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Old 04-17-2014, 09:40 PM   #1
KillerKitten

 
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Default unofficial patch (1.5)

Battering Ram:
Battering Ram now kills most units on 1 hit
Battering Ram now hits units who are a bit below them


Flames costs 50 mana instead of 75

Steamboost costs 75 mana instead of nothing at all

Battering ram mana regain is now 1.5 instead of 2.5

Justification: The Batteringram is currently on very even footing with the Behemoth in terms of usability in and out of combat, but it deals 5x less damage to units than it’s Beast counterpart. Due to the different but equally difficult requirements to get kills with units such as these, it seems reasonable to allow mistakes by enemies to be punished accordingly. Instead of being able to survive if they have 820+ Effective HP (due to Beast units having very high base armour the damage reduction means the ram rarely deals more than 500 damage) all non-siege and non-Hellbourne units that are hit by the ram will die. (v1.4: Units slightly below the Ram on the heightmap will no longer be completely missed even if the Ram is clearly aiming at them)



Builder:
Builder camera distance has been increased (easier view)

Builder's armor has been increased by 1 (6 instead of 5)

Builder's starting stamina is now 180 instead of 150.

Builder's Semi Auto Gun (the one you unlock after armory) damage has been increased its minimum damage does 48 instead of 40 and its maximum damage does 54 instead of 46.

Builder's max basic damage does 73,87,130

Builder's min basic damage does 63, 77, 120.


Justification: The Builder’s base melee damage is high, but later in the game it becomes difficult to connect hits with the much larger enemies. A small buff to the unit’s overall stats including DPS/stamina feels like a good step. The change to the rifle is important because the Builder is one of the worst units for chasing down officers and harassment units. The higher rifle damage makes it a lot easier to pick off low-life units at range. (v1.3: Slightly reduced melee damage due to scaling in the late-game)

Steam Turret:
steam turret bounty is now 150 (down from 250)
steam turret range 800 (up from 750)
steam turret pierce building 1.2 (up from 0.9)

Justification: The gold bounty from a single steam turret was far too much for it’s effectiveness. It has had it’s range slightly increased and is now more effective against buildings for offensive purposes.


Steambuchet:

fire bombardment max range 2800 (down from 3000)

fire bombarbment radius 225 (up from 150)

fire bombardment damage radius 225 (up from 150)

fire bombardment pierceunit 2 (up from 1)

stone bombardment max range 2800 (down from 3000

steambuchet mana regenrate 1.5 (down from 2.5)

steambuchet armor is now 12 (up from 9)

Steamboost costs same mana as Battering Ram

Justification: the range for the steambuchet was too over powered and was changed to balance with tempest

Scout:
demo charge lifetime 13.5 seconds (up from 12 seconds)
demo charge maxhealth 350
backstab mindamage is now 140 (up from 115, new damage range is 140-140)

Justification: While demo packs deal a lot of damage, they are incredibly hard to successfully defend, increasing the gadget’s health and reducing the amount of time players have to react are an important buff to Human anti-building capabilities. The backstab skill change was to increase the effectiveness of backstabbing in general, allowing for the same damage each time and rewarding preparation and patience.

Savage:
gun ravager ammo count is now 170 (up from 85)
gun ravager maxdamage is now 6 (down from 9)
gun ravager mindamage is now 5 (down from 8)
ravager spin-up-time is now 375 (down from 750)
rage now increases movement speed by 15% from your passive speed
rage cooldown time 30 (down from 60)

The critical hit>doubleswing bug has been fixed by applying cooldown on doubleswings whenever you use critical hit

Justification: Well coordinated competitive play is dominated by portal drops and harassment tactics, this can also be seen in public matches but is far less prevalent. The Savage has two ranged weapons; the Ravager and the Repeater. At the moment both are very similar in terms of stats, ammo and damage, the only noticeable difference being the spinup time and higher rate of fire for the Ravager, making it quite a poor choice for kiting. This change is intended to act as the Human counterpart of Static Discharge; competitive usage being to deny portal drops, potions and to harass opponents. The change also differentiates the usage and intended purpose of both ranged weapons. (v1.3: Rage has now been buffed slightly due to many suggestions, and will be tested at 15% increased movement speed for now) (v1.4: Created new skill category for Savage combo attacks, removed ability to use Double Swing for less than 6 seconds after using Critical Strike)

Chaplain:
Now the Chaplain must spend 1 second in shield of sol before he can dispel it, prevents accidentally disabling it as soon as it is activated. Heal and group heal now add assist gold/exp for the Chaplain, rewards healing players a bit more than before. Other options to consider are reducing healing exp and increasing gold globally, affecting all healing spells.

