diff --git a/README.md b/README.md index cc4f888..d820de4 100644 --- a/README.md +++ b/README.md @@ -96,6 +96,7 @@ Hardened reflects my personal vision of Battle Brothers — a balanced, varied, - When you pay compensation on dismissing a brother, he will share 50% of his experience with all remaining brothers. No more than 5% of his maximum exp each. - The **Crowded** debuff for long distance melee attacks now also applies -5% chance to hit for every adjacent ally, ignoring the first two allies. - Add new **Parry** perk in Tier 3 of **Swift Group**. It requires a one handed melee weapon. It grants Melee Defense equal to your base Ranged Defense against weapon attacks. While engage with someone wielding a melee weapon, you have 70% less Ranged Defense. Does not work with shields, while stunned, fleeing or disarmed. +- Add new **One with the Shield** perk in Tier 7 of **Shield Group**. It requires a shield. It grants 25% more Injury Threshold. While you have Shieldwall effect you take 40% less Hitpoint damage from head attack. While you don't have Shieldwall effect you take 40% less Hitpoint damage from body attacks - Add new **Battle Song** skill while holding a **Lute** for applying a temporary Resolve buff to nearby allies ## Balance & Polishing @@ -139,6 +140,7 @@ Just the images side-by-side: https://github.com/Darxo/Hardened/wiki/Perk-change - **Axe Mastery** no longer grants **Hook Shield**. It now causes **Split Shield** to apply **Dazed** for 1 turn - **Bags and Belts** now also includes two-handed weapons but no longer grants Initiative - **Battle Forged** no longer has any prerequisites. It no longer provide any Reach Ignore +- **Bear Down** (granted by **Mace Mastery**) is completely reworked. It now causes every headshot to daze the target for 1 turn, or increase the duration of an existing daze by 1 turn - **Bestial Vigor** is completely reworked. It is now called **Backup Plan** andand grants the skill **Backup Plan** which can be used once per battle to recover 7 Action Points and disable all Attack-Skills for the rest of this turn. It has been removed from the **Wildling** perk group and added to the **Tactician** perk group at Tier 2 - **Between the Ribs** no longer requires the attack to be of piercing type. It now also lowers your chance to hit the head by 10% for each surrounding character - **Blitzkrieg** now costs 9 Action Points (up from 7), 50 Fatigue (up from 30), no longer requires 10 usable fatigue on the targets. It no longer has a shared cooldown. It is now limited to being used once per battle instead of once per day @@ -148,6 +150,7 @@ Just the images side-by-side: https://github.com/Darxo/Hardened/wiki/Perk-change - **Brawny** no longer grants Initiative - **Concussive strikes** is completely reworked. It is now called **Shockwave** and it makes it so your kills or stuns with maces will daze all enemies adjacent to your target for 1 turn - **Dagger Mastery** no longer grant any reach ignore. It now reduces the action point cost of the first offhand skill each turn to 0, if your offhand item has a weight lower than 10 +- **Deep Impact** is now called **Breakthrough** and has been completely reworked. It grants the **Pummel** skill, which can now be used with any hammer. It also makes it so **Shatter** has a 100% chance to knock targets back on a hit - **Dismantle** has been completely reworked. It now grants +40% Armor Damage and 100% more Shield Damage against enemies who have full health. - **Dismemberment** no longer causes any morale checks. It now grants +20% chance to hit the body part with the most temporary injuries - **Dodge** now grants 4% of Initiative as extra Melee Defense and Ranged Defense for every empty adjacent tile (down from always 15%) @@ -162,6 +165,7 @@ Just the images side-by-side: https://github.com/Darxo/Hardened/wiki/Perk-change - **Fortified Mind** now grants +30 Resolve (instead of 25% more) and you lose Resolve equal to the Weight of your Helmetweight - **Fresh and Furious** now has a fatigue threshold of 50% (up from 30%). It now checks your fatige when you end your turn, instead of at the start of your turn - **Ghostlike** has been completely reworked. It no longer has any requirements. It now grants 50% of your Resolve as extra Melee Defense during your turn. When you start or resume your turn not adjacent to enemies, gain +15% Armor Penetration and 15% more damage against adjacent targets until you wait or end your turn +- **Hammer Mastery** no longer grants **Pummel** or increases the Armor Damage dealt by **Crush Armor** and **Demolish Armor**. Now 50% of the Armor Damage you deal to one body part is also dealt to the other body part. - **Hybridization** is completely reworked. It still grants 10% of your base Ranged Skill as Melee Skill/Defense. It now causes piercing type hits to the body to inclict **Arrow to the Knee**, cutting type hits to inflict **Overwhelmed**, blunt type headshots to inflict stagger and any hit with them to stun a staggered opponent and throwing spears to deal 50% more damage to shields - **Inspiring Presence** no longer requires a banner. At the start of each round it grants adjacent allies of your faction +3 Action Points for this turn, if they are adjacent to an enemy and have less Resolve than you. The same target can't be inspired multiple times per turn. - **Iron Sights** headshot chance now also works with melee weapons @@ -405,6 +409,7 @@ Just the images side-by-side: https://github.com/Darxo/Hardened/wiki/Perk-change - Bandaging allies now updates their overlay ui correctly - Brothers no longer gain any XP when allies die - Releasing a dog within 2 seconds of killing someone no longer skips the dogs turn +- Two entities can no longer accidentally get teleported (e.g. via Knockback) onto the same tile - Every accessory now plays a default sound when moved around in the inventory - Change the inventory icon of the **Witchhunter's Hat** to look exactly like the sprite on the brother - The id of the item `mouth_piece` is changed to `armor.head.mouth_piece` (it used to be `armor.head.witchhunter_hat`) @@ -425,6 +430,7 @@ Just the images side-by-side: https://github.com/Darxo/Hardened/wiki/Perk-change - Introduce new `LastSpawnedParty` member for `faction.nut` which always contains the last party spawned by that faction - Introduce new `getOwner` function for factions, which returns the owner of this factions first settlement - Introduce new virtual `getDroppedLoot` function for `actor.nut` returning an array of created items, which will be dropped when that actor dies +- Introduce new `::Hardened.TileReservation` with `function isReserved( _tileID )` which can be used to check whether a targeted tile is about to be filled with an entity from a vanilla `teleport` call - Supplies (Money, Tools, Medicine, Ammunition) are now droppable ### New Character Properties @@ -446,7 +452,7 @@ Just the images side-by-side: https://github.com/Darxo/Hardened/wiki/Perk-change # Known Issues: -- Using **Line Breaker** as a **Shield Sergeant** can sometimes push multiple enemies into the same tile +- New perks introduced by **Hardened** (**Parry** and **One with the Shield**) will change into other unused vanilla perks, while you player just Reforged - Using Recover will prevent you from using **Wait Round** for the rest of this round - **Student** will double-dip in the Manhunter Origin for Slaves diff --git a/mod_hardened/documentation.txt b/mod_hardened/documentation.txt index 253c8af..f854f6d 100644 --- a/mod_hardened/documentation.txt +++ b/mod_hardened/documentation.txt @@ -8,7 +8,6 @@ This submod is a collection of changes to Reforged that I suggested internally t # Known Issues: -- Enemies may spawn with perks that they can't use anymore (**Duelist**/**Formidable Approach**) because I didn't touch their spawning behaviors in that regard - Using Recover will prevent you from using **Wait Round** for the rest of this round - Loading the game over an enemy allows them to instantly engage the player in battle - **Shield Sergeant** can push multiple enemies into the same tile when used with **Line Breaker** @@ -32,6 +31,8 @@ This submod is a collection of changes to Reforged that I suggested internally t - remove close ranged penalty for reach weapons (its now covered by crowded) - move weapon mastery effects into the weapon mastery itself, instead of being implemented by the skills - make alps more smart on overworld (stalk player during day) + - Make it so alps are more aggressive, but they dislike roads. So you are very safe against them while on roads + - Maybe they dont get a movement bonus anywhere - prevent allied parties from following you, just because you are being targeted by their allies. Sometimes mercenary companies/nobles think they can/should attack you but you are still allied - Make raider playstyle more sufficient by giving caravans consistent tool loot - fix bottom