Releases: Darxo/Hardened
Releases · Darxo/Hardened
0.21.0
Changes
- Add new Scout perk in Tier 1 of Ranged Group. It grants +1 Vision for every 3 adjacent tiles that are either empty or at least 2 levels below your tile. It also removes the Action Point cost for changing height levels, just like Pathfinder
- Wear them Down is completely reworked. It now causes your hits to apply an additional 10 Fatigue on the target and your misses to apply 5 Fatigue. After your attack, if your target is fully fatigued, apply Worn Down effect until the end of their turn, which prevents them from using Recover
- Survival Instinct is completely reworked. It now grants 1 stack, when you get hit, and you lose 1 stack when you dodge an attack. Every stack grants 10 Melee Defense and 10 Ranged Defense
- Opportunist no longer removes Action Point cost when changing height. Instead it now grants -2 Fatigue cost while moving, just like the Athletic Trait
- Vigorous Assault discount is no longer removed when switching items
- Dismantle is now a Tier 6 perk (down from Tier 7)
- Stab now has a 25% higher threshold to inflict injuries
- Cruel Falchion (goblin weapon) are now a Sword/Dagger hybrid. They now also grant Stab. Slash and Rispote no longer have any discount
- Goblin Skewer are now a Spear/Dagger hybrid. Thrust is replaced with Stab. Spearwall no longer has any discount. Riposte is removed
- All Goblins (except Goblin Wolfrider) now have Elusive instead of Pathfinder
- All Goblins (except Goblin Overseer and Champion Goblin Ambusher) lose Bullseye
- Champion Goblin Ambusher lose Target Practice
- Goblin Ambusher now always spawn with the Reinforced Boondock Bow variant
- Normal Zombies no longer have Overwhelm
- Armored Wiederganger now display their complete name during battle, instead of just Wiederganger
Fixes
- Elusive now also displays a mini icon while active
- Fix Recover being disabled even after Pierced Lung or Collapsed Lung were removed
- Fix typo in renown mod setting
0.20.1
0.20.0
Changes:
- Add new Elusive perk in Tier 2 of Swift Group. It reduces the AP cost for movement on all terrain by 1 to a minimum of 2. This does not stack with Pathfinder. After moving 2 tiles, become immune to rooted effects, until the start of your next turn
- Crossbow Mastery now also grants +1 Vision if you wear a Helmet with a vision penalty
- Adrenaline now costs 15 Fatigue (up from 10)
- Rally the Troops is now also a Tier 3 perk in the Soldier Group
- En Garde is now a Tier 3 perk
- Tempo is now a Tier 5 perk
- Alps now have Elusive
- Rename Unworthy Opponent into Unworthy
- Non-player controlled allies now also gain the Unworthy effect, signifying that they do not grant any experience
Fixes
- Fix Firearm requirement missing in Crossbow and Firearm Mastery perk
- Fix remove old redundant tooltip line in offhand training effect
For Modder
- Add new
IsHidingIconMini
flag for skills (false by default), that can be used by modder to force-hide the mini icon - Add new
onSpawned
event for skills, hat can be used by modder in place of onCombatStarted to more consistently configure entities/skills even if they spawn mid battle
0.19.1
0.19.0
Changes
- Lindwurms Head and Tail no longer share hitpoints and effects but killing the tail will no longer kill the Head
- Lindwurm Head now has 1000 Hitpoints (down from 1100) and gains Exude Confidence
- The Lindwurm Tail has half as much Hitpoints than the Head, half as much Resolve, but 50% more Melee Defense. Lindwurm Tails no longer have Fearsome
- The Lindwurm Tail can now be stunned and netted but those effects are removed whenever the Head moves away
- Hybridization now grants 15% of base Ranged Skill as Melee Skill (up from 10%) but no longer grants Melee Defense
- Cheap Trick is now Tier 1 (down from Tier 2)
- Tricksters Purses is now Tier 3 (up from Tier 1)
- Ghostlike is now Tier 5 (up from Tier 4)
- Improve knock back logic for Spiked Impaler to behave like the Knock Back skill from shields
- Weaponsmiths and Armorsmiths now sell Armor Parts but for a higher price
- Orc Warlords and Barbarian Kings now have Savage Strength which will make them immune to Disarm
- The Conqueror now has Savage Strength to indicate better that he is immune to Disarm
- Enemies with Spear Flurry no longer gain Fresh and Furious for free (as the former perk was recently buffed)
- The Headless effect now also grants immunity to sleep
- NPCs are now less likely to use Break Free if they have almost no Melee Defense to begin with and more likely if they have a lot of Melee Defense
- Display price multiplier from relation in factions & relations screen
- Add 3 new settings or displaying exact relation, morale and renown values after the respective state term
Fixes
- Fix script error when pressing LootAllItems after battle
- Fix remove initiative calculation from net ai behavior as that stat is no longer relevant here
- Fix Sweeping Strikes not being force enabled correctly for Lindwurm Tails
0.18.1
0.18.0
Changes
- Marksmanship is completely reworked. It now grants +10 minimum and maximum damage while there are no enemies within 2 tiles
- Colossus now grants +15 Hitpoints, instead of 25% more Hitpoints
- Sweeping Strikes now grants +5 Melee Defense perk adjacent enemy (up from +3) but will only trigger once per turn
- Spear Flurry no longer applies any damage penalty (down from 10% less damage)
- Marksmanship is no longer a special perk. It is now a T7 perk in the Ranged perk group
- Colossus is now also a T1 perk in the Wildling group. Pathfinder is removed from the Wildling group
- Pathfinder is now also a T1 perk in the Leadership group. Decisive is now also a T4 perk in the Leadership group. Fortified Mind is removed from the Leadership group
- Leadership perk group is now part of the Shared perk group collection and will compete with shared perk groups
- Tactician is now a Special perk group and no longer replaces a shared perk group, when it appears
0.17.0
Changes
- The Net Effect no longer reduces the Initiative of the target
- Angler no longer increases the cost of Break Free on the target. It now increases the maximum range of Throw Net by 1 and it staggers every character that you net. Net Pull now has a Range of 3 (up from 2)
- Savage Strength now reduces fatigue cost of weapon skills by 20% (down from 25%). It now grants immunity to Disarm
- Schrats no longer take 70% reduced damage while their shield is up. They now have +200 Hitpoints and gain the One with the Shield perk
- Disarm (granted by whips) can no longer target enemies who are immune to disarm
- NPCs are more likely to use Disarm on targets with an active Spearwall or Riposte
- Improve Sergeant Sash description
- Fix combat glitches after characters teleport
0.16.0
Changes
- 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
- Clarify in Shield Expert perk description that it requires a Shield
- Improve effect order of Formidable Approach
For Modder
- Add new
::Hardened.TileReservation
backend system, where modder can check, which tiles are currently reserved for travel by theteleport function
Fixes
- Fix (Vanilla): Two entities can no longer accidentally get teleported (e.g. via Knockback) onto the same tile