Another erekir rebalance pr (#11184)

* wip

* wipp

* real

* aaa

* ae

* oh yeah

* fixx

* wip

* afflict stuff

* this should work ig

* wip

* real

* a

* maybe?

* a

* holy shit

* what the fuck am I doing

* I have children in my basement

* 9

* o

* a

* good enough

* more thor disperse overrange

* no

* fix this

* a

* restore

* ohno

* oh nice

* aaa

* some changes

* FREEDOM

* nvm

* perhaps

* h

* aio

* ya

* should be all

* ig

* almost

* well this works

* more surge scathe hp nerfs

* wip

* drowntime changes

* last tweaks

* last change probs

* quick locus hotfix

* sadedwerwfw

* targetable fix
This commit is contained in:
EggleEgg
2025-09-06 05:10:13 +02:00
committed by GitHub
parent 7464511033
commit 98c56e474f
9 changed files with 140 additions and 42 deletions

View File

@@ -56,7 +56,7 @@ abstract class TankComp implements Posc, Hitboxc, Unitc, ElevationMovec{
boolean anyNonDeep = false;
//calculate overlapping tiles so it slows down when going "over" walls
int r = Math.max((int)(hitSize * 0.6f / tilesize), 0);
int r = Math.max((int)(hitSize * 0.75f / tilesize), 0);
int solids = 0, total = (r*2+1)*(r*2+1);
for(int dx = -r; dx <= r; dx++){
@@ -104,7 +104,7 @@ abstract class TankComp implements Posc, Hitboxc, Unitc, ElevationMovec{
public float floorSpeedMultiplier(){
Floor on = isFlying() || type.hovering ? Blocks.air.asFloor() : floorOn();
//TODO take into account extra blocks
return on.speedMultiplier * speedMultiplier * lastSlowdown;
return (float)Math.pow(on.speedMultiplier, type.floorMultiplier) * speedMultiplier * lastSlowdown;
}
@Replace

View File

@@ -606,7 +606,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
if(floor != null && floor.isLiquid && floor.drownTime > 0 && canDrown()){
lastDrownFloor = floor;
drownTime += Time.delta / floor.drownTime / type.drownTimeMultiplier;
drownTime += Time.delta / (hitSize / 8f * type.drownTimeMultiplier * floor.drownTime);
if(Mathf.chanceDelta(0.05f)){
floor.drownUpdateEffect.at(x, y, hitSize, floor.mapColor);
}