Balance tweaks
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@@ -379,7 +379,7 @@ public class Damage{
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//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
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//this needs to be compensated
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if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
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//deal the damage of an entire side + 1, to be equivalent with maximum 'standard' damage
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//deal the damage of an entire side, to be equivalent with maximum 'standard' damage
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in.damage(damage * Math.min((in.block.size), baseRadius * 0.45f));
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//no need to continue with the explosion
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return;
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