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CHANGELOG.md

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Musketeer Changelog

0.9.0.0 - Initial Closed Beta Build

Bugfixes

  • Removed unwanted bonus damage from Buckshot explosion effect
  • Fixed current Ammo-Count display on AmmoBar when switching away from a fully loaded firearm
  • Fixed Steadfast Movement Speed penalty. Now correctly slows by 75% instead of 35%
  • Fixed persisting Out of Ammunition tag that caused characters to be unable to attack with their weapon
  • Fixed Dynamic Rifle-Range for skills not applying correctly when the character was resurrected
  • Fixed Dynamic Range Statuses not properly overwriting each themselves
  • Fixed Dynamic Range Statuses not being applied for every kind of firearm
  • Fixed Dynamic Range not correctly being cleared when unequipping a firearm

0.9.0.1

Bugfixes

  • Fix AmmoBar being shown during Character Creation
  • Added missing RangerLore 5 Memorization Requirement for Seeker Strikedown Spell
  • Adjusted HitStatus retrieval to prepare for upcoming GetStatuses fix in v51
  • Fix Dynamic Range not being changed correctly when the Talent Lone Wolf is active.
  • Fix AmmoBar being shown when a player is respeccing

Balance & Design

  • Added Death Sentence Skill to available starting skills in Character Creation
  • Added Buckshot Skill to available starting skills in Character Creation
  • Adjusted Final Act to be available earlier than before

0.9.0.2

Bugfixes

While dynamic range seems to work correctly when testing in the editor, playtesting revealed that this mechanic behaves differently ingame.

  • [EXPERIMENTAL] Fix Dynamic-Range when character has Lone Wolf and is not in Editor

Balance & Design

Playtesting revealed, that Musketeer's are not fun to play without using Lone Wolf. With the usual 4AP a character has per round and Reload consuming 2AP, the player is severely bottlenecked and starved of AP.

  • Skill Reload and all versions of Enhanced Reload AP cost reduced from 2 to 1
  • Skill Tracking Shot AP cost reduced from 2 to 1
  • Skill Blazing Flare AP cost reduced from 2 to 1, Cooldown increased from 3 to 5
  • Skill Seeker Strikedown SP cost reduced from 3 to 2
  • Skill Final Act AP cost reduced from 2 to 1
  • Skill Rend the Marked AP cost reduced from 3 to 2
  • Skill Buckshot AP cost reduced from 2 to 1, Cooldown increased from 2 to 3

0.9.1.1 - Extender v51 Release Patch

New Features

  • Performing Attack Ground with a firearm now applies additional effects from Enhanced Reload

Bugfixes

  • Replaced Stunned effect from Buckshot Skill with Knockdown effect
  • Enhanced Reload Skillbooks now correctly use the source-version of the Skillbook icons
  • Buckshot now correctly ignites surfaces
  • Buckshot now correctly causes a cone of fire behind it's impact target/location
  • Fixed a bug where tag-requirements were not always being refreshed on the skillbar
  • Fixed a bug where Buckshot played the wrong impact-SFX
  • Updated GetStatus calls with fixed GetStatusObjects calls (v51 fix)
  • Fixed a bug that caused piercing ammo to shoot off recursively from it's own instances

Balance & Design

Buckshot might be too strong again and will be monitored closely.

  • Musketeer Skill Overview Page updated
  • Leaving combat will automatically fully restore a player's currently equipped firearm's Ammunition

0.9.1.2

New Features

  • Added experimental compatibility with Odinblade's Hunstman overhaul (Load Musketeer AFTER Odinblade's mod)

Bugfixes

  • Fixed a bug where ending the turn immediatly after casting Reload would cause the Reload-State to persist for an additional turn
  • Fixed a bug that caused Dynamic-Range to not reapply after being removed from external sources

Balance & Design

  • Elemental Arrowheads is no longer compatible with rifles

0.9.1.3 - Deltamods

New Features

  • Added experimental custom DeltaMods for Rifles generated from treasures and vendors receive custom boosts instead of Crossbow specific ones.

