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Multiply damage and HP by 10 for D2K #14461
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I checked the concrete armor, it is correct. |
Well, then this means that it was an oversight of the original developers. Currently, for example, the It is better to change the armor type of the Rocket Turret and remove all the remaining defined The armor type of the Rocket Turret can be changed to heavy, making it stronger than it currently is. If you don't like that it is much stronger, then the HP can be reduced or the armor type can be changed to light. |
We are strictly keeping D2K to use original values, for now. Plan is to start rebalancing when we get left gameplay mechanics for D2K to added. (Saboteur Cloak, Starport, Original Ornithopter and Death Hand Behaviour etc.) So no, even if that doesn't makes sense, keep it as is. |
Oh okay, I didn't know that. |
mods/d2k/weapons/other.yaml
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@@ -15,36 +15,36 @@ Sound: | |||
Warhead@1Dam: SpreadDamage | |||
Range: 0, 32 | |||
Falloff: 100, 100 | |||
Damage: 860 | |||
Damage: 1000 |
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I don't think tiny rounding errors really matter to the small D2k player base, so I'd prefer we stick with 860 and the old versus values since they're taken from the original game (at least the versus values).
mods/d2k/weapons/other.yaml
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DamageTypes: Prone50Percent, TriggerProne, SoundDeath | ||
Warhead@2Dam: SpreadDamage | ||
Range: 0, 32 | ||
Falloff: 100, 100 | ||
Damage: 430 # Only does half damage to friendly units | ||
Damage: 500 # Only does half damage to friendly units |
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Same as above.
👍 after those minor points. |
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Updated. Shall I also remove the |
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Upgrade rules can be added now. |
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Ah, glad it's taken care of. |
Same changes as #14301 (#14448 related).
Link to issue #11719.
I only adjusted one value. I decided to not adjust any other value because this is not needed. The values in D2K are ten times higher compared to RA and TD. This results in less than 1% difference after the conversion (with some exceptions), whereby in RA and TD the differences could go up to 50%. Luckily, there are not that much different weapons in D2K compared to the other mods, so I can post the values in one screenshot. However, they do have more different armor types.
The exceptions with more than 1% difference are:
Debris2
vs wallDebris3
vs wall and vs harvSound@1Dam
andSound@2Dam
Grenade
andGrenDeath
vs harvSpiceExplosion
BloomExplosion
vs wall^MG
vs wallI'm not familiar with D2K, but I think the Debris damages, Spice and Bloom explosions are not that common to do a little more damage vs for example a wall. We are talking about less than 1 damage difference after all.
The Grenade and GrenDeath vs harvesters, and the MGs vs the wall the same reasons.
The
Sound@1Dam
andSound@2Dam
are adjusted. The differences could go up to more than 1 damage because the weapon has multiple impacts.Keep in mind, because I decide to not change the values does not mean that I won't change it if desired.
There are some errors in D2K. The concrete armor type is only defined in a couple of weapons. There is only one building with concrete armor, the
Large Gun TurretRocket Turret. All weapons without the vs concrete trait does 100% damage to concrete. The should probably be changed in a separate PR.The
PlasmaExplosion
does damage vs invulnerable armor type. This should also be changed in a separate PR.In the second commit I also changed the DeviatorMissile. It does 100 damage vs everything and 50 damage vs the construction yard, but now written differently.
The upgrade rules will be added in this PR in a separate commit after the upgrade rules for the RA and TD mod are merged.