v1.3.0: buffs to mage talents and armor abilities

This commit is contained in:
Evan Debenham
2022-05-28 21:10:49 -04:00
parent ebbc76b781
commit fea918f2f1
5 changed files with 22 additions and 17 deletions

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@@ -378,7 +378,7 @@ actors.hero.abilities.mage.elementalblast.generic_desc=The effect of elemental b
actors.hero.abilities.mage.wildmagic.name=wild magic
actors.hero.abilities.mage.wildmagic.no_wands=You have no wands to zap with!
actors.hero.abilities.mage.wildmagic.short_desc=The Mage unleashes the _Wild Magic_ contained in his wands, randomly firing them multiple times at a chosen target over a single turn.
actors.hero.abilities.mage.wildmagic.desc=The Mage unleashes the power in his wands, randomly firing them up to 4 times in a single turn. The Mage's staff is not included in this effect.\n\nEach wand also has its level boosted by 1, up to +2. This ability does consume wand charges, and no one wand can be fired more than 2 times.
actors.hero.abilities.mage.wildmagic.desc=The Mage unleashes the power in his wands, randomly firing them up to 4 times in a single turn. The Mage's staff is not included in this effect.\n\nEach wand also has its level boosted by 2, up to +3. This ability does consume wand charges, and no one wand can be fired more than 2 times.
actors.hero.abilities.mage.warpbeacon.name=warp beacon
actors.hero.abilities.mage.warpbeacon.depths=You can't warp between depths!
actors.hero.abilities.mage.warpbeacon.locked_floor=You cannot leave a locked floor!
@@ -587,7 +587,7 @@ actors.hero.talent.energizing_upgrade.title=energizing upgrade
actors.hero.talent.energizing_upgrade.desc=_+1:_ Using a scroll of upgrade instantly recharges the Mage's staff _for 4 charges_, this can put it above its current charge cap.\n\n_+2:_ Using a scroll of upgrade instantly recharges the Mage's staff _for 6 charges_, this can put it above its current charge cap.\n\nThis talent also triggers when using scrolls or spells based on scrolls of upgrade.
actors.hero.talent.energizing_upgrade.meta_desc=_If this talent is gained by a different hero_ it will instead grant 12 turns of wand recharging at +1, or 20 turns at +2.
actors.hero.talent.wand_preservation.title=wand preservation
actors.hero.talent.wand_preservation.desc=_+1:_ When the Mage imbues a new wand into his staff, the old wand has an _50% chance_ of being returned at +0, otherwise it will be returned as 1 arcane resin.\n\n_+2:_ When the Mage imbues a new wand into his staff, the old wand has a _100% chance_ of being returned at +0.\n\nThis talent can preserve wands a maximum of five times, afterward it will always grant 1 arcane resin.
actors.hero.talent.wand_preservation.desc=_+1:_ When the Mage imbues a new wand into his staff, the old wand has a _67% chance_ of being returned at +0, otherwise it will be returned as 1 arcane resin.\n\n_+2:_ When the Mage imbues a new wand into his staff, the old wand has a _100% chance_ of being returned at +0.\n\nThis talent can preserve wands a maximum of five times, afterward it will always grant 1 arcane resin.
actors.hero.talent.arcane_vision.title=arcane vision
actors.hero.talent.arcane_vision.desc=_+1:_ When the Mage zaps an enemy, he gains mind vision on them for _10 turns_.\n\n_+2:_ When the Mage zaps an enemy, he gains mind vision on them for _15 turns_.
actors.hero.talent.shield_battery.title=shield battery
@@ -615,16 +615,16 @@ actors.hero.talent.necromancers_minions.desc=_+1:_ When a soul marked enemy dies
actors.hero.talent.blast_radius.title=blast radius
actors.hero.talent.blast_radius.desc=_+1:_ Elemental blast's radius is increased to _5 tiles_, from 4.\n\n_+2:_ Elemental blast's radius is increased to _6 tiles_, from 4.\n\n_+3:_ Elemental blast's radius is increased to _7 tiles_, from 4.\n\n_+4:_ Elemental blast's radius is increased to _8 tiles_, from 4.
actors.hero.talent.elemental_power.title=elemental power
actors.hero.talent.elemental_power.desc=_+1:_ The power of elemental blast is increased by _20%_.\n\n_+2:_ The power of elemental blast is increased by _40%_.\n\n_+3:_ The power of elemental blast is increased by _60%_.\n\n_+4:_ The power of elemental blast is increased by _80%_.
actors.hero.talent.elemental_power.desc=_+1:_ The power of elemental blast is increased by _25%_.\n\n_+2:_ The power of elemental blast is increased by _50%_.\n\n_+3:_ The power of elemental blast is increased by _75%_.\n\n_+4:_ The power of elemental blast is increased by _100%_.
