Hello all again!
Like I once said on a post, the purpose of my patch for KeeperFX is to improve the fun of the game to everyone. I explained that my changes aren't just for me, under my vision of things, but for all the players, with your vision of things too. That's why I'm posting here what will be the changes in the configuration files so that you too, could see if you agree/disagree on stuff.
Now, please read: I wouldn't like to see controversial in stuff you may disagree on. If there's something you don't like, you find nonsense or you're unsure about, please copy/paste the lines that bug you into different quotes and EXPLAIN WHY you may find these things unpleasant for you or ask me if you want extra information on stuff you don't understand. Saying "it's clearly overpowered" isn't sufficient. Saying that something sucks doesn't help anybody at all. All I want is to make sure the changes are good for everyone. If you can convince me that something's wrong and should be modified, then I could do it. Thanks everyone for your understanding!
Now, here are the changes:
Here are some things I'd like to explain first:Code:Previous changes still applied ============================== Imp doesn't leave the dungeon anymore when angry (he's never angry anyway) Ghost now trains faster Ghost has Research as primary job and Pray as Secondary job - No more Ghost acquires Rebound at level 4 instead of level 1 Ghost's salary has been increased to 30 gold pieces Fly's fear is now maxed out (255) Spider now trains faster Spider has a different first person vision Hellhound can now see invisible creatures (don't we say that dogs can detect ghosts?) Demon spawn has a different first person vision Vampire has Pray as Not do job Troll now trains faster Tentacle now trains faster Tentacle has a different first person vision Tunneller has now Speed at level 7 Tunneller has Tunnel as primary job (even though I don't think it makes a difference) Dwarf now trains faster Dwarf has Fight as primary job, Manufacture as secondary job and doesn't Research anymore Barbarian has Fight as primary job, Train as secondary job and doesn't Research anymore Giant is no more affected by Wind Thief has Explore ar primary job Archer now trains faster Archer has Guard post duty as secondary job Monk now trains faster Monk has Pray as primary job (sounds logical, right?) and Research as secondary job Priestess has Scavenge as secondary job Fairy doesn't Manufacture anymore Knight has Train as primary job and doesn't Scavenge anymore Avatar has Train as primary job and doesn't Scavenge anymore Creatures are stored in 4 categories about the amount of damage they inflict to the Boulder trap: 1. Small/weak creatures (imp, ghost, skeleton, beetle, fly, spider, demon spawn, tentacle, hellhound, tunneller, dwarf and fairy) inflict 30 damage points 2. Medium creatures (warlock, vampire, orc, troll, dark mistress, barbarian, thief, archer, samurai, wizard, monk and priestess) inflict 60 damage points 3. Big/tough creatures (bile demon, horned reaper and giant) infict 80 damage points 4. Huge/strong creatures (dragon and knight) inflict 120 damage points Avatar is already immune and floating spirit doesn't inflict any damage Boulder trap has now 240 health points Invisible creatures stay invisible while attacking until they cast a personal spell that heals or gives them protection or the time runs out Cave-in spell has this cost now: 600 - 1000 - 1200 - 1400 - 1600 - 2000 - 2200 - 2400 - 2600 Amount of research points for Cave-in spell goes from 25000 to 12500 Amount of research points for Lightning strike spell goes from 15000 to 16000 Amount of research points for Protect spell goes from 15000 to 18000 Amount of research points for Disease spell goes from 20000 to 40000 WOP trap has now 4 shots The manufacturing order is now: 01. Wooden door 02. Alarm trap 03. Poison gas trap 04. Braced door 05. Lightning trap 06. Lava trap 07. Steel door 08. WOP trap 09. Magic door 10. Boulder trap Primary room's research order is now: 1. Treasure Room 2. Lair 3. Hatchery 4. Training room 5. Library Actual changes ============== Wizard has now Persuade as anger