Bugfixes

  • Fixed a issue that caused the projectile from the Tripwire Flare Skill to explode too soon
  • Tracking Shot Skill can no longer apply Marked on items
  • Steady Shot Skill now correctly deals bonus damage on Marked characters
  • Fixed a bug that caused bonus damage from Marked interactions to not trigger execute effects
  • Tracking Shot Skill now no longer has 2 different BeamFX when cast and will only use the default one
  • Special Arrow Consumables are no longer usable with a rifle equipped

Balance & Design

  • Changed visuals of all Ammunition Type projectiles to better reflect their damage type
  • Piercing Ammunition Damage increased from 35% weapon damage to 70% weapon damage, removed Bleeding effect
  • Piercing Ammunition can now apply bonus effects, based on the original Skill that was used:
    • The piercing Tracking Shot Projectile applies Marked for 2 turns when hitting a character
    • The piercing Rapidfire Projectile heals the attacker for 5% of its maximum vitality, if the target is Marked
    • The piercing Rend The Marked Projectile grants the attacker a Rend stack when killing a character
  • Skill Final Act AP cost increased from 1 to 2

0.9.2.0 Initial Open Beta Build

Bugfixes

  • Knockdown Status caused by hitting Marked targets with the Buckshot Skill is now correctly resisted by Physical Armor
  • Seeker Strikedown Skill's ingame name has been corrected
  • SteadfastSkill Description has been updated to match it's actual effect
  • Seeker Strikedown Skill Description updated
  • High Rarity Rifles sold by vendors can no longer be unidentified
  • Adjusted Icons of some Matchlock Rifles to correctly use the Matchlock Weapon Icon
  • Added experimental Tooltip-Support for Rifles, Tooltip no longer shows Rifles as Crossbows

Balance & Design

  • Steadfast Skill now grants 2m range, 20% accuracy, bonus Physical Armor and bonus Magic Armor
  • Seeker Strikedown Skill Damage Type changed from Fire to Physical and now requires the caster to have a Rifle equipped
  • Changed base Movement and Initiative of Musket Rifles from -2m to -1m and -2 to -1 respectively
  • Removed base Movement of Matchlock Rifles and changed base Initiative from -2 to -1
  • Increased Level Requirement of all Enhanced Reload Variations from 3 to 5
  • Slightly increased Droprate of Rifles and Crossbows to compensate for diluted Weapon-Pool
  • Increased Crossbow Weapon Droprate
  • Added additional Matchlock Rifles of various rarities to the Weapon-Pool

0.9.2.1 - Scattershot

New Features

  • Introduced a new Source Skill: Scattershot! Scattershot fires 5 projectiles in a arc, dealing heavy damage. This Skill greatly benefits from special Ammunition types. Deals bonus damage and inflicts Bleeding on marked targets.

Bugfixes

  • Tooltips of Rifles were further improved and fixed when used in item comparisons

Balance & Design

  • Reloading now reduces a characters Dodge Chance by 15% for it's duration, along the other Debuffs
  • Skill-Descriptions structure equalized for all Rifle-Skills
  • Seeker Strikedown Skill now occupies 3 Memory Slots

0.9.2.2 - Mini Patch

Bugfixes

  • Scattershot Skill Skillbooks are now correctly included in the corresponding Treasure Tables

Balance & Design

  • Rifles no longer grant a passive skill that was inherently unusable
  • Added Out of Ammunition Info-Text on Rifle Tooltips

1.0.0.0 - Initial Release Build

The Musketeer Mod has finally reached V1.0 and is now released!

  • Introduced a new Skill: Blitzkrieg! Dash a short distance and reload 1 Ammunition. Additionally grants Bonus Damage, a small amount of Physical Armor and Hasted for 1 turn.