actors.hero.talent.reactive_barrier.title=reactive barrier
actors.hero.talent.reactive_barrier.desc=_+1:_ The Mage gains _2 shielding_ for every character affected by elemental blast, to a max of 5 characters.\n\n_+2:_ The Mage gains _4 shielding_ for every character affected by elemental blast, to a max of 5 characters.\n\n_+3:_ The Mage gains _6 shielding_ for every character affected by elemental blast, to a max of 5 characters.\n\n_+4:_ The Mage gains _8 shielding_ for every character affected by elemental blast, to a max of 5 characters.
actors.hero.talent.reactive_barrier.desc=_+1:_ The Mage gains _2.5 shielding_ for every character affected by elemental blast, to a max of 5 characters.\n\n_+2:_ The Mage gains _5 shielding_ for every character affected by elemental blast, to a max of 6 characters.\n\n_+3:_ The Mage gains _7.5 shielding_ for every character affected by elemental blast, to a max of 7 characters.\n\n_+4:_ The Mage gains _10 shielding_ for every character affected by elemental blast, to a max of 8 characters.
actors.hero.talent.wild_power.title=wild power
actors.hero.talent.wild_power.desc=_+1:_ When using wild magic, wands will be boosted by either _1 or 2, up to +3_.\n\n_+2:_ When using wild magic, wands will be boosted by _2, up to +4_.\n\n_+3:_ When using wild magic, wands will be boosted by either _2 or 3, up to +5_.\n\n_+4:_ When using wild magic, wands will be boosted by _3, up to +6_.
actors.hero.talent.wild_power.desc=_+1:_ When using wild magic, wands will be boosted by either _2 or 3, up to +4_.\n\n_+2:_ When using wild magic, wands will be boosted by _3, up to +5_.\n\n_+3:_ When using wild magic, wands will be boosted by either _3 or 4, up to +6_.\n\n_+4:_ When using wild magic, wands will be boosted by _4, up to +7_.
actors.hero.talent.fire_everything.title=fire everything
actors.hero.talent.fire_everything.desc=_+1:_ Wild magic now fires _5 times_, up from 4.\n\n_+2:_ Wild magic now fires _6 times_, up from 4.\n\n_+3:_ Wild magic now fires _7 times_, up from 4.\n\n_+4:_ Wild magic now fires _8 times_, up from 4.
actors.hero.talent.fire_everything.desc=_+1:_ Wild magic now fires _5 times_ up from 4, and each wand has a _25% chance_ to be usable 3 times.\n\n_+2:_ Wild magic now fires _6 times_ up from 4, and each wand has a _50% chance_ to be usable 3 times.\n\n_+3:_ Wild magic now fires _7 times_ up from 4, and each wand has a _75% chance_ to be usable 3 times.\n\n_+4:_ Wild magic now fires _8 times_ up from 4, and each wand has a _100% chance_ to be usable 3 times.
actors.hero.talent.conserved_magic.title=conserved magic
actors.hero.talent.conserved_magic.desc=_+1:_ Each zap from wild magic now uses _0.67 charges_ instead of 1, and each wand has a _25% chance_ to be usable 3 times.\n\n_+2:_ Each zap from wild magic now uses _0.45 charges_ instead of 1, and each wand has a _50% chance_ to be usable 3 times.\n\n_+3:_ Each zap from wild magic now uses _0.3 charges_ instead of 1, and each wand has a _75% chance_ to be usable 3 times.\n\n_+4:_ Each zap from wild magic now uses _0.2 charges_ instead of 1, and each wand has a _100% chance_ to be usable 3 times.
actors.hero.talent.conserved_magic.desc=_+1:_ Each zap from wild magic now uses _0.67 charges_ instead of 1, and wild magic has a _25% chance_ to not spend a turn.\n\n_+2:_ Each zap from wild magic now uses _0.45 charges_ instead of 1, and wild magic has a _50% chance_ to not spend a turn.\n\n_+3:_ Each zap from wild magic now uses _0.3 charges_ instead of 1, and wild magic has a _75% chance_ to not spend a turn.\n\n_+4:_ Each zap from wild magic now uses _0.2 charges_ instead of 1, and wild magic has a _100% chance_ to not spend a turn.
actors.hero.talent.telefrag.title=Telefrag
actors.hero.talent.telefrag.desc=_+1:_ If the Mage warps into another character he deals _10-15 damage_ to it, but also takes _5 damage_.\n\n_+2:_ If the Mage warps into another character he deals _20-30 damage_ to it, but also takes _10 damage_.\n\n_+3:_ If the Mage warps into another character he deals _30-45 damage_ to it, but also takes _15 damage_.\n\n_+4:_ If the Mage warps into another character he deals _40-60 damage_ to it, but also takes _20 damage_.\n\nThe hero cannot be killed by this talent, the self damage can be reduced by magic resisting effects.

