite.emitter().burst( Speck.factory( Speck.HEALING ), 1 );
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+2
-2
@@ -372,10 +372,10 @@ public class Potion extends Item {
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if (!isKnown()) {
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setKnown();
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//3/5 HP healed
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//4/6 HP healed
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Hero hero = Dungeon.hero;
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if (hero.isAlive() && hero.hasTalent(Talent.TEST_SUBJECT)) {
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hero.HP = Math.min(hero.HP + 1 + (2 * hero.pointsInTalent(Talent.TEST_SUBJECT)), hero.HT);
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hero.HP = Math.min(hero.HP + 2 * (1+hero.pointsInTalent(Talent.TEST_SUBJECT)), hero.HT);
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Emitter e = hero.sprite.emitter();
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if (e != null) e.burst(Speck.factory(Speck.HEALING), hero.pointsInTalent(Talent.TEST_SUBJECT));
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}
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+2
-2
@@ -223,10 +223,10 @@ public abstract class Scroll extends Item {
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if (!isKnown()) {
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setKnown();
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//6/9 HP barrier
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//8/12 HP barrier
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Hero hero = Dungeon.hero;
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if (hero.isAlive() && hero.hasTalent(Talent.TESTED_HYPOTHESIS)) {
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Buff.affect(hero, Barrier.class).setShield(3 + (3 * hero.pointsInTalent(Talent.TESTED_HYPOTHESIS)));
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Buff.affect(hero, Barrier.class).setShield(4 * (1+hero.pointsInTalent(Talent.TESTED_HYPOTHESIS)));
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ScrollOfRecharging.charge(hero);
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}
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}
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