神界:原罪2 - 终极版

神界:原罪2 - 终极版

Mortality: Combat Revamp
正在显示第 1 - 10 项,共 16 项条目
< 1  2 >
更新于:2018 年 9 月 19 日 下午 3:18

  • Fix to Throwing Knife description. I blundered.

更新于:2018 年 9 月 19 日 下午 3:01

  • Small fix: Void Dagger would've cost 2 or even 3AP depending on weapon equipped, which was bad.

Also if anyone's wondering why I made Scoundrel Throwing Knife into "Void Dagger", and made it only deal Magic Armor damage, it's because
1. I wanted it to be more distinct from the new single-handed left-hand Throwing Knife attack.
2. The visual effects are suuuper flashy, the dagger looks a bit like it's summoned in a puff of smoke and explodes in a puff of smoke. I'm interpreting that as some kind of magical, not-really-physical dagger that has more of a "bad vibes" effect than a "physical damage" effect. So it destroys Magic Armor and curses.

更新于:2018 年 9 月 19 日 下午 2:57

  • Updated Throwing Knife description.
  • Updated Void Dagger properties. Void Dagger now deals Magic Armor damage, takes 2 turns to recharge, and curses for 2 turns if the target is out of Magic Armor. Damage is no longer based on weapon damage. Should scale like Chloroform, scaling from the same stat as your equipped weapon. Does a little less damage than Chloroform. Costs 1AP like Chloroform. With this ability and Chloroform, any class with Scoundrel 1 should now be pretty good at destroying Magic Armor to set up for Status Effects.

As a fun fact, I think Chloroform's magic armor damage (even in the original game) is reaaally good for a 1AP ability. And it scales with Finesse, Intelligence, or Strength depending on your weapon, making it a versatile thing you can put on every character to give them all a decent ability to contribute to Magic Armor depletion. Void Dagger should be similarly good.

更新于:2018 年 9 月 19 日 下午 2:32

  • Further AI tweak: Attempted to just zero out any calculations having to do with "who did I last attack" or "who last attacked me," since those wouldn't seem to have any effect on what the best choice is, and would seem to mostly just exist for dramatic/"emotional" purposes. In general, a melee AI should still prefer to attack who they were last attacking, because attacking someone else would incur a movement AP cost, decreasing damage, and such.

更新于:2018 年 9 月 19 日 下午 2:02

  • Slightly tweaked AI: They will no longer prefer attacking the person who attacked them last(?) over the person who they were last attacking. I think. I had a case where a zombie somewhat stupidly attacked one of my people and then the other. Still trying to fix it.
  • Somewhat regretfully flagged Single Handed Throwing Knife as AI CanNotUse, so that Totems would stop using it (they technically have a Wand), and so that animals etc don't use it either (don't know if they would. They might.)

更新于:2018 年 9 月 17 日 上午 2:55

  • English localization update: Changed the name of the Scoundrel Throwing Knife skill to "Void Dagger." That's what it's named in some of the game files, actually, and it suits the crazy effects.
  • The single-handed throwing knife skill is still called simply "Throwing Knife."

更新于:2018 年 9 月 17 日 上午 2:26

  • Gave Malady a bunch more health and armor to make defending her more plausible, in that scene where you're defending her. It's possible I gave her too much, or too little. It needs testing.
  • Changed Finesse's dodge bonus from 2% to 1%
  • Fixed several Uniques still dealing water or earth damage instead of physical
  • Fixed frost and rock runes granting water and earth resist when inserted in armor. Rock now grants air resist, frost now grants fire resist.
  • Attempted once again to convince the AI to stop hurting itself so much on Opportunists seemingly unnecessarily.

更新于:2018 年 9 月 16 日 上午 6:47

  • Big, large, tremendous improvements to the new single-handed special knife throw's visual and audio effects. It is now extremely distinct visually from the Scoundrel Throwing Knife, and feels cool in a different way.
  • Still no unique icon or text.
  • And stats-wise it's probably too similar to the original knife throw.. although iirc I made it do less damage but have a faster cooldown. It's also just situationally different in that it's only usable with single-handed, but can be used with any (single-handed) weapon, and therefore can get a damage bonus from intelligence or strength.
  • Just to stress this point, though: The animation (which is used with Throw Dust and Searing Daggers, but not with the original throwing knife) looks really heckin' cool with single-handed. It looks perfectly appropriate since it always only uses your left hand (with all races). It basically looks like you grab a tiny knife out of a shirt pocket with your free hand, and throw it. It's cool, okay. Cooler than the Sucker Punch anim.

更新于:2018 年 9 月 16 日 上午 4:03

  • Gave the single-handed knife throw special much less dramatic visual effects. They're based on the original Throwing Knife skill effects but the knife is smaller and there's waaay fewer flashy effects on top, it looks more like just throwing a small throwing knife, and less like arcane magic. (The original throwing knife skill still looks as flashy as ever.)
  • Still haven't got a new icon nor name for the single-handed knife throw.

更新于:2018 年 9 月 16 日 上午 1:07

  • Slight fixes to single-handed knife throw.