Bumping once again, sorry!!! Version 1.4 is out.
Changelog:
Boosted the run speed animation of many enemies so you spend less time waiting for them to move during their turns. Since enemies usually walk outside of combat (when they're wandering around) this shouldn't affect them outside of combat very often. Note this is just run speed, not general animations, though I'd love to speed those up too somehow. If you notice a situation where their fast runspeed has an unintended effect on the game let me know. If you dislike these run speed changes, you can delete the following files: Enemies.lsb, Animals.lsb, Characters_Summons.lsb. The lsx files don't matter.
Also boosted the actual movement amount (meters per AP) that enemies get even more than I already have. Enemies are just so susceptible to any sort of kiting that they need a big advantage on that front.
New abilities:
Novice ranger ability: Lobshot. Lob a blunt arrow in the air with an arc like a grenade to deal crushing damage to an enemy. Chance to knockdown. 4 AP, 5 turn cooldown. (I didn't feel like Marskman had enough active, offensive abilities. This ability should be fun to use and gives rangers a nice power ability against skeletons in the beginning of the game when they're somewhat weak.)
Novice Hydrosophist ability: Transfer Vitality. Heal a nearby ally for 40% while causing the caster to bleed for two turns. 3 AP, 4 turn cooldown. (Probably more of a Witchcraft spell at heart, but there needs to be at least one more hydrosophist novice abilities.)
Telekinesis 2 Ability: Kinetic Enhancement. Increase your or an ally's movement speed by 25% for 2 turns. 2 AP, 8 turn cooldown.
Lucky Charm 3 ability: Luckbomb. Throw a bomb that has a 30% chance to ignite, chill, poison, and stun enemies. 4 AP, 8 turn cooldown. (Purchase at ranger trainers. I want to figure out a way to make this scale so it isn't worthless at high levels, but not sure how to do that yet.)
Wands can now come with small movement, initiative, and elemental resist modifiers.
Reduced Rain of Arrows, Meteor Shower, Hail Attack, Storm range to 10m (from 15m), so it's hard to open with them before combat even begins.
Increased Arrow Spray cone of fire to 90 degrees (from 45) so it's less useful as a single target shotgun ability.
Slightly increased the damage of Rogue's Trip skill.
Removed cursed books from vendors I used to test.
The requirements for leadership/telekinesis on items doesn't seem to be working. Tried adding a stat requirement as well, and not sure if that will fix that or not.
You can no longer boost resists with essences for gloves, boots, belts, and helmets. Too easy to get full resists that way.
Slightly reduced the price of some potions.
Player's charm arrows now only charm for 1 turn instead of 2.
Last edited by Baardvark; 03/12/15 09:38 PM.