Conjurer:

conjurer's maxstamina 175

Justification: This unit’s stamina in combat is a large issue due to how much stamina each swing in melee takes. The unit is well balanced overall with a good mix of defensive and offensive skills that make it very annoying to deal with.


Poison Venus:
gadget venus bounty 150 (up from 100)

venus range is now 600 (down from 700)

venus attack time 600 (down from 800)

venus pierce building 1.2 (up from 0.9)

venus lifetime is now 30 seconds (up from 20 seconds)

Justification: Increased bounty to be more in-line with steam turret, also reduced attack interval to improve effectiveness vs players. Increased damage against buildings and reduced range, making it less likely attack targets that will be difficult to hit with the slow projectile.


Shapeshifter:
shapeshifter armor is now 8 (down from 10)
sacrifice 0.50 (previously 0.75)
sacrifice armormult 0 (previously 0.75)

Justification: The Shapeshifter may be the most versatile unit in the game, it has the ability to harass, it can tank and it can control crowds with ease. This deadly mix of strong ranged, melee, speed and skill synergy make this unit easily the most reliable Beast, both for offensive and defensive purposes. The Sacrifice changes were to address an issue with armoradd and armormult on the sacrifice ability. The two effects are reversed (a problem with the coding of the state), armormult reduces armor by 7.5 points and armoradd multiplies the armor by this value. To address the change to sacrifice indirectly increasing armor when Sacrificing, the armor reduction has been increased to 50% (up from 25%).

Hunter:
Glide Strike:
the cooldown has been decreased
leap range has been decreased
manacost has been decreased (to 20 from 30)

Justification: The Hunter, while having good DPS and attack speeds, has trouble keeping up with other units. For most fighting units with ranged weapons kiting is used outside of melee range, however the Hunter does not have this option. The cooldown time has been reduced significantly in order to allow this skill to be used more to combo along with melee in fights. The mana cost has been reduced to allow for more maneuverability around the map, making the Hunter a much faster unit but not particularly increasing its effectiveness in melee. The hope with this change is to make fights more interesting and to reward positioning more than
a normal group fight.

Frenzy/Venomous:
skill frenzy skill category cooldown 1 second (down from 2 seconds)
frenzy cooldown time is now 1 seconds (down from 2 seconds)
hunter venomous skill category cooldown is now 1 second
hunter venomous cooldown is now 1 second
skill hunter venomous allow manaregen now (previously haven't)
skill frenzy allows manaregen (previously haven't)
skill frenzy mana cost per second 8 (up from 4)
skill hunter venomous mana cost per second 8 (up from 4)
Justification: The 2 second skill cooldown for both Frenzy and Venomous skills are unnecessary.

Bat Claws/Wingspin:
melee wings quick attack time 712ms, 712ms, 930ms (down from 722,722,1000)
wingspin hitdelay 275 (down from 450)
wingspin hitdamage 50 (down from 65)
wingspin hit block meter damage 20 (down from 25)


Justification: Many will argue on the matter of which unit the Hunter’s Human counterpart is, however in terms of melee combat it is technically the Savage. Apart from increased armour and movement speed, the Hunter has slow melee chains, low damage and far less skill synergy in melee. The changes to Hunter melee are intended to increase effectiveness in close combat, without massively impacting DPS output. The changes to Wingspin are intended to make it more difficult to block and counterattack Hunters, making the skill more intimidating than a slow spinning top. Wingspin total damage done increased from 390 (65 x6 over 3 seconds) to 500 (50 x10 over 3 seconds).



venomous "Self Buff: The hunter releases poison within his wings. Each melee attack also poisons the target for 8 seconds, dealing 2 damage per second. The poison effect will stack with each successful melee hit. Costs 4 mana per second to stay active."

