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@sayterdarkwynd sayterdarkwynd released this 18 Jul 23:21
· 8759 commits to master since this release

-- Combat (Melee) --

  • Refined last updates weapon abilities to something less overbearing. You can find a full breakdown in a new codex, found in the Science Outpost bookshelf. Look for the Battle codex.
  • Combo atttacks in melee now drain 1% of current energy. This will make tech use require more strategy, as well as help remove stunlock spam ias a viable tactic for success.
  • Daggers have been completely overhauled, and are now aimable combo weapons with minimal knockback
  • Longsword colliders reduced, resulting in a far tighter arc.
  • Longswords have a larger grace time for combo attacks, and reduced time between those attacks
  • Longsword damage has been reduced
  • Scythes had their hitbox extended along their entire handle.
  • Scythes now do knockback , rather than pull, on their first strike. This allows for more effective juggling.
  • Scythes have a base bonus of +1% to Crit Chance
  • Scythe combos: +15% Crit Damage on first strike, +25% Crit Damage on second strike, and +1% Crit Chance per combo strike

-- Healing -- (Kherae)

  • Changed 'healingBonus' stat to apply to most forms of healing, instead of just healing items. This enables the following:
  • added new healingpenalty status effects, reducing healing from all sources by 10, 20 or 30%
  • the floran savages in brine star and certain microdungeons now use the third of these (30% reduced healing effectiveness), instead of the 'stun' effect.
  • healingBonus (the above effect, and all uses of it) now affects all sources of healing.
  • adjusted blood pick description to reflect healing changes
  • radien heal item blocking method corrected.

-- Armor --

  • corrected the sanguine set's piece tooltip to reflect its currentt behavior.

-- WEAPONS Changes -- (testing some ideas)
Longsword: Now focused on higher defense combat. When used with a shield you gain increased Shield Bash and Defense but lose 50% crit chance.
When used dual-wielded they lose some utility and suffer 20% damage and protection loss and 50% less Crit Chance and move slower. You gain 12% Energy. Single-wielding increases power and crit chance.

Mace: High impact, high stun. Maces increase HP, Protection and Shield Bash when wielded with shields. Dual wielded, they lose crit chance, energy, power and stun chance. Single-wielding increases power and stun chance.
Katana: When used with shields, lose protection, power and crit chance. When dual-wielded with large blades, lose protection power and damage. Dual-wielded with small blades increases move speed, crit damage and max energy. Paired with one-handed ranged, gain speed and crit damage at the expense of power.

-- Production --

  • adjusted furnace code. it now will run if there is a bonus OR normal output, and can accept tables or strings for normal outputs.

-- Bees --

  • Arctic and Volcanic Frames have had their purposes reversed to improve consistency

-- Misc --

  • corrected a minor punctuation mistake in skath dialog (Kherae)
  • Adjusted tricorder stat display for the various slime effects to be more clear. they now match the status effects' names more closely. similarly edited armors that provide slime immunities to better reflect what protection they provide: immunity to slime effects as a broad category. (Kherae)
  • corrected extraction of ancientpowerconduit giving a pgi (Kherae)
  • No more Mysterious Parcels appear in the Dark Cavern. No more farming elder stuff early. (Rylasasin)
  • fu_deploymenthack.lua merged into fu_playerinit.lua (Kherae)
  • most of the light and dark regen effects' if/else blocks are condensed into formulas, for a smoother curve. (Kherae)
  • added condition check to a vanilla movement script, because apparently checking whether something exists before calling it is too hard for CF. (Kherae)
  • added atropus sea to atmospheric condensers, acts as atropus (Kherae)
  • Scythes no longer have 'axe' listed in their tags
  • added a missing caketop component
  • Lobster Traps have a drastically reduced production rate
  • Pest Traps have a drastically reduced production rate
  • Code cleanup and typo corrections (kukagres)
  • Healing time reduced from 30 to 15 seconds. 30 seconds was ridiculous. Also added more audio and visual feedback when healing.
  • adjusted profit-cheesing prices at Science Outpost
  • further update to bows: removed vanilla bow/energybow anim file changes entirely. switched over to FU specific variants. FU and vanilla bows now use these variants (Kherae)
  • removed bow overrides from vanilla harpoon gun, as these were causing errors. (Kherae)
  • touched up on memento mori: skull tooltip text now fits fully. also, it won't fire death effects for admins who take 'lethal' damage anymore. added benefit of admins not losing med station buffs that way. (Kherae)
  • touched up crew contract tooltips to make them fit better. gave them a bit more room to fit in. (Kherae)
  • did the same for killpods. (Kherae)
  • Lowered Swim Boost speeds by 5%
  • finished making various 'well' objects use 1/sqrt(wellCount) instead of 1/wellCount for production rates. more forgiving diminishing returns. (Kherae)
  • reworked pest and lobster traps. They are no longer infinite free-food machines. (Kherae)

-- Bugs --

  • fixed zb sail implementation of player warp. players should now deploy to the dantalion in a mech. (Kherae)
  • clamped size rendering for mech health and energy bars (Kherae)
  • mech deployment script no longer draws beacons unless in a mech (Lherae)
  • added some minor sanity checks to some scripts. (Kherae)
  • Hylotl swimboost speed is no longer impossibly fast.
  • fixed shephard's pie being less expensive from the floran merchant than it was supposed to. (Kherae)
  • added missing futram_gate frames file (Kherae)
  • corrected minor bug in extraStatsWindow that made it stop working (Kherae)
  • refined memento mori code. it now properly saves and compares location info (whoops). this will invalildate all previous location data through it (Kherae)