v3.1.0: balance changes to Cleric base class

This commit is contained in:
Evan Debenham
2025-05-08 12:28:56 -04:00
parent 6a31a1bcb9
commit ed71b191a1
7 changed files with 12 additions and 18 deletions

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@@ -649,7 +649,7 @@ actors.hero.spells.clericspell.charge_cost=Charge cost: %d
actors.hero.spells.divinesense.name=divine sense
actors.hero.spells.divinesense.short_desc=Gain temporary mind vision in a wide range.
actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 30 turns.
actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 30 turns. This spell takes no time to cast.
actors.hero.spells.divinesense$divinesensetracker.name=divine sense
actors.hero.spells.divinesense$divinesensetracker.desc=This character is temporarily able to see other nearby creatures with their mind!\n\nTurns remaining: %s.
@@ -664,7 +664,7 @@ actors.hero.spells.flash.desc=The Cleric channels their ascended form at a nearb
actors.hero.spells.guidinglight.name=guiding light
actors.hero.spells.guidinglight.short_desc=Deals ranged magic damage and guarantees a hit.
actors.hero.spells.guidinglight.desc=The Cleric fires a bolt of magical energy which strikes a target, dealing 2-6 damage and illuminating them. The next non-encumbered physical attack made against an illuminated enemy is guaranteed to hit them.
actors.hero.spells.guidinglight.desc=The Cleric fires a bolt of magical energy which strikes a target, dealing 2-8 damage and illuminating them. The next non-encumbered physical attack made against an illuminated enemy is guaranteed to hit them.
actors.hero.spells.guidinglight.desc_priest=_This spell is more powerful when cast by the Priest._ The first cast of the spell every 100 turns costs no tome charges, and illumination will be consumed by wands, other characters, and artifacts that directly affect enemies. When illuminated is used in this way, it deals bonus magic damage equal to the Priest's level.
actors.hero.spells.guidinglight$guidinglightpriestcooldown.name=Guiding Light
actors.hero.spells.guidinglight$guidinglightpriestcooldown.desc=The Priest will be able to cast Guiding Light for free again after 100 turns elapse.\n\nTurns remaining: %s.
@@ -696,7 +696,7 @@ actors.hero.spells.holyward.name=holy ward
actors.hero.spells.holyward.glyph_name=%s of light
actors.hero.spells.holyward.glyph_desc=This glyph slightly increases the amount of damage armor can block.
actors.hero.spells.holyward.short_desc=Temporarily overrides glyphs to boost armor blocking.
actors.hero.spells.holyward.desc=The Cleric imbues their worn armor with glyphs of holy light, increasing the armor's damage blocking by 1.\n\nThis glyph lasts for 50 turns, and will override any beneficial glyph the armor has for the duration. The Cleric will benefit from this effect even if they have no armor.
actors.hero.spells.holyward.desc=The Cleric imbues their worn armor with glyphs of holy light, increasing the armor's damage blocking by 1. This spell takes no time to cast.\n\nThis glyph lasts for 50 turns, and will override any beneficial glyph the armor has for the duration. The Cleric will benefit from this effect even if they have no armor.
actors.hero.spells.holyward.desc_paladin=_This spell is more powerful when cast by the Paladin._ The additional damage blocking is increased to 3, the spell no longer overrides existing glyphs, and casting other spells while holy ward is active will extend its duration by 10 turns per charge used.
actors.hero.spells.holyward$holyarmbuff.name=holy ward
actors.hero.spells.holyward$holyarmbuff.desc=The Cleric has imbued their worn armor with holy energy, temporarily overriding any existing glyph and causing the armor to block an extra 1 point of damage.\n\nTurns Remaining: %s.
@@ -706,7 +706,7 @@ actors.hero.spells.holyweapon.name=holy weapon
actors.hero.spells.holyweapon.ench_name=holy %s
actors.hero.spells.holyweapon.ench_desc=Enemies struck by a holy weapon will take extra magical damage.
actors.hero.spells.holyweapon.short_desc=Temporarily overrides enchantments to boost damage.
actors.hero.spells.holyweapon.desc=The Cleric enchants their worn weapon with holy energy, causing the weapon to deal an additional 2 magical damage any time they strike an enemy with it.\n\nThis enchantment lasts for 50 turns, and will override any beneficial enchantment the weapon has for the duration. Unarmed strikes can also benefit from this effect.
actors.hero.spells.holyweapon.desc=The Cleric enchants their worn weapon with holy energy, causing the weapon to deal an additional 2 magical damage any time they strike an enemy with it. This spell takes no time to cast.\n\nThis enchantment lasts for 50 turns, and will override any beneficial enchantment the weapon has for the duration. Unarmed strikes can also benefit from this effect.
actors.hero.spells.holyweapon.desc_paladin=_This spell is more powerful when cast by the Paladin._ The additional magical damage is increased to 6, the spell no longer overrides existing enchantments, and casting other spells while holy weapon is active will extend its duration by 10 turns per charge used.
actors.hero.spells.holyweapon$holywepbuff.name=holy weapon
actors.hero.spells.holyweapon$holywepbuff.desc=The Cleric has imbued their worn weapon with holy energy, temporarily overriding any existing enchantment and causing the weapon to deal an extra 2 magical damage on each attack.\n\nTurns Remaining: %s.
@@ -746,7 +746,7 @@ actors.hero.spells.recallinscription$useditemtracker.desc=The Cleric has recentl
actors.hero.spells.shieldoflight.name=shield of light