Justification: This skill is suited to keeping potions and portals on cooldown, the damage dealt is negligible however since the skill stacks it’s not impossible to get up to 10-12 DPS ticking on the target. This is intended to improve Hunter denial capabilities in competitive and public play. (v1.2: Reduced DoT duration of poison due to feedback regarding stacked damage output)

Hibernate (Sleep):

Sleep: Self Buff: The hunter goes into a deep sleep. Protected by his wings, he is immune to ranged attacks and gains mana over time.
Justification: Reworked skill to address mana issues instead of regenerating health.

Shaman:
mindwarp cooldown time has been increased to 35 seconds (up from 20 seconds)
spell entangle cooldowntime 20 seconds (down from 30000)
entangle manacost is now 50 (down from 75)
mind warp manacost is now 90 (up from 75)
heal manacost is now 75 (down from 90)
state healingward mana regen boost 12 (up from 10)
state healingward health regen boost 12 (up from 6)
heal assistcredit 1 (might be changed to balance with chappy's heal)

Justification: The current implementation of the Shaman and common usage is an offensive debuffer unit, and it’s healing capabilities are extremely poor compared to the Chaplain. Mindwarp cooldown time has been nerfed and mana cost increased in an attempt to move the unit’s speciality away from griefing and disabling. The entangle skill’s cooldown time and mana cost have been reduced to compensate for this. The weakness of the Shaman is it’s healing capabilities compared to the Chaplain, especially in low-mana situations, the skills that are more readily available are offensive casting options. The Shaman heal spell and chant have had healing and mana regeneration rates improved to facilitate a more supportive role in teamfights.


Behemoth:
treetrunk hits players who are a bit below them as well (just like battering ram)

shockwave hits players even if the ground isn't flat
Shockwave now push players back a bit

Justification: (v1.4: Units slightly below the Behemoth on the heightmap will no longer be missed by shockwave or the melee attack, added push to shockwave to make it more of a defensive and a positional skill)

Revenant:
revenant armor is now 10 (up from 7)

revenant doesn't lose hp over time

Justification: Armor was increased to bring it more into line with other Hellbourne unit armor values and to allow it to stay in combat for longer amounts of time. Health regen rate has been set to zero in order to facilitate this unit’s role as a support caster, previously it was necessary for Revenants to steal souls from other more imposing Hellbourne units.

Devourer:

decay mana cost per second 0 (down from 10)
Decay damages the devourers more

Justification: The new decay range has been doubled to account for the new self-damage decay mechanic. The Devourer now also takes full decay damage, however the mana cost for the spell is now free. At base HP Devourer dies in 26 seconds to decay, with corpse stacks Devourer has very high regen to mitigate most of the damage. The new vomit range is to reduce the chance of missing a target when the Devourer model scale is larger due to corpse stacks.

Last edited by KillerKitten; 04-22-2014 at 04:00 PM.
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Old 04-17-2014, 09:41 PM   #2
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[B]Buildings:
(v1.4)

Strata Spire:

strataspire unique structure radius is now 2400 (up from 2300)

Arrow Tower:

building_strataspire_unique structure radius is now 2400 (up from 2300)

Sub Lair:
building sublair scale 0.8 (down from 0.9)

Garrison:
building garrison scale 0.9 (down from 1)

Justification: After reverting the previous changes, reducing the scale of both buildings seemed like the next step to prevent double-towers. Requires testing. (UPDATE: Has been tested and feedback suggests the issue has been resolved by these changes)

Chloro Spire:
fixed bugs that once a building is being healed by both conjurer and chloro the chloro stops healing so the conjurer will heal himself.
This was changed due to the poor protection chlorophilic spires granted compared to shield towers; the new implementation seems a lot stronger however compared to previously, so balance will be considered in testing.

