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Fire now applies stacks based on attack damage
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ToxicFrog committed Jul 2, 2022
1 parent 9241317 commit 1c68b83
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Showing 4 changed files with 11 additions and 5 deletions.
11 changes: 9 additions & 2 deletions CHANGELOG.md
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Expand Up @@ -2,12 +2,19 @@

- New: Fragmentation upgrade for projectile weapons
- New: Swiftness upgrade for melee weapons
- WIP: Beam upgrade for hitscan weapons
- currently disabled due to bad interactions with other weapons
- New: Acid elemental tree
- Corrosive Shots adds a weak dot that gets more powerful as the target takes damage;
it works best with slow-firing, high-damage weapons like the rockets and SSG
- Acid Spray causes surplus acid to splash onto nearby enemies
- Embrittlement makes acid stacks increase damage taken by enemies
- Explosive Reaction turns acid stacks into an explosion on death
- Fix: Infinite recursion with some upgrade combinations
- Fix: Weakness upgrade could sometimes give enemies damage resistance.
- Change: Documentation tweaks.
- Change: Redesign of damage-over-time API to support fractional stacks/durations.
- Change: Fire now applies stacks based on attack damage.
- WIP: Beam upgrade for hitscan weapons
- currently disabled due to bad interactions with other weapons

# 0.5.2

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2 changes: 1 addition & 1 deletion Makefile
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@@ -1,4 +1,4 @@
VERSION="0.5.2"
VERSION="0.6.0"
PK3=release/Laevis-${VERSION}.pk3
LUMPS=MAPINFO CVARINFO KEYCONF MENUDEF LANGUAGE.* sprites/
ZSCRIPT=$(patsubst %.zs,%.zsc,$(shell find . -name "*.zs"))
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1 change: 0 additions & 1 deletion ca.ancilla.laevis/upgrades/Acid.zs
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Expand Up @@ -209,7 +209,6 @@ class ::AcidSpray::Aux : Actor {
}

uint GetRange() {
DEBUG("GetRange: %d", 32 + level*16);
return 32 + level*16;
}

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2 changes: 1 addition & 1 deletion ca.ancilla.laevis/upgrades/Fire.zs
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Expand Up @@ -24,7 +24,7 @@ class ::IncendiaryShots : ::BaseUpgrade {
override void OnDamageDealt(Actor player, Actor shot, Actor target, int damage) {
if (!shot) return;
// TODO: softcap support
::Dot.GiveStacks(player, target, "::FireDot", level);
::Dot.GiveStacks(player, target, "::FireDot", level*damage*0.2);
}

override bool IsSuitableForWeapon(TFLV::WeaponInfo info) {
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