left nimble perk icon @@ -89,6 +90,7 @@ This submod is a collection of changes to Reforged that I suggested internally t - Look into throwing weapons not producing miss-projectiles correctly when missing, sometimes - Need more evidence - nerf ports (to make good maps less reliable on them) + - setVirtualTime when using ports (to pass time) - This does not work. VirtualTime has nothing to do with DayCount - usings just fists (empty throwing weapon) with no offhand should also grant 20% fatigue discount (like from double grip) - Unwieldy Weapons could lose reach when engage in melee - Currently its very weird that its the best play to switch to a pike before ending your turn to maximize reach during opponents turn @@ -116,27 +118,29 @@ This submod is a collection of changes to Reforged that I suggested internally t - Display vision of currently active entity, by outlining border of view field on tiles - Grey out the tiles not visible to the current entity +- update description of iron sights so specify that the shellshocked part only works with ranged attacks? +- new DayCreated member for locations + - Can be used to adjust scaling so that newly created locations scale slower than ones already there longer? + - Can be used for upgrading, so that locations left along can upgrade into stronger versions? + - Can be used for rumors, where they say: "Recently a new location has appeared there and there" ## AI - Make ANticipation influence attacker with stuns to be more likely to attack - - -Training Hall: -- "Crashcourse" - - Costs a good amount of money - - Can only be used once for every brother - - You can choose one weapon or one armor group that the brother does not yet know and teach it to them - - Requires brother to have neutral mood or higher - - Causes Brother to lose 1.0 mood - - Applies "Exhausted" to the brother for a few days - - - This will unbrick your end-of-combat screen, if it doesnt show ::Tactical.State.m.TacticalCombatResultScreen.show(); # Changes: +0.16.0 + - Add new **One with the Shield** perk in Tier 7 of **Shield Group**. It requires a shield. It grants 25% more Injury Threshold. While you have Shieldwall effect you take 40% less Hitpoint damage from head attack. While you don't have Shieldwall effect you take 40% less Hitpoint damage from body attacks + - **Deep Impact** is now called **Breakthrough** and has been completely reworked. It grants the **Pummel** skill, which can now be used with any hammer. It also makes it so **Shatter** has a 100% chance to knock targets back on a hit + - **Hammer Mastery** no longer grants **Pummel** or increases the Armor Damage dealt by **Crush Armor** and **Demolish Armor**. Now 50% of the Armor Damage you deal to one body part is also dealt to the other body part. + - **Bear Down** (granted by **Mace Mastery**) is completely reworked. It now causes every headshot to daze the target for 1 turn, or increase the duration of an existing daze by 1 turn + - Fix (Vanilla): Two entities can no longer accidentally get teleported (e.g. via Knockback) onto the same tile + - Add new ::Hardened.TileReservation backend system, where modder can check, which tiles are currently reserved for travel by the teleport function + - Clarify in **Shield Expert** perk description that it requires a Shield + - Improve effect order of **Formidable Approach** + 0.15.2 - Update **Lone Wolf** description to reflect changes made in 0.15.0 - Fix **Bullseye** not working at 2 tile range when an ally is blocking Line of Sight diff --git a/mod_hardened/hooks/skills/perks/perk_rf_shield_sergeant.nut b/mod_hardened/hooks/skills/perks/perk_rf_shield_sergeant.nut index dc3ca5e..7435847 100644 --- a/mod_hardened/hooks/skills/perks/perk_rf_shield_sergeant.nut +++ b/mod_hardened/hooks/skills/perks/perk_rf_shield_sergeant.nut @@ -76,7 +76,6 @@ local hookKnockBack = function( _o ) RemainingAllies = potentialAllies, }); } - } q.onAfterUpdate <- function( _properties ) diff --git a/scripts/!mods_preload/main_hardened.nut b/scripts/!mods_preload/main_hardened.nut index 889ad9c..704026f 100644 --- a/scripts/!mods_preload/main_hardened.nut +++ b/scripts/!mods_preload/main_hardened.nut @@ -1,7 +1,7 @@ ::Hardened <- { ID = "mod_hardened", Name = "Hardened", - Version = "0.15.2", + Version = "0.16.0", GitHubURL = "https://github.com/Darxo/Hardened", Temp = {}, // Used to globally store variables between function calls to implement more advanced, albeit hacky behavior Const = {},