Items:
Shield of Wisdom:

item effect has been changed

Justification: This item prevents mana regeneration and is very inconvenient to use in it’s current form. The hopes with the lower cooldown time and duration is to make it a more situational item rather than a glorified health potion. The new effects are an aesthetic choice and may be reverted pending feedback.


Saviour’s Valor:

consumable_savriousvalor_state “state_commanderrecall” (state_savioursvalor has numerous visual and mechanical bugs)

Saviours valor is now a cooldown item,you will keep it after consume

Saviours valor now increases your passive speed by 5% (passive means the speed you have at all time)

Cooldown on hit is now 8 seconds instead of 10

cooldown between uses is now 75

Activating this item will cast recall on your player and allow you to return to the spawn screen, in addition this item gives 5%% increased passive movement speed. The activated effect can be dispelled by a commander

ADDED'Z ADDZED (UN ACTAUL TLELEPHONEPOR EFFECTZ :O)

Justification: In a hybrid RTS/FPS/Action game, an item which can instantly relocate a unit to any spawn point on the battlefield sounds like a top pick. Saviour’s Valor has had many changes in the past in an attempt to make it more viable in public (and even competitive) play. The item’s intended use is one that should be very important, but due to a lot of drawbacks that were included with it, it is rarely even purchased, let alone used.
Changes that have been made to this item include making the item persistent while reducing the cost and adding a passive 5% speed boost which adds incentive for the item to at least be in the inventory. Additionally the cooldown on damage has been reduced, and the item will no longer be dispelled on damage, instead being dispellable by a commander.

Trinket of Restoration:
Now stacks (previously didn't)

adds 3 armour (previously 5)

Manacost is now 0 (previously 70)

Justification: If multiple players have this item and use it in a group the heal is not applied twice, making it very problematic when a single player activates it to heal in a crowd of full
health allies before a fight. The item now is far more effective when used in groups. (v1.5:
Mana cost was removed because it does not work and is not very practical for such an item)

Advanced Sights/Magic Amplifier:
Justification: Now has a graphical buff displayed in the lower right hand corner, effectively showing on which units the buff is applied to. (Some misconceptions could be ranged siege units).

minor health potioncost 75 (down from 90)
health replenish duration is now 10 seconds (down from 15)
health replenish cooldown on damage is now 5 seconds (up from 0)
health regen has been decreased
item effect no longer stops on damage

consumable_healthreplenish_description "Restores 125 health over 10 seconds, but has a 5 second cooldown whenever you are struck."

Justification: Previously the cost:health ratio was very skewed and encouraged players to save money for large health potions. The new cost:health ratio is slightly better and the changes to the health regen potion make it an interesting situational item with far more potential use. The increase in large health potion cooldown on damage is to compensate for the better value and so that potions are not so heavily relied upon as a crutch in combat. (v1.4: Reverted large health potion cooldown due to popular opinion)


Mana Potions:

consumable_manaminor_cost 25

consumable_manaminor_maxstacks 1

consumable_manamajor_cost 50

Justification: Removed the ability to have four minor mana potions, but reduced cost of mana
potions overall to compensate for this.

Power Absorption:
consumable_powerabsorption_displaystate true (previously false)
state_powerabsorption_activationeffect /shared/effects/commander_dispel.effect (previously “”)

state_powerabsorption_activationdelay 30000 (down from 45000)

Justification: Now gives graphical and audible feedback when it absorbs an effect, as well as being displayed as a buff on units that receive it’s benefits. The reduction in the cooldown of the effect are due to the fact this item often absorbs fairly harmless effects in combat and is then on cooldown when debuffs are applied.

Related:
state_stunned_isdebuff false (previously true)
state_stunned_displaytimer false (previously true)
state_stunned_displaystate false (previously true)
state_poisoned_isdebuff false (previously true)
state_poisoned_isdebuff false (previously true)
state_poisoned_isdebuff false (previously true)
state_hunterpoison_isdebuff false (previously true)
state_hunterpoison_isdebuff false (previously true)
state_hunterpoison_isdebuff false (previously true)
state_stunned_disablesprint true (previously false)

Justification: This was done to prevent stuns firing PA’s effect, it fixes a lot of problems with the item all around, however this state is used by many other spells and effects in-game and may in itself cause other issues, will require testing. Hunter poison and poisoned (used by many spells and NPCs) have been added to this list, they will no longer appear with a timer in the debuff section of the HUD (bottom left), however now they will no longer proc PA’s effect.


