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Class balance
Changes: - Quartermaster now also increases your physical damage dealt. Previously it only increased nearby crewmate physical damage dealt. - Reduced damage reduction of Samurai from 68% to 55%. - Reduced damage reduction of Hatamoto from 79% to 70%. - Increased extra melee damage done by Samurai from 25 to 30. - Increased extra melee damage done by Hatamoto from 45 to 50.
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@ -236,58 +236,40 @@ class_unobtainable=Class was disabled and is unobtainable.
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class_definition_for=Class definition for
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class_deckhand=Deckhand
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# class_deckhand_explanation=They move faster and generate ore whilst onboard above deck.
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class_deckhand_explanation_advanced=They move __1__% times faster and generate ore (+__2__ every __3__ seconds) whilst onboard above deck.\nNo ore is generated while at sea.
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class_fisherman=Fisherman
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# class_fisherman_explanation=They fish at greater distance.
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class_fisherman_explanation_advanced=They fish at greater distance (__1__ extra tile range), and catch more (+__2__ fish).
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class_scout=Scout
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# class_scout_explanation=They are faster, but frail and deal less damage.
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class_scout_explanation_advanced=They move __1__% times faster, but receive __2__% more damage and deal __3__% less damage.
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class_samurai=Samurai
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# class_samurai_explanation=They are tough, and *with no weapon equipped* fight well by melee, but poorly otherwise.
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class_samurai_explanation_advanced=They receive __1__% less damage, and with no weapon equipped do extra __2__ damage in melee (scales with 'physical projectile damage' research bonuses), but deal __3__% less damage otherwise.\nIf the damage dealt in melee is an overkill, the remaining damage splashes onto nearby enemies.
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class_merchant=Merchant
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# class_merchant_explanation=They generate 50 doubloons per league.
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class_merchant_explanation_advanced=They generate 50 doubloons per league.
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class_shoresman=Shoresman
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# class_shoresman_explanation=They move slightly faster and generate ore whilst offboard.
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class_shoresman_explanation_advanced=They move __1__% times faster and generate ore (+__2__ every __3__ seconds) whilst offboard.
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class_boatswain=Boatswain
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# class_boatswain_explanation=They move faster and generate ore whilst below deck.
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class_boatswain_explanation_advanced=They move __1__% times faster and generate ore (+__2__ every __3__ seconds) whilst below deck.\nNo ore is generated while at sea.
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class_prospector=Prospector
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# class_prospector_explanation=They find more resources when handmining.
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class_prospector_explanation_advanced=They find more resources when handmining.
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class_lumberjack=Lumberjack
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# class_lumberjack_explanation=They find more resources when chopping trees.
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class_lumberjack_explanation_advanced=They find ores and more coins when chopping trees.
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class_master_angler=Master Angler
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# class_master_angler_explanation=They fish at much greater distance, and catch more.
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class_master_angler_explanation_advanced=They fish at much greater distance (__1__ extra tile range), and catch more (+__2__ fish and +__3__ coins).
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class_wood_lord=Lord of the Woods
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# class_wood_lord_explanation=They find many more resources when chopping trees.
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class_wood_lord_explanation_advanced=They find many more resources when chopping trees.
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class_chief_excavator=Chief Excavator
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# class_chief_excavator_explanation=They find many more resources when handmining.
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class_chief_excavator_explanation_advanced=They find many more resources when handmining.
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class_hatamoto=Hatamoto
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# class_hatamoto_explanation=They are very tough, and *with no weapon equipped* fight well by melee, but poorly otherwise.
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class_hatamoto_explanation_advanced=They receive __1__% less damage, and with no weapon equipped do extra __2__ damage in melee (scales with 'physical projectile damage' research bonuses), but deal __3__% less damage otherwise.\n\nIf the damage dealt in melee is an overkill, the remaining damage splashes onto nearby enemies.
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class_iron_leg=Iron Leg
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# class_iron_leg_explanation=They are very resistant to damage when carrying 3000 iron ore.
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class_iron_leg_explanation_advanced=They receive __1__% less damage when carrying at least __2__ iron ore.
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class_quartermaster=Quartermaster
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# class_quartermaster_explanation=Nearby crewmates get +10% physical attack and generate ore.