actors.hero.spells.shieldoflight.short_desc=Grants temporary armor against a target.
actors.hero.spells.shieldoflight.desc=The Cleric creates a thin barrier of light between themselves and an enemy, increasing their armor's block power against that enemy by %1$d-%2$d for 4 turns.\n\nThis spell takes no time to cast, but cannot be used against multiple targets simultaneously.
actors.hero.spells.shieldoflight.desc=The Cleric creates a thin barrier of light between themselves and an enemy, increasing their armor's block power against that enemy by %1$d-%2$d for 5 turns.\n\nThis spell takes no time to cast, but cannot be used against multiple targets simultaneously.
actors.hero.spells.shieldoflight$shieldoflighttracker.name=shield of light
actors.hero.spells.shieldoflight$shieldoflighttracker.desc=A thin shield of light is standing between this character and an enemy. It's not strong enough to outright block attacks, but will soften them.\n\nTurns Remaining: %s
@@ -1222,10 +1222,10 @@ actors.hero.talent.holy_intuition.title=holy intuition
actors.hero.talent.holy_intuition.desc=_+1:_ The Cleric can cast _Holy Intuition,_ a spell that reveals whether an item is cursed at the cost of _3 charges._\n\n_+2:_ The Cleric can cast _Holy Intuition,_ a spell that reveals whether an item is cursed at the cost of _2 charges._
actors.hero.talent.holy_intuition.meta_desc=_If this talent is gained by a different hero_ it will instead let the hero identify the curse status on a cursed item just before equipping it, 15% of the time at +1 or 25% of the time at +2.
actors.hero.talent.searing_light.title=searing light
actors.hero.talent.searing_light.desc=_+1:_ The Cleric's physical attacks on enemies illuminated by _Guiding Light_ deal _+4 damage._\n\n_+2:_ The Cleric's physical attacks on enemies illuminated by _Guiding Light_ deal _+6 damage._
actors.hero.talent.searing_light.desc=_+1:_ The Cleric's physical attacks on enemies illuminated by _Guiding Light_ deal _+3 damage._\n\n_+2:_ The Cleric's physical attacks on enemies illuminated by _Guiding Light_ deal _+5 damage._
actors.hero.talent.searing_light.meta_desc=_If this talent is gained by a different hero_ it will instead grant its bonus damage after a wand or artifact is used on an enemy, with a 20 turn cooldown.
actors.hero.talent.shield_of_light.title=shield of light
actors.hero.talent.shield_of_light.desc=_+1:_ The Cleric can cast _Shield of Light,_ a spell that is cast instantly and grants them _2-4 armor_ against a target for 4 turns at the cost of 1 charge.\n\n_+2:_ The Cleric can cast _Shield of Light,_ a spell that is cast instantly and grants them _3-6 armor_ against a target for 4 turns at the cost of 1 charge.
actors.hero.talent.shield_of_light.desc=_+1:_ The Cleric can cast _Shield of Light,_ a spell that is cast instantly and grants them _2-4 armor_ against a target for 5 turns at the cost of 1 charge.\n\n_+2:_ The Cleric can cast _Shield of Light,_ a spell that is cast instantly and grants them _3-6 armor_ against a target for 5 turns at the cost of 1 charge.
actors.hero.talent.shield_of_light.meta_desc=_If this talent is gained by a different hero_ it will instead reduce physical damage taken from your targeted enemy by 1, 33% of the time at +1 or 50% of the time at +2.
actors.hero.talent.enlightening_meal.title=Enlightening Meal
@@ -1239,7 +1239,7 @@ actors.hero.talent.sunray.title=Sunray
actors.hero.talent.sunray.desc=_+1:_ The Cleric can cast _Sunray,_ a spell that deals _4-8 damage_ and blinds the target for _4 turns,_ at the cost of 1 charge.\n\n_+2:_ The Cleric can cast _Sunray,_ a spell that deals _6-12 damage_ and blinds the target for _6 turns,_ at the cost of 1 charge.\n\nSunray can only blind each target once, but if the target is already blinded by Sunray then it paralyses instead. Sunray always deals maximum damage to demonic and undead foes.
actors.hero.talent.sunray.meta_desc=_If this talent is gained by a different hero_ it will instead cause wands and artifacts to blind enemies for 4 turns, 15% of the time at +1 or 25% of the time at +2.
actors.hero.talent.divine_sense.title=Divine Sense
actors.hero.talent.divine_sense.desc=_+1:_ The Cleric can cast _Divine Sense,_ a spell that grants them _8 tiles_ of Mind Vision for 30 turns, at the cost of 2 charges.\n\n_+2:_ The Cleric can cast _Divine Sense,_ a spell that grants them _12 tiles_ of Mind Vision for 30 turns, at the cost of 2 charges.
actors.hero.talent.divine_sense.desc=_+1:_ The Cleric can cast _Divine Sense,_ a spell that grants them _8 tiles_ of Mind Vision for 30 turns and takes no time to cast, at the cost of 2 charges.\n\n_+2:_ The Cleric can cast _Divine Sense,_ a spell that grants them _12 tiles_ of Mind Vision for 30 turns and takes no time to cast, at the cost of 2 charges.
actors.hero.talent.divine_sense.meta_desc=_If this talent is gained by a different hero_ it will instead grant them mind vision for a brief moment after using a wand or artifact with a range of 3 tiles at +1 or 5 tiles at +2.
actors.hero.talent.bless.title=Bless
actors.hero.talent.bless.desc=_+1:_ The Cleric can cast _Bless,_ a spell that grants _6 turns of bless and 10 shielding_ when cast on themselves or _10 turns of bless and 10 healing_ when cast on another character, at the cost of 1 charge.\n\n_+2:_ The Cleric can cast _Bless,_ a spell that grants _10 turns of bless and 15 shielding_ when cast on themselves or _15 turns of bless and 15 healing_ when cast on another character, at the cost of 1 charge.\n\nExcess healing from this spell is converted into shielding.

