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[Magiclysm] Attunements... again.. #61005
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…d for one time use
Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to |
Doesnt Force mage already have 2 passive eddects: 20% speed bost and double melee damage? |
No, i just think having flat bonuses is boring. Id be glad to add some new passive stuffs for all attunements, but some of them would have been even more OP, and i want to see them in more or less equal level of coolness |
deleted soul pressure and mind reading passive effect messages, because whats the reason if they require activations from now |
You might wanna check out #61139 if you haven't already |
yeah, ive seen that one, just didnt know it was merged already |
Summary
Mods "Adding even more attunement effects"
Purpose of change
There is a lot of stuff that must be added to attunements.
Describe the solution
Some of stuff still require work to dehardcode them, but bunch of stuff were doable using pure json
BOREAL_MAGE - got passive AoE field, that deal cold damage around, and permanent +9 cold damage in melee, and
CLIMATE_CONTROL
flagGLACIER_MAGE - got passive small AoE field, that deal bash damage, and effect, that can knockback enemies in melee (it also must inflict
downed
status, but it doesnt work currently) (knockback itself is also buggy shit, my huge apologize to glacier players), andCLIMATE_CONTROL
flagVULCANIST - got a
CLIMATE_CONTROL
flagMAGNETISM_MAGE - got some bullet damage resistance, and
SIGHT_RANGE_ELECTRIC
, which allow him to feel electric creatures (Thank you Irwiss!), andELECTRIC_IMMUNE
flagTUNDRA_MAGE - got passive slowdown DoT field, and
CLIMATE_CONTROL
flagICE_ELEMENTAL - got +9 cold damage in melee
CLEANSING_FLAME - got a
CLIMATE_CONTROL
flagFIRE_ELEMENTAL - got a
CLIMATE_CONTROL
flagSTORMCALLER - got
ELECTRIC_IMMUNE
flagSTORM_ELEMENTAL - got
ELECTRIC_IMMUNE
flagGAIAS_CHOSEN - got +30% to hp buff
EARTH_ELEMENTAL - got
ELECTRIC_IMMUNE
flagPERMAFROST_MAGE - got effect that substract moves from monster that try to attack user, and a
CLIMATE_CONTROL
flagSOULFIRE - got +9 pure damage in melee
SUN_MAGE - got
CLIMATE_CONTROL
flagRADIATION_MAGE - got small AoE, that emit clairvoyance
ILLUSIONIST - got some social boosts
GOLEMANCER - got an ability to block minor damage monsters attack with 1/5 chance (kinda)
GRAVITY_MAGE - slightly edited his effects, added 2 new spells (accidentally, i planned to make it in separate PR, but shit happened) - gravity leap, which is a huge jump, and tactile telekinesis, which buff your melee
SHAMAN - got +40% to mana regen
WITHER_MAGE - got AoE DoT bioligical field, that damage monsters nearby, and spell, that gives small stat boosts when you fight in melee (also added +15 armor penetration using
ITEM_DAMAGE_AP
, but it doesnt work currently)BLOOD_MAGE - got ability to heal himself for a bit when attack in melee
yeah, most temperature related attunements got
CLIMATE_CONTROL
, and all electric related gotELECTRIC_IMMUNE
, because it feels odd to be a frozen mage and be vurnerable to cold temperatueAll AoE effects were moved to separate mutations (including existing one) to be able to turn them off (partially to prevent #55397, partially for perfomance wins when player make long term activities), and are given by using weird EoC
Testing
Seems good for me, but of course i can miss something
Additional context
Current status of attunements (imo) (aka what was left to do):
VULCANIST - 1 passive effect
ARTIFICER - 1 passive effect
TUNDRA_MAGE - 1 passive effect
CLEANSING_FLAME - 2 passive effects
STORMCALLER - 2 spells, 2 passive effects
STORM_ELEMENTAL - 1 spell, 1 passive effect
VOID_MAGE - 1 passive effect
PERMAFROST_MAGE - 1 spell, 1 passive effect
RADIATION_MAGE - 1 passive effect
FORCE_MAGE - 1 passive effect
ALCHEMIST - 2 passive effects
ILLUSIONIST - 1 spell, 1 passive effect