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class_quartermaster_explanation_advanced=Nearby crewmates (at __1__ tile radius) get +__2__% physical attack bonus and generate ore (ore amount depends on nearby crewmate count).\nNo ore is generated while at sea.
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class_quartermaster_explanation_advanced= You and your nearby crewmates (at __1__ tile radius) get +__2__% physical attack bonus and generate ore (ore amount depends on nearby crewmate count).\nNo ore is generated while at sea.
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class_dredger=Dredger
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# class_dredger_explanation=They find surprising items when they fish.
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class_dredger_explanation_advanced=They can grab fish from an insane distance (__1__ extra tile range), and catch more (+__2__ fish). In addition, they find surprising items when fishing.
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class_smoldering=Smoldering
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# class_smoldering_explanation=They periodically convert wood into coal, if they have less than 50 coal.
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class_smoldering_explanation_advanced=They periodically convert wood into coal, if they have less than 50 coal.
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class_gourmet=Gourmet
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# class_gourmet_explanation=They generate ore by eating fish in fancy locations.
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class_gourmet_explanation_advanced=They generate ore by eating fish in fancy locations. Does not generate ore while at sea.
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class_chef=Chef
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class_chef_explanation_advanced=They cook meat of defeated enemies and turn it into something tasty.
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@ -484,7 +484,7 @@ local function damage_dealt_by_players_changes(event)
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for _, p2 in pairs(nearby_players) do
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if p2.player and p2.player.valid then
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local p2_index = p2.player.index
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if event.entity.valid and player_index ~= p2_index and Classes.get_class(p2_index) == Classes.enum.QUARTERMASTER then
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if event.entity.valid and Classes.get_class(p2_index) == Classes.enum.QUARTERMASTER then
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-- event.entity.damage((Balance.quartermaster_bonus_physical_damage - 1) * event.final_damage_amount, character.force, 'impact', character) --triggers this function again, but not physical this time
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Common.damage_hostile_entity(event.entity, (Balance.quartermaster_bonus_physical_damage - 1) * event.final_damage_amount)
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event.final_damage_amount = event.final_damage_amount * Balance.quartermaster_bonus_physical_damage
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@ -37,12 +37,12 @@ Public.class_reward_tick_rate_in_seconds = 7
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Public.poison_damage_multiplier = 1.85
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Public.every_nth_tree_gives_coins = 10
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Public.samurai_damage_taken_multiplier = 0.32
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Public.samurai_damage_taken_multiplier = 0.45
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Public.samurai_damage_dealt_when_not_melee_multiplier = 0.75
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Public.samurai_damage_dealt_with_melee = 25
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Public.hatamoto_damage_taken_multiplier = 0.21
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Public.samurai_damage_dealt_with_melee = 30
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Public.hatamoto_damage_taken_multiplier = 0.3
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Public.hatamoto_damage_dealt_when_not_melee_multiplier = 0.75
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Public.hatamoto_damage_dealt_with_melee = 45
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Public.hatamoto_damage_dealt_with_melee = 50
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Public.iron_leg_damage_taken_multiplier = 0.24
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Public.iron_leg_iron_ore_required = 3000
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Public.deckhand_extra_speed = 1.25
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@ -95,6 +95,8 @@ Public.need_resources_to_undock_x = 40 * 20
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Public.biters_spawned_on_elite_biter_death = 4
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Public.walkways_frozen_pool_damage = 12
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function Public.starting_boatEEIpower_production_MW()
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-- return 3 * Math.sloped(Common.capacity_scale(), 1/2) / 2 --/2 as we have 2
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return 3/2
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@ -161,7 +161,7 @@ local function walkways_tick()
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if destination.subtype == IslandEnum.enum.WALKWAYS then
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for _, player in pairs(game.connected_players) do
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if player.force.name == memory.force_name and player.surface == game.surfaces[destination.surface_name] and player.character and player.character.valid and game.surfaces[destination.surface_name].get_tile(player.position).name == 'water-shallow' then
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player.character.damage(12, game.forces['environment'], 'fire')
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player.character.damage(Balance.walkways_frozen_pool_damage, game.forces['environment'], 'fire')
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if not (player.character and player.character.valid) then
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Common.notify_force(player.force, {'pirates.death_froze',player.name})
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end
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