diff --git a/locale/en/pirates.cfg b/locale/en/pirates.cfg index 852cea34..95751e58 100644 --- a/locale/en/pirates.cfg +++ b/locale/en/pirates.cfg @@ -236,58 +236,40 @@ class_unobtainable=Class was disabled and is unobtainable. class_definition_for=Class definition for class_deckhand=Deckhand -# class_deckhand_explanation=They move faster and generate ore whilst onboard above deck. 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. class_fisherman=Fisherman -# class_fisherman_explanation=They fish at greater distance. class_fisherman_explanation_advanced=They fish at greater distance (__1__ extra tile range), and catch more (+__2__ fish). class_scout=Scout -# class_scout_explanation=They are faster, but frail and deal less damage. class_scout_explanation_advanced=They move __1__% times faster, but receive __2__% more damage and deal __3__% less damage. class_samurai=Samurai -# class_samurai_explanation=They are tough, and *with no weapon equipped* fight well by melee, but poorly otherwise. 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. class_merchant=Merchant -# class_merchant_explanation=They generate 50 doubloons per league. class_merchant_explanation_advanced=They generate 50 doubloons per league. class_shoresman=Shoresman -# class_shoresman_explanation=They move slightly faster and generate ore whilst offboard. class_shoresman_explanation_advanced=They move __1__% times faster and generate ore (+__2__ every __3__ seconds) whilst offboard. class_boatswain=Boatswain -# class_boatswain_explanation=They move faster and generate ore whilst below deck. 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. class_prospector=Prospector -# class_prospector_explanation=They find more resources when handmining. class_prospector_explanation_advanced=They find more resources when handmining. class_lumberjack=Lumberjack -# class_lumberjack_explanation=They find more resources when chopping trees. class_lumberjack_explanation_advanced=They find ores and more coins when chopping trees. class_master_angler=Master Angler -# class_master_angler_explanation=They fish at much greater distance, and catch more. class_master_angler_explanation_advanced=They fish at much greater distance (__1__ extra tile range), and catch more (+__2__ fish and +__3__ coins). class_wood_lord=Lord of the Woods -# class_wood_lord_explanation=They find many more resources when chopping trees. class_wood_lord_explanation_advanced=They find many more resources when chopping trees. class_chief_excavator=Chief Excavator -# class_chief_excavator_explanation=They find many more resources when handmining. class_chief_excavator_explanation_advanced=They find many more resources when handmining. class_hatamoto=Hatamoto -# class_hatamoto_explanation=They are very tough, and *with no weapon equipped* fight well by melee, but poorly otherwise. 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. class_iron_leg=Iron Leg -# class_iron_leg_explanation=They are very resistant to damage when carrying 3000 iron ore. class_iron_leg_explanation_advanced=They receive __1__% less damage when carrying at least __2__ iron ore. class_quartermaster=Quartermaster -# class_quartermaster_explanation=Nearby crewmates get +10% physical attack and generate ore. -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. +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. class_dredger=Dredger -# class_dredger_explanation=They find surprising items when they fish. 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. class_smoldering=Smoldering -# class_smoldering_explanation=They periodically convert wood into coal, if they have less than 50 coal. class_smoldering_explanation_advanced=They periodically convert wood into coal, if they have less than 50 coal. class_gourmet=Gourmet -# class_gourmet_explanation=They generate ore by eating fish in fancy locations. class_gourmet_explanation_advanced=They generate ore by eating fish in fancy locations. Does not generate ore while at sea. class_chef=Chef class_chef_explanation_advanced=They cook meat of defeated enemies and turn it into something tasty. diff --git a/maps/pirates/api_events.lua b/maps/pirates/api_events.lua index 183099d9..25dce3b5 100644 --- a/maps/pirates/api_events.lua +++ b/maps/pirates/api_events.lua @@ -484,7 +484,7 @@ local function damage_dealt_by_players_changes(event) for _, p2 in pairs(nearby_players) do if p2.player and p2.player.valid then local p2_index = p2.player.index - if event.entity.valid and player_index ~= p2_index and Classes.get_class(p2_index) == Classes.enum.QUARTERMASTER then + if event.entity.valid and Classes.get_class(p2_index) == Classes.enum.QUARTERMASTER then -- 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 Common.damage_hostile_entity(event.entity, (Balance.quartermaster_bonus_physical_damage - 1) * event.final_damage_amount) event.final_damage_amount = event.final_damage_amount * Balance.quartermaster_bonus_physical_damage diff --git a/maps/pirates/balance.lua b/maps/pirates/balance.lua index d13e421e..dc5633d4 100644 --- a/maps/pirates/balance.lua +++ b/maps/pirates/balance.lua @@ -37,12 +37,12 @@ Public.class_reward_tick_rate_in_seconds = 7 Public.poison_damage_multiplier = 1.85 Public.every_nth_tree_gives_coins = 10 -Public.samurai_damage_taken_multiplier = 0.32 +Public.samurai_damage_taken_multiplier = 0.45 Public.samurai_damage_dealt_when_not_melee_multiplier = 0.75 -Public.samurai_damage_dealt_with_melee = 25 -Public.hatamoto_damage_taken_multiplier = 0.21 +Public.samurai_damage_dealt_with_melee = 30 +Public.hatamoto_damage_taken_multiplier = 0.3 Public.hatamoto_damage_dealt_when_not_melee_multiplier = 0.75 -Public.hatamoto_damage_dealt_with_melee = 45 +Public.hatamoto_damage_dealt_with_melee = 50 Public.iron_leg_damage_taken_multiplier = 0.24 Public.iron_leg_iron_ore_required = 3000 Public.deckhand_extra_speed = 1.25 @@ -95,6 +95,8 @@ Public.need_resources_to_undock_x = 40 * 20 Public.biters_spawned_on_elite_biter_death = 4 +Public.walkways_frozen_pool_damage = 12 + function Public.starting_boatEEIpower_production_MW() -- return 3 * Math.sloped(Common.capacity_scale(), 1/2) / 2 --/2 as we have 2 return 3/2 diff --git a/maps/pirates/surfaces/islands/walkways/walkways.lua b/maps/pirates/surfaces/islands/walkways/walkways.lua index 5abfc575..091514a8 100644 --- a/maps/pirates/surfaces/islands/walkways/walkways.lua +++ b/maps/pirates/surfaces/islands/walkways/walkways.lua @@ -161,7 +161,7 @@ local function walkways_tick() if destination.subtype == IslandEnum.enum.WALKWAYS then for _, player in pairs(game.connected_players) do 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 - player.character.damage(12, game.forces['environment'], 'fire') + player.character.damage(Balance.walkways_frozen_pool_damage, game.forces['environment'], 'fire') if not (player.character and player.character.valid) then Common.notify_force(player.force, {'pirates.death_froze',player.name}) end