job Wizard can now see invisible creatures Barbarian's Fear reduced to 17 Barbarian has Speed at level 8 and Grenade at level 10 Barbarian has now Orc as natural enemy Barbarian gets angrier (2000 annoy points) each 10000 game turns if he can't train Archer has Grenade at level 7 Dwarf has Grenade at level 10 Dwarf has now Troll as natural enemy Dwarf's Hurt By Lava is now 3 Knight now does 120 damage points to boulder Knight has now Kill Creatures as anger job Avatar can now see invisible creatures Avatar has now Kill Creatures as anger job Avatar has now Horny as natural enemy Avatar has a Training Cost of 200 instead of 100 Avatar has double melee attack Tunneller now has First Person Dig at level 1 Tunneller's Hurt By Lava is now 3 Priestess has Sight at level 6 Priestess has now Kill Creatures and Persuade as anger jobs Priestess is now renamed as Enchantress Giant has now 825 of health instead of 650 Giant's Salary has been increased to 98 Giant now eats 5 chickens instead of 3 when hungry Giant has Grenade at level 7 Giant's Hurt By Lava is now 1 Fairy's Dexterity and Defence have been doubled Samurai does not see invisible creatures anymore as he already has Sight spell Samurai's training value decreased to 3 Samurai doesn't leave the dungeon anymore when angry Horny has also Research and Manufacture as "not do jobs" Horny has now Avatar as natural enemy Horny now does 80 damage points to boulder Horny has Missile to level 10 (until Slow bug is corrected) Horny annoyances are now: NoLair = 8 NoHatchery = 8 InTemple = -15 Sleeping = 4 WinBattle = -800 Untrained = 250 10 Skeleton can now see invisible creatures Skeleton's Recovery has been reduced to 1 Skeleton isn't humanoid anymore Troll has now Dwarf as natural enemy Dragon has 240 for sleeping next to lava Demon Spawn has Armour spell at level 10 Demon Spawn has 80 for sleeping next to lava Demon Spawn gets angrier (2000 annoy points) each 5000 game turns if he can't train Fly's Dexterity and Defence have been quintupled Fly's Hurt By Lava is now 4 Dark Mistress' Speed spell has been removed Dark Mistress has now 600 of health instead of 700 Dark Mistress's annoyance in hand is now -1 Sorceror has 40 for sleeping next to gold Bile Demon's Hurt By Lava is now 3 Imp isn't humanoid anymore Imp's Hurt By Laval is now 4 Beetle's Armour is now 40 Beetle's Hurt By Lava is now 4 Spider's Hurt By Lava is now 4 Hellhound now does 30 damage points to boulder Hellhound has now Kill Creatures as anger job Hellhound has double melee attack Ghost's Fear has been reduced to 0 Ghost's Defence has been tripled Ghost has now Hailstorm at level 10 Ghost now rebirth at level 10 Tentacle's Recovery has been increased to 2 Tentacle doesn't leave the dungeon anymore when angry Tentacle's Armour is now 65 Tentacle has 160 for sleeping next to water Tentacle's Hurt By Lava is now 4 Orc has now Barbarian as natural enemy Orc has Research as "not do jobs" Orc gets angrier (2000 annoy points) each 10000 game turns if he can't train All heroes' rooms attraction removed WOP creature spell's Damage increased to 125 Flame Breath spell's Damage increased to 4 Fly creature spell's ResetTime increased to 750 Fly creature spell's FPResetTime increased to 500 Flame Breath creature spell acts more like a melee attack now Poison Gas trap has now 7 shots Must Obey spell's time reduced to 12 instead of 18 Disease spell's Transfer Percentage reduced to 3 Disease spell's Lose Percentage Health reduced to 3 SOE spell has this price now: 100 - 125 - 150 - 175 - 200 - 225 - 250 - 275 - 300 Heal spell has this power now: 80 - 180 - 280 - 380 - 480 - 580 - 680 - 780 - 980 Lightning strike spell has this power now: 3 - 4 - 6 - 8 - 10 - 13 - 16 - 20 - 25 Conceal spell has this power and cost now: Power = 100 - 125 - 150 - 175 - 200 - 225 - 250 - 275 - 300 Cost = 100 - 150 - 200 - 250 - 300 - 350 - 400 - 450 - 500 Disease spell has this power now: 300 - 350 - 400 - 450 - 500 - 550 - 600 - 650 - 700 Chicken spell has this power now: 240 - 280 - 320 - 360 - 400 - 440 - 480 - 520 - 800 Steel door's Manufacture Required increased to 30000 Boulder trap's Manufacture Required increased to 30000 