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Changes submitted since version 224  XML
Forum Index -> Druids RPG Development
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Have submitted a change that might fix the client crash problem.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Have also made the following changes.

Bug fixes:
  • Minor bug fix applied to various artifacts to stop spam logging when ghosting

    Balance changes:
  • Extreme Medic now can get up to 20 levels of Experienced Healing
  • Damage on FireBall increased
  • Chain Lightning changed so it has a delayed chain effect
  • Goliath Cannon fires slightly faster
  • Poison Blast cost reduced
  • Ability Advanced Damage Bonus increased from 1.5% to 2% per level for WMs and Extreme WMs
  • The max range for the Berserker Damage cut off has been reduced from around 50 yards to 40 yards. This will have a slight weakening effect for Berserkers at a distance, and encourage them to get closer
  • It is possible to summon 4 turrets at level 200 if you have the points
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Flame me if you like, but for the best balance of the game I have
  • Changed Beam and Bolt so they will do a maximum of 200 damage. It used to be the the maximum of 200 or half the victims health. Extreme AMs were taking down titans too fast
  • Rod now does single damage even if you run a DD or TD - like the Beam or Bolt do. You have a choice - it goes through DB/DR like normal damage and gets affected by the DD/TD, or it does none of them. Change mainly brought on by Extreme AMs being too powerful, but also it was dominating the game too much. Let's tweak this down, and other things up if need be. But for Extreme AMs to be able to sustain the rod and TD will kill the game. EDIT: this one currently on hold.
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    There was a bug in the lightning rod so it was costing Extreme AMs more than it should have done. This is fixed, but to compensate, the damage done by the lightning rod is now the same for Extreme AMs as everyone else. Extreme AMs use less adrenaline for it than a normal AM.

    There was also a bug in the fireball code so that Extreme AMs were getting half damage instead of double damage. This has now been fixed. As a result, I have dropped the damage for the fireball down from 350 to 200, but also reduced the standard refire time down from 3 secs to 2.
    With low levels on and a DD, this is very powerful for Extreme AMs, provided the fireballs are not shot down. With just high levels, forget it due to the DB/DR.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Some of the monsters needed a bit of a boost. Not a lot, but just to keep people on their toes.
  • Ice kralls now freeze for slightly longer
  • Poison Pupae now poison more, and are slightly faster
  • Poison queens poison effect lasts for an extra second
  • Slightly upped the damage Vampire Gnats give

    Also, I decided to extend the poison effect so as well as draining health it also drains a small amount of adrenaline. At most from monsters it will be 8 adrenaline per second.
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
    Offline

    After greg11's reminder, poison damage now gives medics xp when they heal it.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
    Offline

    On the Stats menu, there is a Buy button which buys one level of an ability. I have added a Max button, which will buy as many levels of the ability as possible, based on subclass and points available.

    So when a high level player is changing subclass, they will have to select each ability they want once, then Max, rather than having to press say Loaded Engineer Buy 15 times.


    And Ion Turret fire rate speeded up.
     
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