diff --git a/CHANGELOG.md b/CHANGELOG.md index 849f964..eb7c434 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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 diff --git a/Makefile b/Makefile index a171100..ac3c50e 100644 --- a/Makefile +++ b/Makefile @@ -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")) diff --git a/ca.ancilla.laevis/upgrades/Acid.zs b/ca.ancilla.laevis/upgrades/Acid.zs index e4ed4fb..ccf650d 100644 --- a/ca.ancilla.laevis/upgrades/Acid.zs +++ b/ca.ancilla.laevis/upgrades/Acid.zs @@ -209,7 +209,6 @@ class ::AcidSpray::Aux : Actor { } uint GetRange() { - DEBUG("GetRange: %d", 32 + level*16); return 32 + level*16; } diff --git a/ca.ancilla.laevis/upgrades/Fire.zs b/ca.ancilla.laevis/upgrades/Fire.zs index 9d71cf8..dc1599f 100644 --- a/ca.ancilla.laevis/upgrades/Fire.zs +++ b/ca.ancilla.laevis/upgrades/Fire.zs @@ -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) {