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WoC + heXercise changelog 1.0

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Jan 8th, 2014
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  1. Changelog from WoC:
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  3. - Changed out all of the weapons for the heXercise versions. Check that thread if you want to know what they all do.
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  5. Fighter
  6. - In a nutshell, the fighter is much more melee-focused. He can output a shitload more damage in melee now than he could before, even at the start of the game, but Timon's Axe doesn't have a ranged alt-fire once again. His attack speed with all weapons is improved substantially.
  7. - Added the Axe and Hammer (from heXercise), which is a straight upgrade for the spiked gauntlets. Goes in slot 1. Only available once you've gotten both Timon's Axe and the Hammer of Retribution.
  8. - Made Axe's strength scaling a tiny bit better when it's out of mana to give it an edge (zing!) over the gauntlets' normal punch, thus making the Axe & Hammer a more worthy upgrade.
  9. - Changed Quietus's projectile damage to use the ranged strength code instead of the intellect code, because, seriously? Fuck that. Don't need no book learnin'. I also found it silly that there was actually an incentive to train intellect; now, the only incentive is mana capacity, and if you're a real man, you don't need no mana, neither.
  10. - Quietus can't be used without mana, period. Sorry. Hope you like dual wielding!
  11. - On the plus side, Quietus costs less mana to use (roughly half).
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  13. Cleric
  14. - The cleric is still good all-around. He is good at melee, but easily surpassed by the fighter. He's good at ranged, but can be out-bursted by the mage. His "X factor" comes in the utility he gains from his weapons that other classes do not, as well as his innate divine magic which he brings out through sheer zeal and force of will.
  15. - The mace does the tiniest bit more damage and swings faster. It puts it about on par with spiked gauntlets' primary fire.
  16. - The serpent staff now scales with Willpower, including the life drain. Yes, willpower, because it differentiates clerics from mages more and makes you split your stats between Willpower (for damage) and Intellect (for ammo), inherently making you worse at ranged than mages are. Which is how it's supposed to be.
  17. - Firestorm is buffed (scales better) and now also scales with Willpower. The small flames that explode from the point of impact rip. Careful you don't burn yourself.
  18. - Wraithverge is nerfed a bit. You have to charge it briefly to fire all four ghosts like you normally would, and the ghosts are released straight from the Wraithverge; there's no direct-hit splash projectile. However, there is a "rocket" secondary that does a shitheap of direct (and splash - watch yourself) damage, so you have to choose one or the other. Like the rest, the damage scales with Willpower.
  19. - The morningstar's explosion damage scales with - you guessed it - willpower. Of course, the melee damage still scales with strength.
  20. - Lightbringer scales with willpower.
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  22. Mage
  23. - The mage is changed the least in playstyle. Just pump up intellect and shit fire on losers.
  24. - You can tap the shit out of your mouse button to shoot the Sapphire Wand fast now, but it's inaccurate and loses ripping when you do so. Hold it down to fire like normal.
  25. - You can deflect projectiles with the wand secondary -- if you time it properly.
  26. - Frost Shards' primary shoots faster because seriously, come on. Also it paled in comparison to the "ice rocket" in regular WoC. That is replaced with an accurate "nailgun" function, which is still pretty damn good, just without the splash (but with more rapid fire). The shards also travel quite a bit faster, to make the nailgun effective at range.
  27. - Arc of Death's weird "falling blue tissue paper" secondary was replaced with one that is basically the Necromancer's Gauntlets, but better. Because mages don't fuck around with flying blue origami.
  28. - Bloodscourge is a fucking carnage machine. The projectiles seek much more viciously and bounce off walls. They only explode after a set duration, which I've tried to balance so that hopefully they're in the middle of your foes when they do, because damn do they explode. It can shoot single fireballs that still ricochet as a secondary now instead of wasting all of your fucking mana for two seconds of flamethrower. This weapon is good to reflect how good the mage is supposed to be in the end-game.
  29.  
  30. Changelog from heXercise:
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  32. - Obviously, you get all the crazy skills and stats from WoC, so you should read that thread. Melee damage has scaling now, based on stats. Enemies also get tougher as you level up.
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  34. Fighter
  35. - Fighter doesn't get bloodlust anymore because of all the sustain abilities he gets in WoC.
  36. - He also doesn't get reflection abilities with his gauntlets for the same reason.
  37. - Mana costs were reduced to their vanilla rates because you don't start with 200 mana capacity.
  38. - The Hammer's melee attacks don't hit twice anymore because that was too easy.
  39. - The Hammer's melee attacks explode without hurting you if you have mana.
  40. - Quietus costs about half as much mana to use both melee and ranged.
  41.  
  42. Cleric
  43. - The shield's bash distance and velocity of the victims scales up based on your strength. This gives strength clerics an interesting bit of utility, since they can cause infighting quite easily or bash enemies off cliffs, rather than just deflect projectiles and give Ettins the babiest of shoves. Distance also goes up with blunt mastery.
  44. - Serpent staff's altfire doesn't hurt you anymore because that was a waste of everyone's time. It also drains about 40% faster (attacks every 6 frames instead of 10)
  45. - If you want to focus ranged, you can pump your "Willpower" stat and get good health and magick regen at the same time as weapon damage, allowing you to be good at casting defensive and utility spells.
  46. - Otherwise, cleric is mostly unchanged, except for scaling added to his weapons.
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  48. Mage
  49. - You don't get any of those cool spells at the start in favor of similar spells being obtained through WoC.
  50. - Mana doesn't automatically regen anymore for the same reason.
  51. - Frost shards have the cool ice fog trail from WoC on them now. They also will be a bit less powerful at the beginning (on par with vanilla, really) but they'll scale up. The shards travel slightly slower compared to heXercise.
  52. - Arc of Death has a special accompanying spell that makes it more powerful when you fire it (primary fire only). Tell me if you find any bugs with this. I didn't test it, because I didn't feel like going through the effort required for this ("giving" myself shitloads of experience points, etc)
  53. - Bloodscourge explosion timer is almost half as long. Without the extra burst damage actually hitting things, it was just a shitty Wraithverge.
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