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@@ -175,7 +175,7 @@ public class ElementalBlast extends ArmorAbility {
);
}
final float effectMulti = 1f + 0.2f*hero.pointsInTalent(Talent.ELEMENTAL_POWER);
final float effectMulti = 1f + 0.25f*hero.pointsInTalent(Talent.ELEMENTAL_POWER);
//cast a ray 2/3 the way, and do effects
Class<? extends Wand> finalWandCls = wandCls;
@@ -393,9 +393,10 @@ public class ElementalBlast extends ArmorAbility {
}
charsHit = Math.min(5, charsHit);
charsHit = Math.min(4 + hero.pointsInTalent(Talent.REACTIVE_BARRIER), charsHit);
if (charsHit > 0 && hero.hasTalent(Talent.REACTIVE_BARRIER)){
Buff.affect(hero, Barrier.class).setShield(charsHit*2*hero.pointsInTalent(Talent.REACTIVE_BARRIER));
int shielding = Math.round(charsHit*2.5f*hero.pointsInTalent(Talent.REACTIVE_BARRIER));
Buff.affect(hero, Barrier.class).setShield(shielding);
}
hero.spendAndNext(Actor.TICK);

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@@ -90,7 +90,7 @@ public class WildMagic extends ArmorAbility {
seconds.remove(w);
}
if (totalCharge < 3*chargeUsePerShot
|| Random.Int(4) > Dungeon.hero.pointsInTalent(Talent.CONSERVED_MAGIC)){
|| Random.Int(4) >= Dungeon.hero.pointsInTalent(Talent.FIRE_EVERYTHING)){
thirds.remove(w);
}
}
@@ -187,7 +187,11 @@ public class WildMagic extends ArmorAbility {
}
Item.updateQuickslot();
Invisibility.dispel();
hero.spendAndNext(Actor.TICK);
if (Random.Int(4) >= hero.pointsInTalent(Talent.CONSERVED_MAGIC)) {
hero.spendAndNext(Actor.TICK);
} else {
hero.next();
}
}
}

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@@ -325,11 +325,11 @@ public abstract class Wand extends Item {
if (charger != null && charger.target != null) {
if (charger.target.buff(WildMagic.WildMagicTracker.class) != null){
int bonus = 2 + ((Hero)charger.target).pointsInTalent(Talent.WILD_POWER);
int bonus = 4 + ((Hero)charger.target).pointsInTalent(Talent.WILD_POWER);
if (Random.Int(2) == 0) bonus++;
bonus /= 2; // +1/+1.5/+2/+2.5/+3 at 0/1/2/3/4 talent points
bonus /= 2; // +2/+2.5/+3/+3.5/+4 at 0/1/2/3/4 talent points
int maxBonusLevel = 2 + ((Hero)charger.target).pointsInTalent(Talent.WILD_POWER);
int maxBonusLevel = 3 + ((Hero)charger.target).pointsInTalent(Talent.WILD_POWER);
if (lvl < maxBonusLevel) {
lvl = Math.min(lvl + bonus, maxBonusLevel);
}

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@@ -212,7 +212,7 @@ public class MagesStaff extends MeleeWeapon {
if (owner == Dungeon.hero && Dungeon.hero.hasTalent(Talent.WAND_PRESERVATION)){
Talent.WandPreservationCounter counter = Buff.affect(Dungeon.hero, Talent.WandPreservationCounter.class);
if (counter.count() < 5 && Random.Float() < 0.5f*Dungeon.hero.pointsInTalent(Talent.WAND_PRESERVATION)){
if (counter.count() < 5 && Random.Float() < 0.34f + 0.33f*Dungeon.hero.pointsInTalent(Talent.WAND_PRESERVATION)){
counter.countUp(1);
this.wand.level(0);
if (!this.wand.collect()) {
@@ -436,7 +436,7 @@ public class MagesStaff extends MeleeWeapon {
preservesLeft -= Dungeon.hero.buff(Talent.WandPreservationCounter.class).count();
}
if (Dungeon.hero.hasTalent(Talent.WAND_PRESERVATION)){
int preserveChance = Dungeon.hero.pointsInTalent(Talent.WAND_PRESERVATION) == 1 ? 50 : 100;
int preserveChance = Dungeon.hero.pointsInTalent(Talent.WAND_PRESERVATION) == 1 ? 67 : 100;
bodyText += "\n\n" + Messages.get(MagesStaff.class, "imbue_talent", preserveChance, preservesLeft);
} else {
bodyText += "\n\n" + Messages.get(MagesStaff.class, "imbue_lost");