Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
- Messages
- 20,646
http://steamcommunity.com/games/333640/announcements/detail/1318840070702095326
- Added a new music track for Golgotha.
- We incorporated the combat changes from the beta branch into this week's main-branch patch. Here's a summary of all the changes.
- Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
- Cudgels now get +1 penetration and daze on critical hits.
- Axes now get +1 penetration and cleave on critical hits.
- Long blades now get +3 penetration on critical hits.
- Daggers now get +1 penetration and cause bleeding on critical hits.
- We tweaked all melee weapon stats to account for these changes.
- Two-handed weapons now grant a flat +1 penetration bonus instead of having a higher strength mod cap. Their damage was also shifted up a tier.
- The sharp melee mod works again.
- Gaslight kris and gaslight flyssa work properly again.
- We also tweaked some of the melee weapon skills.
- Axe: The Cleave penalty is now capped at half your strength mod, rounded up.
- Short blade: Shank's cooldown is now 10 rounds if you shank from your primary hand. It's still 20 otherwise.
- Short Blade Proficiency now grants +1 to hit and you make primary-hand short blade attacks as if your quickness were 25% higher. This means you make five attacks for every four that your normal-speed opponents make. These faster primary-hand attacks can trigger offhand attacks.
- Long Blade: Reduced Improved Aggressive Stance's to-hit penality from -4 to -3.
- New weapon mod: masterwork. Masterwork weapons score critical hits twice as often.
- Added a new tile and flame animation for great magma crabs.
- Glowfish can effectively bite now.
- Chitinous puma can once again equip their natural claws.
- If you use psychometry while confused, identified artifacts are no longer named things like 'Uhummwuhwah'.
- While on the world map, you can now 'l'ook at the tile you're standing on.
- Fixed a bug that caused the critical hit target to change from 20 when you were charging.
- Fixed a bug that caused the critical hit target to sometimes change when using a missile weapon.
- Fixed some cases where NPCs' strength modifiers were used to determine the difficulty of dodging their projectiles.
- Fixed an issue where creature AI wouldn't get mad at you when you used a combat power and missed with it.
- Fixed the journal getting unbound when you reset to default keybindings.
- Fixed an issue that caused the system menu to pop up when you escaped the inventory screen in the new UI.
- Fixed some cases where abilities allowed you to attack phased creatures.
- [modding] Changed the event parameter names for PerformMeleeAttack to "Attacker" and "Defender".
- [modding] Refactored the 'PenHitBonus' parameter in Combat events to use the 'PenCapBonus' and 'HitBonus' parameters instead.
- [modding] Moved the chance to trigger Jab (the Short Blade power) into an attacker based event.
- [modding] The AttackerGetWeaponPenModifier event now allows modification of the attack's PenBonus and CapBonus.
- [modding] Refactored melee combat so that the chance to perform an offhand attack with robo-hands or the Multiple Arms mutation resides in the AttackerQueryWeaponSecondaryAttackChanceMultiplier event, allowing for similar behavior via mods.