Bugfixes

  • Steadfast Skill stats updated

Balance & Design

  • Musketeer and Headhunter Class Presets improved
  • Increased Bleeding Status duration from Scattershot Skill from 1 to 2 turns

1.1.0.0 - Experimental Anti Freeze

As multiple Players have reported freezes when rifle wielding characters get hit control removing statuses such as Mad, I've attempted to implement a possible fix for this. Along with this, a similiar freeze that was reported to happen after using a Reload should hopefully be fixed with this patch.

Bugfixes

  • [Experimental] Game-Freeze caused by reapplying Statuses fixed
  • Traders now correctly remove stale generated Rifles from their inventory
  • Improved consistency of AmmoBar visibility between characters
  • All Enhanced Reload cost 1 Memory Slot and should no longer be removed after respeccing
  • GM compatibility improved
  • AmmoBar UI is no longer visible when a summoned character or a party follower is selected

Balance & Design

  • All Blunderbuss variations base damage reduced, from 170 to 155 and from 180 to 165.
  • All Blunderbuss variations critical damage reduced from 185 to 175

1.1.2.0 - GM Support, Skill-Range Fix

Bugfixes

  • Fixed a bug that caused Rifle-based Skill Ranges to be set to 4m
  • AmmoBar is no longer visible when returning to GM-Mode after possessing a character

1.1.3.0 - GM Support, Skill-Range Fix

Bugfixes

  • Fixed a bug that could possibly cause Rifle-based Skill Ranges not to update due to stale Database entries.

1.1.4.0

Bugfixes

  • Updated required minimum Extender Version to correct value
  • Experimental Fixed a bug that caused Rifle rarities to change to Unique after loading a Savegame

NOTE: Rifle's that were set to Unique will not be restored, but it should hopefully fix it for any rifle that was generated after this patch was applied. Was sadly not able to fully test this because of time constraints.

1.1.5.0 - Experimental Deadlock/Freeze in Combat Fix

Bugfixes

  • [Experimental] Fixed a bug that caused Deadlocks/Freezes during combat when control altering Statuses are active

1.2.0.0 - Partial WeaponEx Compatibility

Bugfixes

This patch aims to fix some compatibility issues with WeaponEx, most notably how Musketeer Weapons do count towards crossbow masteries instead of firearms.

NOTE: There will be additional patches to further increase compatibility and fix additional bugs. Some bugs will be patched together with the v53 release of the Extender, this includes projectile trajectories from inserted runes and some other stuff.

Bugfixes

  • Musketeer Rifle WeaponType is now actually Rifle
  • Complete Item Tooltip logic rework

1.2.1.0 - Vending Machine Inventory Deletion

Concerns WeaponEx Vending machine stock/inventory

Bugfixes

  • Vending machine items should no longer get deleted

1.2.2.0 - Legacy Crossbow Tag

Concerns WeaponEx Weapon Mastery

Bugfixes

  • "Old" (Rifles that were generated before the release of v.1.2.0.0) no longer count towards the Crossbow Weapon-Mastery in WeaponEx
  • Fixed an error message that showed up when a session was loading

1.3.0.0 - Musketer Reloaded: WeaponExpansion Masteries

Musketeer Masteries! Patch 1.3 adds advanced interactions with Laughing Leader's Weapon Mastery system, introducing a unique Mastery tree for each Musketeer Firearms. Each Mastery has been designed to highlight their weapon's characteristics and offer you more profound ways to unleash destruction upon your foes.

Also, a big thank you to all players that have been so kind to take their time and write very detailed feedback and bugreports! You've been a huge help.

Weapon Expansion Masteries

  • Requires Laughing Leader's Weapon Expansion Mod to be loaded before the Musketeer Mod!
  • Muskets, Blunderbusses and Matchlocks count towards the Firearm Mastery
  • New Mastery category for each Musketeer weapon type!

