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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/05/2009 18:35:00
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Szlat
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Joined: 05/18/2005 18:32:41
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In this thread I will try to list changes made to the code, for possible inclusion in the next build.
Minor change to F1 scoreboard to hopefully iron out a few of the problems
Beam altered so time between shots now 0.5 sec instead of 1.0 sec, but instagib capability reduced so it does a max damage of 200 or half the monsters max health.
Similar for Bolt - now time between is 1.5 secs and damage max of 200 or half monsters max health
Beam, Bolt and MegaBlast changed to bypass DB/DR to match rod
StatsMenu changed to only show the abilities relevant to your class
Large restructuring of code preparing the way for SubClasses, but not introducing them yet. Hopefully this hasn't introduced many bugs
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/18/2009 16:15:20
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Szlat
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Joined: 05/18/2005 18:32:41
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Druid is concerned about the amount of link fire on the system, causing significant lag. On a temporary basis, I have submitted the following changes - which may well be removed once we know where we are going
The infinity weapon type will no longer apply to link guns. You just will not pick one up
The Medic Weapon Maker will no longer work on link guns. A very minor nerf, but not significant
The Engineer link gun has changed so it fires at half the speed, but each hit does nearly double the damage. So the main effect is half the number of link shots to replicate.
Eng link beam now does 35 damage every 0.24 sec (145/sec) instead of 20 damage every 0.12 sec (166/sec)
Eng link primary projectile fire now does 50 per shot at a rate of 2.5/sec (125/sec) instead of 30 at a rate of 5/sec (150/sec). Eng link projectiles also travel 25% faster
The damage changes are a slight nerf to the eng link, but not as bad as it seems, as the combined damage occurs on the first shot. So for example to kill something of health 100 with the beam takes 3 hits (0.48 secs) instead of 5 hits (0.48 secs). Likewise, the new proj fire will take 2 hits (0.4 secs) instead of 4 hits (0.6 secs). Without lowering the damage, this half/double change would have increased the link power.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/27/2009 01:41:04
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Location: UK
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Mysterial's AbilityCounterShove extended into a new DruidCounterShove ability, so teammates are not shoved and better support for sentinels etc.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/29/2009 12:49:23
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Added a DruidRetaliate ability that logs how many retaliation kills have occured. Also does a minimum of one damage.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/13/2009 16:35:31
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Fixed problem with driver of minigun turret sitting on the floor
Reduced width of collision cylinder for defense and lightning floor sentinels
Major change to the way kills and sprees are handled for the F3 stats etc for turrets and sentinels. Should work better in deathmatch now. This requires a new InvasionSpree
EnergyWall damage changed so it is slightly adjusted by the size of the thing breaking the wall. So less damage to gnats, more to titans. But not excessively so.
Change to summoned vehicles so hopefully they bounce around less
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/14/2009 07:19:44
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(DC)DEMONSLAYER
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Joined: 03/18/2006 12:10:27
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Szlat wrote:
Fixed problem with driver of minigun turret sitting on the floor
It's hilarious seeing the gunner sitting on the floor
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