Gadgets:
gadget_electriceye_experiencevalue 50 (up from 25)

gadget_electriceye_bounty 75 (up from 50)

gadget_electriceye_experienceperminute 60 (up from 10)

gadget_electriceye_experienceprincipal 5 (up from 4)

gadget_electriceye_lifetime 180000 (down from 300000)

skill_electriceye_castexperience 25 (up from 5)

gadget_sentry_experiencevalue 50 (up from 25)

gadget_sentry_bounty 75 (up from 50)

gadget_sentry_experienceperminute 60 (up from 10)

gadget_sentry_experienceprincipal 5 (up from 4)

gadget_sentry_lifetime 180000 (up from 300000)

skill_sentry_castexperience 25 (up from 5)

gadget_Beastspawnportal_experienceperminute 60 (up from 10)

gadget_Beastspawnportal_experiencevalue 100 (down from 150)

gadget_Beastspawnportal_bounty 200 (up from 100)

gadget_Humanofficerspawnflag_experienceperminute 60 (up from 10)

gadget_Humanofficerspawnflag_experiencevalue 100 (down from 150)

gadget_Humanofficerspawnflag_bounty 200 (up from 100)

gadget_ammodepot_bounty 100 (down from 200)

gadget_manafountain_bounty 100 (down from 200)

Justification: The prevalence of portal hunting is often too much so, portals are only as effective as the players that can spawn from them, and are in fact rarely up for longer than a minute in public play. The effect this high experience value has is that officers often don’t place them at all, due to the advantage in terms of experience and levels it can grant the opposing team. The new values have very similar rewards for placing and destroying strategic gadgets such as portals and sentries. Instead of the 25 exp to 150 exp differential that existed before, the new values of 50 to 100 will mean that players will actually clear out eyes and bats instead of leaving them behind for the juicier gadgets. The new exp rates from placing gadgets have been increased substantially, actually giving an exp advantage if the gadgets last for more than half of their lifetime, however still granting the enemy team with a gold advantage. The changes to ammo depots and mana fountains is address the lack of proportion of gold vs value that the gadgets provide to both teams.

Spawn Portals:

spawn portals CD on hit is now 5 seconds instead of 3
Justification: Compared to every other cooldown on damage value in the game, portals have the lowest at 3 seconds, while it is important for an officer to be able to place portals, being able to drop them in the middle of combat should be much harder if the enemies are actively trying to prevent it.

Commanders:

no longer able to lifeleak pets

Justification: In addition to pets not receiving damage from Lifeleak there was no reason for this debuff to target pets as it has no impact whatsoever. The aim is to reduce the likelihood new commanders mistakenly Lifeleak pets.

you can read the original list here:
https://docs.google.com/document/d/1...5z1Y69-TUQ/pub\/B]

Last edited by KillerKitten; 04-22-2014 at 03:59 PM.
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Old 04-22-2014, 01:09 AM   #3
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Bump
and discuss please
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Old 04-22-2014, 06:24 AM   #4
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Change the colour of the font and I might consider reading through the list to refresh my memory. Yellow is not an option! Way too straining on the eye.
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Old 04-22-2014, 05:44 PM   #5
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Changed the font ;o
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Old 04-23-2014, 11:20 AM   #6
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Quote:
Originally Posted by KillerKitten View Post
shapeshifter armor is now 8 (down from 10)
sacrifice 0.50 (previously 0.75)
sacrifice armormult 0 (previously 0.75)