Musket Mastery

Control the battle and inspire your allies! Musket Mastery-Ranks grant your whole team an edge in combat by bolstering defensive and offensive options alike!

Blunderbuss Mastery

Up close and personal. Blunderbuss Mastery-Ranks enable a aggressive playstyle from close range by increasing your lethality and giving you more tools for positioning and closing the gap!

Matchlock Mastery

The hunter's choice. Obliterate your prey and shatter your enemies defenses with precise strikes and fire superiority.

Bugfixes

  • Rewrote Covering Fire logic, no longer does nothing when using it would leave you at 0 AP. Ammunition used by Covering Fire is no longer subtracted all at once, but instead whenever a shot is fired.
  • Fixed inconsistent naming for Doom Ammunition
  • Fixed Reload debuffs being removed at the end of the current turn, instead of at the beginning of the next turn.
  • Runes inserted into Rifles no longer change the trajectory to an arc
  • Fixed a bug that caused issues when identifying if a character is wielding a Rifle or not
  • [Experimental] Fixed a bug that caused softlocks when a character wielding a Rifle was charmed, taunted, mad or under similiar status influences

Balance & Design

NOTE: Damage and Critical Damage value changes can defer slightly from the listed changes, as multiple variations with different stat baselines exist.

From general observation, Muskets, Blunderbusses and Matchlocks appear to be overperforming quite a bit. The balance changes in this patch aim to reduce the overall damage output of Musketeer Firearm's and skills, whilst increasing bonus damage values from Marked interactions.

The intention of this rebalancement is to bring the Musketeer Mod in line with the game's original classes in terms of strength and increase the importance of Marked interactions to encourage strategic decision making.

  • Musket Damage decreased from 120 to 110 and Critical Damage decreased from 160 to 155
  • Blunderbuss Damage decreased from 155 to 135 and Critical Damage decreased from 175 to 170
  • Matchlock Damage decreased from 145 to 120 and Critical Damage decreased from 165 to 160
  • Adjusted Blunderbuss and Matchlock price values to fit Musket price value stat
  • Tracking Shot Damage decreased from 110 to 80
  • Buckshot Damage decreased from 120 to 100
  • Steady Shot Damage decreased from 110 to 105, Damage on Marked targets increased from 50% to 65%
  • Final Act Damage decreased from 180 to 160, Damage on Marked targets increased from 60% to 75%
  • All Reload Variations do no longer break stealth when cast. (Additionally, all Reload bonus effects gained from masteries can be cast from stealth)

1.3.2.0 - Bugfixes, Compatibility, Balancing

Bugfixes

  • Covering Fire Skill can target characters and items again
  • Rapidfire Skill no longer misses the target on the 2nd and 3rd shot on certain occasions
  • Buckshot Skill now properly knocks down marked opponents for 1 turn
  • Musketeer Skill Requirement tooltips in languages other than english are now visible (not translated, but appearantly were completely missing before)
  • Musketeer Source Skillbooks are no longer available for purchase in Fort Joy
  • Treasure Tables are no longer overwritten and instead merged. (Improves compatibility with other mods that change the same Treasure Tables)
  • Fixed bad code that could possibly be causing freezes/softlocks when characters with Rifles equipped were Mad/Taunted/Polymorphed

Balance & Design

I think the balance changes introduced in 1.3.0.0 worked out pretty well and brought the damage values of Musketeer Weapons and Skills more in line with the vanilla classes. Matchlocks are still a bit too strong and are basically just better Muskets in nearly every aspect. Matchlocks have the highest Ammunition capacity of all 3 Firearms, thus I'm reducing the damage values of Matchlocks to balance them and distinguish them more from Muskets

  • Matchlock Damage decreased from 120 to 105 and Critical Damage decreased from 160 to 150

1.3.3.0 - AI Compatibility

This patch completely reworks Ai-Behaviour with Musketeer weapons and skills. Ai-controlled characters now work properly and are compatible with this mod. There were quite a few crashes caused by incorrect Ai-Behaviour of Musketeer-Class characters that were fixed as well.

