![]() *Acid Rain glint density increased from 20 to 25. *Arcane Might's chance of triggering Hideous Blow and Arcane Strike reduced from 50% to 33%. *Know Thine Enemy debuff brittleness reduced from 2 hits to 1. ![]() *Deathly Radiance's damage reduced from 11 +. *Necrolyzing Aspirant now uses a unique line template for its first three levels. *Self-Righteous Aspirant now uses the cone shape for its first three levels. *Inhalation and Lingering Vacuum now use the suction effect instead of paralyze. *Breathstealer Aspirant now uses the cone shape for its first three levels. *Heartburn Aspirant now uses a unique line template for its first three levels. *Thunderbreath Aspirant now uses a unique line template for its first three levels. *Uttercold Aspirant now uses the cone shape for its first three levels. *Dragonfire Aspirant now uses the cone shape for its first three levels. Read Goats if you don't get the reference. *If there's demand, I may split these alchemical infusions off into their own mod, and/or make infusions that temporarily grant you partial benefits of a skill you don't possess. If there's enough rattling of the cage, I might make a way to turn gold ingots into galena in a sort of gold-into-lead alchemy spoof. *Added the missing mineral galena (using existing game assets) as a unique component for alchemical infusions. *Infusions of accelerated comprehension give you extra XP when you kill something for 30 turns. *Infusions of osmose restore 1+(1*A) MP per hit, regardless of taxa. *Infusions of leeching drain 1+(2*A) HP of damage from animals, others, and demons. *Infusions of elemental maelstrom inflict all four elemental infusions in a small burst. *Infusions of lightning/flame/acid/ice inflict 10+(10*A) elemental damage in a small burst. *Infusions of vitality restore 20+(2*A) HP They have effects that scale with your alchemy level. *Added alchemical infusions (and recipes for them). *Tinkered with the mechanics for wildfire and plague bombs to try to cut down on the truly ludicrous amounts of lag they can inflict. ![]() *Skills now scale with melee power instead of magic power *Now has a progressing chance of triggering sneak attack on hit on every level, maxing out at an effective chance of ~15.9% per hit at maximum level. *Roll the Dice has been replaced with Predictions Come True *Spellsword has been completely revamped. *The Worse Touch now triggers 34% of the time on hit instead of 30% *The Bad Touch now triggers 100% on crit rather than 20% of the time on hit. *Body of Gold replaced with Heart of Gold, *Lead Into Gold now consumes zorkmids instead of mana. *Clutch of Midas now starts with Solutions of Gold instead of Gold Ingots. *Wildfire, Pox, and Plague Bombs have been Essence-ified and should be not crashy or self-replicating. *The Rod of Lordly Might now just casts Never Outnumbered, since it was basically the same thing anyway.
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