
updated self hp bar color (3 types, depending how low you are in hp)
remind me to implement it for more important deployables, like turrets, turrets and turrets later
hp bar stroke dictates what state player is in
also I forgot to mention last patch, that you can adjust hpbar show time (from 0s to 8s, it won't show at all when t is set to 0) in lobby settings
edited out the testing functions so nothing should break when press 1-4 on keyboard
(yes if you pressed this buttons you may get various debuffs or upgrades before)
hunter mini rework
reverted the buff on his base arrow's projectile speed (it should have the speed of trajectory as the other arrows
)
nerfed bouncing arrow: bounce scaling now only apply on the main arrow, main arrow will keep bouncing, and gain the target bounce property that's originally on the shards
shards spawn on each bounce, but their bounce count are reduced, shards spread increased, shards count reverted
every bounce from the main arrow will still spawn shards, but shards' damage no longer scales with their bounces count, shards' base dmg scales with normal bounce dmg
and shards are no longer homing
damage: 30 + 15(+15 per bounce dmg upgrade) per bounce (main arrow),
only first 4 bounces counts
(10 (+10 per bounce dmg upgrade) dmg per shard hit
and shards has nerfed bounce counts and quantities
it should only nuke half your hp bar when 2nd or 3rd bounce happen right next to you (bounce arrow + bounce shards dmg)
and only chunks hp when shot beneath your knee
but if the player picked all the bounce and bounce dmg upgrade, and the bounces after 5 happened to be next to you, it can hurt a lot
new ability: (unlocks in round 6, since it might get buggy if I just check round no.6 (since game state had some bug that let round count keep showing 1) so I linked it with upgrade you've done, so press G to upgrade if you haven't unlocked it yet
ballista shot: shoot a heavy bolt that knockbacks players, if they hit a wall, it will stun the player and tether the player to the impact point for a brief moment
deals double dmg against deployables
commander's air strike nerf/visual clarify
-10% radius
now has damage fall off the farther you are from center (just slightly)
3 beacons in a spread one will have a different arm time (longer) than the original one)
so even if you have both upgrades (3 and 2 beacons ones)
it will trigger in an order like original beacon > 2 on the sides > one closer to you
unless you find some elevation different spots to exploit the start on landing countdown
but such places won't be enclosed area so... yeah
arm time can only be upgraded once now
but the arm time is now from 2.5 to 2 so at base kit it's slightly faster than before
warning becomes clearer at higher and lower elevations
and additional vfx when it's immiment
fixed a bug where warning disappears for beacon that triggers after more than 3s