Bugfixes

  • Fixed a bug that caused long lagspikes when a Ai-Controlled Character was calculating actions
  • Fixed a softlock that occured when a Ai-Controlled Chracter used any Reload Skill
  • Fixed a crash that occured when a Ai-Controlled tried to use the Blitzkrieg or Covering Fire Skill (Right now, those are simply disabled for Ai)
  • Fixed a bug that caused special versions of Reload to break stealth

1.3.4.0 - Balancing

Musketeer Skills deal a lot more damage than the game's original Hunstsman Skills. While they should do more damage due to the shorter range of Firearms and the Ammunition restriction, the damage values are still too high.

Balance & Design

  • Steady Shot Skill Damage decreased from 105 to 90 and Marked-Damage decreased from 65% to 35%
  • Scattershot Skill Damage decreased from 60 to 50 and Angle changed from 30 to 35 and Marked-Damage decreased from 20% to 10%
  • Scattershot Skill Description updated to display bonus damage against marked targets
  • Buckshot Skill Damage decreased from 100 to 80
  • Rapidfire Skill Damage decreased from 65 to 55
  • Tracking Shot Skill Damage decreased from 80 to 75
  • Final Act Skill Damage decreased from 160 to 120 and Marked-Damage decreased from 75% to 45%
  • Final Act Skill Description updated to display bonus damage values instead of percentage
  • Grenade Assault Mastery-Skill Damage decreased from 135 to 115

These nerfs might seems to be quite extreme, but especially Final Act was simply extremely powerfull with it's high base damage and 75% bonus damage on marked targets.

Bugfixes

  • Concentrated Terror Mastery-Skill is no longer available during Character Creation

1.3.5.0 Tooltips and Grenade Assault

Balance & Design

  • Bedroll Tooltip updated to show information about auto-reloading your weapon when used out of combat
  • Ranged Combat-Ability Tooltip updated to show information about Rifles being affected by it as well
  • Grenade Assault Mastery-Skill Damage decreased from 115 to 35

Grenade Assault scales with Finesse, that was something I forgot about when balancing it's damage values. I'm bringing it in line with other skills with this change.

1.3.6.0 Concentrated Terror Obtain Level

Balance & Design

  • Concentrated Terror Mastery-Skill is now properly granted at Mastery-Level 3 instead of Mastery-Level 2

1.3.7.0 Controller Support

The AmmoBar UI would not work correctly when playing with a controller and would overlap the skillbar of the player. This patch improves controller support by moving it next to the skillbar and fixing some related bugs.

Balance & Design

  • Concentrated Terror Mastery-Skill now correctly requires Mastery-Level 3 instead of Mastery-Level 2

Bugfixes

  • AmmoBar UI is placed next to the skillbar when using a controller

1.3.8.0 Balance, Controller, Bugfixes, Talents

The duration of the Marked status matched the cooldown of skills such as Tracking Shot and Death Sentence, meaning you could always apply a new Marked status as soon as the old one expired.

New Features

  • New Talent-Interaction for Glass Cannon: Restore 1 Ammunition at the start of your combat round, if you are out of Ammunition and have a Rifle equipped.

Balance & Design

  • Marked Status from Tracking Shot, Death Sentence and Blazing Flare duration reduced from 3 to 2
  • Marked Status from Piercing Ammunition + Tracking Shot duration reduced from 2 to 1
  • Counterstrike Mastery-Status bonus damage increased from 15% to 30%

Bugfixes

  • Positioning of the AmmoBar UI in controller-mode improved, will no longer cause issues with some resolutions
  • The Reload-Debuff from special Reload Variations now correctly persists until the start of your next turn
  • Grenade Assault Mastery-Skill is now properly granted at Mastery-Level 3 instead of Mastery-Level 2
  • Updated tooltips for some Mastery-Skill requirements