Justification: The Shapeshifter may be the most versatile unit in the game, it has the ability to harass, it can tank and it can control crowds with ease. This deadly mix of strong ranged, melee, speed and skill synergy make this unit easily the most reliable Beast, both for offensive and defensive purposes. The Sacrifice changes were to address an issue with armoradd and armormult on the sacrifice ability. The two effects are reversed (a problem with the coding of the state), armormult reduces armor by 7.5 points and armoradd multiplies the armor by this value. To address the change to sacrifice indirectly increasing armor when Sacrificing, the armor reduction has been increased to 50% (up from 25%).
Can you explain this further? Trying to recreate the calculation i get this:

armor = ( armor - armormult * 10 ) * armoradd
old: ( 10 - 7.5 ) * 0.75 = 1.875
new: ( 8 - 0 ) * 0.5 = 4


This contains a lot of guesswork. I assumed armoradd refers to the unnamed setting and i ignored the part where you said "by this value" which kinda implies armoradd should be multiplied by 10 to get from 0.75 to 7.5 too since it already seems weird enough for armormult but at least it does not produce ridiculous results there (just multiply the above results by 10... old = 18.75, new = 40). So where am i wrong or if not why up the armor by a factor of about 2.13?


Edit: forgot to adjust calculation to new base armor.

Last edited by `_o; 04-23-2014 at 02:03 PM.
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Old 04-23-2014, 03:35 PM   #7
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My mistake!
pervious armoradd was 0.000
previous armorult was 0.75
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Old 04-23-2014, 03:38 PM   #8
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Quote:
Originally Posted by `_o View Post
Can you explain this further? Trying to recreate the calculation i get this:

armor = ( armor - armormult * 10 ) * armoradd
old: ( 10 - 7.5 ) * 0.75 = 1.875
new: ( 8 - 0 ) * 0.5 = 4


This contains a lot of guesswork. I assumed armoradd refers to the unnamed setting and i ignored the part where you said "by this value" which kinda implies armoradd should be multiplied by 10 to get from 0.75 to 7.5 too since it already seems weird enough for armormult but at least it does not produce ridiculous results there (just multiply the above results by 10... old = 18.75, new = 40). So where am i wrong or if not why up the armor by a factor of about 2.13?


Edit: forgot to adjust calculation to new base armor.
Yes this is correct - however the tooltip for Sacrifice reads "reduces armor by 25%", since this is clearly a bug and poorly implemented, the old Sacrifice armor value (being 1.875 as you stated) was far lower than originally intended it seems.

Although many of the tooltips in this game are inaccurate, this was clearly a bug with the ability that was overlooked, I didn't even know about it until Xigbar mentioned it.

The amount I was testing was 50% reduction as opposed to the original -7.5 armor, since I also reduced Shapeshifter armor I figured that was a fair number. All the changes were based on suggestions by the community and then (most of them) were polled and either reverted or changed based on the votes. I didn't just pull the changes out of my ass as some people seem to want to believe.
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Old 04-23-2014, 04:29 PM   #9
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Ah, i see. Thanks for explaining. Also if what KillerKitten says is correct it would not even have been 1.875 but just 0 due to multiplication with zero.

Also i have not seen anyone suggest that you pulled this out of your ass. Its just some people are quite surprised by it and now wonder where it came from and what to think of it.
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Old 04-23-2014, 07:46 PM   #10
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Quote:
Originally Posted by `_o View Post
Ah, i see. Thanks for explaining. Also if what KillerKitten says is correct it would not even have been 1.875 but just 0 due to multiplication with zero.

Also i have not seen anyone suggest that you pulled this out of your ass. Its just some people are quite surprised by it and now wonder where it came from and what to think of it.
Well there seems to be some inconsistency with the armormult function so I'm not entirely sure what it does.

In regards to where the patch came from - I started working on it a few months ago, I began by adding a few fixes to things like the Savage crit bug with doubleswing and to rework the recall trinket. When people were playing on the patch server at the time they gave me a lot of suggestions - some of which were good and others not. I added some of these suggestions to the patch and then released strawpolls on playsavage2.com (which for some reason has been reset since then). I reverted changes that people didn't like and completely removed some others. The current state of the patch notes is simply what the patch included when I stopped working on it.

The main objective of the patch is to improve gameplay specifically in clan wars and at the highest level of play. Other changes are either to address class imbalances or simply to make certain underused classes/skills more popular.
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