Lightning trap's Manufacture Required increased to 24000 Word of Power trap's Manufacture Required increased to 22000 Alarm trap has now a reduced recharging time of 500 instead of 1000 Wood, Braced and Steel doors have now 50% more health and Magic door has now 12,5% more health New sacrifices replacing existing KeeperFX recipes: FLY + BUG = TROLL TROLL + TROLL = ORC BUG + TROLL = TENTACLE FLY + TROLL = HELL_HOUND HELL_HOUND = SPEED ALL DARK_MISTRESS + DARK_MISTRESS = INVISIBILITY ALL DRAGON + DRAGON = HEAL ALL SORCEROR + SORCEROR = REBOUND ALL ORC + ORC = ARMOUR ALL FLY + DRAGON = FLY ALL VAMPIRE + BUG = FREEZE ALL VAMPIRE + SPIDER = SLOW ALL FLY + SORCEROR + DARK_MISTRESS = HERO FAIRY Floating Spirit can't be turned to chicken Ghost can't be turned to chicken Imp can't be turned to chicken (computer players won't do so anymore) Knight can't be turned to chicken Skeleton can't be turned to chicken Barbarian PartnerTraining increased to 20 DemonSpawn PartnerTraining increased to 90 Giant PartnerTraining increased to 30 Ancient Keeper and Post Ancient Keeper campaigns have been improved Texture sets 1, 4, 5, 6 and 7 and editor have been improved (no more purple)
Hurt By Lava - I altered this value for some creatures because I found logical that some smaller creatures get more hurt in the lava because they put their whole body in it than bigger ones that only put their feet or legs. Tell me if it's a good idea or not.
Double Melee Attack - The Avatar and Hellhound are the only creatures that cause double melee attacks. The attacking animation of the Avatar clearly looks like if he's attacking twice faster than other creatures and since he's the big boss, I'd really think he should able to do so. As for the Hellhound, I think it fits that creature pretty well with his double heads. Since he's rather weak in combat with his low armour, I think it's a good counterbalance, especially for a creature that is hard to get. I always saw the Hellhound as being creatures that deal the maximum damage before they're getting killed easily. But since I'm pretty sure it's not the same opinion for everyone, feel free to discuss about that. By the way, the double melee attack is performed by putting both SWING_WEAPON_FIST and SWING_WEAPON_SWORD to the creatures, but I'd like if something else could be done because, both attacks aren't producing the same hit sound.
Priestess to Enchantress - No? Don't you may find this better? A Priest is generally see as a healer, a person that helps and sustain his allies. The Priestess is everything except that. She's clearly a "witch" that takes joy to mess up the combat. But since a Witch is basically "evil", what other similar word would fit her best to the good side. I took the Enchantress. Feel free to discuss again.
Conceal spell - This thing is surely the most difficult one to alter. My goal here, is to make that spell more usable than just reserved for stealth abilities because, seriously, NO creatures can stealth in this game, excepted for the Imp that can claim and wander around without being noticed. Since all creatures are mean to attack at the sight of an enemy, the Conceal spell becomes rather useless because it is automatically cancelled after the creature engages battle. When we check which creatures have that spell, we can see that it is given to the weakest spellcasters, with the exception of the Thief that is the only one that sneaks and the Avatar because it's the big boss. The goal of this spell, imho, the way I see it, is to make these creatures live slightly longer in battles by being unnoticed for a short moment. So, the thing I did is to make the Conceal spell act that way by reducing greatly the duration of the spell from 5 seconds (level 1) to 15 seconds (level 10) with a reload time very high to allow his enemies to attack back (otherwise, that would just be insane). However, the only problem I encounter is when the spell activates, but doesn't "trigger" so that, when it wears off, the creature casts it right again. Feel free again to discuss.
For the rest, feel free to talk. The release of my patch is coming really soon, once everyone is happy with all that.