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0.8.0

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@Darxo Darxo released this 22 Sep 10:07
· 368 commits to develop since this release

Changes

  • Rattle is now called Full Force and has been completely reworked. It now causes you to spend all remaining Action Points whenever you attack and gain 10% more damage per Action Point spent. The effect is double for one-handed weapons
  • Entrenched has been completely reworked. It now grants +5 Resolve per adjacent ally, +5 Ranged Defense per adjacent obstacle and 15% more Ranged Skill if at least 3 adjacent tiles are allies or obstacles
  • Dismemberment no longer causes any morale checks. It now grants +20% chance to hit the body part with the most temporary injuries
  • Weapon Master no longer works with hybrid weapons. When you learn Weapon Master you now gain a new random weapon perk group
  • Target Practice has been completely reworked. It now makes it 50% less likely for your arrows to hit the cover, when you have no clear line of fire (stronger than vanilla Bullseye)
  • Bullseye no longer reduces the penalty for shooting behind cover. It also no longer works with Take Aim
  • Shield Expert no longer prevents fatigue build-up from avoided attacks
  • Quickhands can now also swap two two-handed weapons
  • Phalanx no longer requires a shield to be equipped
  • The positions of Rattle (now Full Force) and Deep Impact in the Hammer Perk Group have been swapped
  • Scoundrels now spawn with Knifes instead of Dagger
  • Outlaws no longer spawn with Two Handed Wooden Flail or Greatsword
  • Enemy archers are 66% less likely to target someone because of how many potential scatter targets are adjacent - Marauder no longer spawn with Two Handed Wooden Flail and are twice as likely to spawn with a Greatsword
  • World Parties with champions will display an orange skull on top of their socket
  • Improve Dismantle perk icon

Fixes

  • Fix Reach tooltip being wrong
  • Fix throwing mastery not actually giving any damage bonus
  • Fix Distracted setting Reach to 0

For Modder

  • Nomad Sling and Staff Sling no longer have the weapontype Sling
  • Add new 'AffectedBodyPart' member for injury.nut (temporary injuries) which specifies which bodypart that injury belongs to
  • Add two new events 'onReallyBeforeSkillExecuted' and 'onReallyAfterSkillExecuted' for skill.nut which guarantee to only trigger when a skill is actually used
  • Add new 'isHybridWeapon' function for weapon.nut