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CoC-Mod changelog

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Oct 16th, 2016
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  1. commit af9da5d20eb9e79ef4a14fd18215bf2157322642
  2. Author: Kitteh6660 <sylvainkittens@gmail.com>
  3. Date: Tue Oct 11 12:08:36 2016 -0400
  4.  
  5. Compile fix
  6.  
  7. Should fix the game not compiling.
  8.  
  9. commit 7c4938344436dd596d4673c049a8da3ede1eee5e
  10. Author: Kitteh6660 <sylvainkittens@gmail.com>
  11. Date: Mon Oct 10 04:28:14 2016 -0400
  12.  
  13. Locking Kaizo to debug only
  14.  
  15. commit ecd811d1f030d2f92f32b7a8b8e1e67cd56b4f88
  16. Author: Kitteh6660 <sylvainkittens@gmail.com>
  17. Date: Mon Oct 10 04:27:26 2016 -0400
  18.  
  19. Some work on Kaizo
  20.  
  21. Along plenty of fixes. Kaizo still unfinished and debug-only. More work
  22. on Anzu too.
  23.  
  24. commit 5b71fb3da54a6dd13d5f75edfad62d223a10f743
  25. Merge: 8f04530 fe2ef3b
  26. Author: Kitteh6660 <Kitteh6660@users.noreply.github.com>
  27. Date: Sat Oct 8 15:29:33 2016 -0400
  28.  
  29. Merge pull request #344 from Stadler76/Basilisk-Eyes-Phase-4-dev
  30.  
  31. Basilisk Eyes Phase 4 (Stare combat ability)
  32.  
  33. commit fe2ef3b969852c82003941e1d4b0ed4f95aa17a2
  34. Author: Stadler76 <stadli@gmx.de>
  35. Date: Sat Sep 10 00:49:56 2016 +0200
  36.  
  37. More finetunings and handled basilisk resistance perk of monsters
  38.  
  39. ### Gameplay changes
  40. - Tentacle beasts have no eyes, so you're not able to stare at them.
  41. - I forgot to handle monsters that have the basilisk resistance perk. Should work now.
  42.  
  43. ### Internal changes
  44. - instead of checking for `if (monster.short == "pod")` I'm now checking for `if (monster is EncapsulationPod)` ... makes more sense to me.
  45.  
  46. commit 7edb0b5810dc6b2f0331fad8cc064fa29967121e
  47. Author: Stadler76 <stadli@gmx.de>
  48. Date: Thu Sep 8 18:35:55 2016 +0200
  49.  
  50. Updated the intro, success and failure texts
  51.  
  52. commit 37dec112fa15d0c396b5758a2062510feaf59ad0
  53. Author: Stadler76 <stadli@gmx.de>
  54. Date: Thu Sep 8 10:14:47 2016 +0200
  55.  
  56. Stare displays the colored speed 'damage' now upon success
  57.  
  58. ### Gameplay changes
  59. - On success, the speed 'damage' dealt will now be shown to the player
  60.  
  61. ### Internal changes
  62. - Added the method `public function getDamageText(damage:Number):String` to `Combat.as` to get the color-formatted damage. This is used in:
  63. - `CombatAbilities.petrifyingStare()`
  64. - `Player.takeDamage()` and
  65. - `Combat.doDamage()`
  66.  
  67. ### Notes
  68. - When dealing with (Corrupted) Fox Fire displaying the wrong damage I always wanted to write a generic method for this. Well, BTDT now :wink:
  69.  
  70. commit f8045b0d20c8d171d0f0157e2a7c3a7e28883f25
  71. Author: Stadler76 <stadli@gmx.de>
  72. Date: Wed Sep 7 13:09:22 2016 +0200
  73.  
  74. Fixed and finetuned the formula a bit
  75.  
  76. commit 063db135482612628453cd265dc69a584292fdb9
  77. Author: Stadler76 <stadli@gmx.de>
  78. Date: Wed Sep 7 10:26:25 2016 +0200
  79.  
  80. Basic mechanics implemented
  81.  
  82. ### Gameplay
  83. - **[Changed]** If you have basilisk (or similar) eyes you won't get the speed malus from Basilisk Resistance.
  84. - Basic mechanics are done. See [the gdoc](https://docs.google.com/document/d/1KgaLS5xm51yesCyI_WuGf6j69diwnOjbKHEkWue99Ac/edit#heading=h.1xkbtcd68cs4) for the details.
  85.  
  86. ### Internal changes
  87. - renamed `canCombatStare()` to `canUseStare()`
  88. - Using `canUseStare()` instead of `ìsBasilisk()` to determine, if you get the speed malus from Basilisk Resistance applied. (Again: It's natural for them to be immune)
  89.  
  90. commit cec3330c69a5d49c00523fd8bd318d13c3abfc51
  91. Author: Stadler76 <stadli@gmx.de>
  92. Date: Tue Sep 6 10:35:01 2016 +0200
  93.  
  94. Preparations for the combat ability 'Stare'
  95.  
  96. ### Gameplay changes
  97. - If you have the combat ability '**Stare**' you're naturally immune to the basilisks stare.
  98. - Basilisks and Dracolisks now gain additional +5 toughness and +5 int.
  99. - Needs more balancing, especially other races since dracolisks are quite OP right now.
  100. - Basilisks and Jean Claude are immune to Stare
  101. - With Basilisk Eyes you won't get the speed malus from '**Basilisk Resistance**'
  102.  
  103. ### Internal changes
  104. - Added `canCombatStare()` to Creature.as as yet another method to check for basilisk immunity.
  105. - Added `HAIR_BASILISK_SPINES` and `HAIR_BASILISK_PLUME` to the `DEFAULT_HAIR_NAMES` (Forgot that in phase 2).
  106. - Added more details to Jean Claude and especially Basilisks:
  107. - lizard face
  108. - lizard ears
  109. - basilisk eyes
  110. - hair = 2 inch grey-green basilisk spines
  111. - skinTone: "gray" → "grey-green"
  112. - **[Fixed]** tailType: cow → lizard
  113.  
  114. ### Notes
  115. - Especially dracolisks have high stats as of now. I could probably revert this, but I guess, its better to balance other races later. Your opinion to that @Kitteh6660?
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