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refactor: bump version to 0.3.11 and document changes
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Darxo authored and Darxo committed Jun 7, 2024
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23 changes: 20 additions & 3 deletions README.md
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Expand Up @@ -11,7 +11,6 @@ This submod is a collection of changes to Reforged that I suggested internally t
- You have Reach Advantage during any melee attack if your Reach is greater than the Reach of the entity you are attacking
- Reach Advantage always grants 15% more Melee Skill (it is unaffected by the difference in Reach)
- Reach is 0 while the character does not emit a zone of control (e.g. stunned, fleeing)
- Reach is halved while the character is rooted

**Removed compared to Reforged:**
- penalty for Reach Disadvantage
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- **Goblin Pikes**, **Ancient Pikes** and **Pikes** are now also of the weapontype Spear
- **Sergeant's Sash** now only provides the +10 Resolve if its user has the perk Rally the Troops
- **Heraldic Cape** attachement now has 20 Condition (up from 5), 0 Weight (down from 1), 1000 Value (up rom 200) and grants 10 Resolve (up from 5)
- **Fangshire** will no longer spawn at the start of the game

### Skills

- **Recover** now applies the same Initiative debuff as using **Wait**
- **Puncture** now requires the target to be surrounded by atleast 2 enemies
- **Stab** now costs 3 Action Points (down from 4)
- **Hand-to-Hand Attack** now has 0% Hitchance bonus (up from -10%)
- **Hand-to-Hand Attack** now has 0% Hitchance bonus (up from -10%). It is now enabled if you carry an empty throwing weapon in your main hand.
- **Thrust** now has 0% Hitchance bonus (down from 10%)
- **Slash** now has 0% Hitchance bonus (down from 5%)
- **Gash** now has 0% Hitchance bonus (down from 5%)
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### Enemies

- Zombies no longer have **Double Grip** but gain +5 Melee Skill.
- Fallen Heroes no longer have **Nine Lives** but +15 Hitpoints
- Nachzehrer can no longer swallow player characters while in a net.
- Necromancer no longer have 20 natural body armor

### Other

- Fatigue no longer has any effect on the defenses granted by shields
- **Wait** now debuffs the actual Initiative until the start of that brothers next turn
- Armor Penetration is capped at 100%. Any Armor Penetration above 100% has no effect. Reaching 100% Armor Pen still has damage reduction from remaining armor applied.
- The legendary Location Ancient Spire now reveals an area of 3000 (up from 1900). It now also discovers every location in that radius for the player.
- Level-Ups for Attribute with 2 stars have -1 to minimum roll and +1 to maximum roll (compared to Vanilla) and are fully randomized in that range (compared to Reforged)
- Characters which are not visible to the player will no longer produce idle or death sounds.
- The combat map is no longer revealed at the end of a battle
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### Vanilla

- Parties on the world map are no longer hidden after loading a game, while the game is still paused
- Spiders will now give up when their team has given up even if there are still eggs on the battlefield
- You can no longer do two Arenas during the same day
- Newly spawned faction parties no longer teleport a few tiles towards their destination during the first tick
- Hitpoint and Armor damage base damage rolls for attacks are no longer separate. The same base damage roll is now used for both damage types
- 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`)
- Remove a duplicate loading screen

## For Modders

- Entities which have `this.m.IsActingEachTurn = false` (e.g. Donkeys, Phylactery, Spider Eggs) will now trigger `onRoundEnd` after every other entity has triggered it and trigger `onRoundStart` before every other entity has triggered it
- `IsSpecializedInShields` is no longer set to `true` by **Shield Expert**

### New Character Properties

- `ShieldDamageMult` multiplies incoming shield damage up to a minimum of 1
- `ReachAdvantageMult` is a multiplier for melee skill during reach advantage
- `ReachAdvantageBonus` is a flat bonus for melee skill during reach advantage
- `CanExertZoneOfControl` (`true` by default) can be set to `false` to force an entity to no longer exert zone of control

# Requirements

- Reforged
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15 changes: 15 additions & 0 deletions mod_hardened/documentation.txt
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Expand Up @@ -30,6 +30,21 @@ This submod is a collection of changes to Reforged that I suggested internally t

# Changes:

0.3.11
- Fatigue no longer has any effect on the defenses granted by shields
- **Heraldic Cape** attachement now has 20 Condition (up from 5), 0 Weight (down from 1), 1000 Value (up from 200) and grants 10 Resolve (up from 5)
- **Hand-to-Hand Attack** is now enabled if you carry an empty throwing weapon in your main hand
- The Location **Ancient Spire** now reveals an area of 3000 (up from 1900). It now also discovers every location in that radius for the player
- Reach is no longer halved while rooted
- Remove 15 Hitpoints from Fallen Heroes
- Fix Shield Expert not giving Cover Ally
- Fix regular crossbow reload cost being reduced by mastery
- Fix Sweeping strikes not stacking correctly and keeping its stacks
- Vanilla Fix: Spiders Eggs will no longer prevent Spiders from giving up early
- Vanilla Fix: Hitpoint and Armor damage base damage rolls for attacks are no longer independant. Now the same base damage roll is used for both damage types
- Vanilla Fix: Change the Witchhunter's Hat icon to look exactly like its sprite
- Vanilla Fix: Change the id of the item `mouth_piece` to `armor.head.mouth_piece` (it used to be `armor.head.witchhunter_hat`)

0.3.10
- **Skirmisher** now grants 50% of body armor weight as initiative (previously 30% of body/helmet armor weight) and no longer displays an effect icon
- **Through the Gaps** is now always active but now lowers your armor penetration by 10% (down from increasing it by 25%)
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2 changes: 1 addition & 1 deletion scripts/!mods_preload/main_hardened.nut
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::Hardened <- {
ID = "mod_hardened",
Name = "Hardened",
Version = "0.3.10",
Version = "0.3.11",
GitHubURL = "https://github.com/Darxo/Hardened",
}

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