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@@ -419,7 +419,7 @@ public abstract class Char extends Actor {
if (enemy.buff(GuidingLight.Illuminated.class) != null){
enemy.buff(GuidingLight.Illuminated.class).detach();
if (this == Dungeon.hero && Dungeon.hero.hasTalent(Talent.SEARING_LIGHT)){
dmg += 2 + 2*Dungeon.hero.pointsInTalent(Talent.SEARING_LIGHT);
dmg += 1 + 2*Dungeon.hero.pointsInTalent(Talent.SEARING_LIGHT);
}
if (this != Dungeon.hero && Dungeon.hero.subClass == HeroSubClass.PRIEST){
enemy.damage(Dungeon.hero.lvl, GuidingLight.INSTANCE);

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@@ -63,8 +63,6 @@ public class DivineSense extends ClericSpell {
Sample.INSTANCE.play(Assets.Sounds.READ);
hero.spend( 1f );
hero.busy();
SpellSprite.show(hero, SpellSprite.VISION);
hero.sprite.operate(hero.pos);

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@@ -82,7 +82,7 @@ public class GuidingLight extends TargetedClericSpell {
Char ch = Actor.findChar( aim.collisionPos );
if (ch != null) {
ch.damage(Random.NormalIntRange(2, 6), GuidingLight.this);
ch.damage(Random.NormalIntRange(2, 8), GuidingLight.this);
Sample.INSTANCE.play(Assets.Sounds.HIT_MAGIC, 1, Random.Float(0.87f, 1.15f));
ch.sprite.burst(0xFFFFFF44, 3);
if (ch.isAlive()){

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@@ -52,8 +52,6 @@ public class HolyWard extends ClericSpell {
Sample.INSTANCE.play(Assets.Sounds.READ);
hero.spend( 1f );
hero.busy();
hero.sprite.operate(hero.pos);
if (hero.belongings.armor() != null) Enchanting.show(hero, hero.belongings.armor());

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@@ -57,8 +57,6 @@ public class HolyWeapon extends ClericSpell {
Sample.INSTANCE.play(Assets.Sounds.READ);
hero.spend( 1f );
hero.busy();
hero.sprite.operate(hero.pos);
if (hero.belongings.weapon() != null) Enchanting.show(hero, hero.belongings.weapon());

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@@ -79,7 +79,7 @@ public class ShieldOfLight extends TargetedClericSpell {
hero.sprite.operate(hero.pos);
//1 turn less as the casting is instant
Buff.prolong( hero, ShieldOfLightTracker.class, 3f).object = ch.id();
Buff.prolong( hero, ShieldOfLightTracker.class, 4f).object = ch.id();
hero.busy();
hero.sprite.operate(hero.pos);
@@ -106,7 +106,7 @@ public class ShieldOfLight extends TargetedClericSpell {
public int object = 0;
private static final float DURATION = 4;
private static final float DURATION = 5;
{
type = buffType.POSITIVE;