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Balance tweaks.
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@ -120,6 +120,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Optimized rendering of quads (most of the graphics in the game) using an index buffer, decreasing the number of vertices that need to be processed by 33%.
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- Moved the rest of screenshot work into the background. Screenshoting no longer induces large pauses.
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- Reworked tidal warrior to have unique attacks
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- Reworked yeti to have unique attacks
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### Removed
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@ -9,7 +9,7 @@ BasicBeam(
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damage_effect: Some(Buff((
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kind: Frozen,
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dur_secs: 3.0,
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strength: Value(2.0),
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strength: Value(1.5),
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chance: 1.0,
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))),
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energy_regen: 0,
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@ -3,9 +3,9 @@ Shockwave(
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buildup_duration: 0.6,
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swing_duration: 0.12,
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recover_duration: 1.2,
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damage: 200,
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damage: 100,
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poise_damage: 10,
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knockback: (strength: 30.0, direction: Up),
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knockback: (strength: 25.0, direction: Up),
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shockwave_angle: 90.0,
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shockwave_vertical_angle: 15.0,
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shockwave_speed: 50.0,
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@ -3,9 +3,9 @@ BasicMelee(
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buildup_duration: 0.8,
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swing_duration: 0.2,
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recover_duration: 0.5,
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base_damage: 150,
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base_damage: 100,
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base_poise_damage: 50,
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knockback: ( strength: 50.0, direction: Away),
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knockback: ( strength: 40.0, direction: Away),
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range: 4.0,
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max_angle: 20.0,
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damage_effect: None,
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@ -84,7 +84,7 @@ impl CharacterBehavior for Data {
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- self.timer.as_secs_f32()
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/ self.static_data.movement_duration.as_secs_f32())
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/ 2.0
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+ 0.5),
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+ 0.25),
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});
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if self.timer < self.static_data.movement_duration {
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@ -3503,7 +3503,7 @@ impl<'a> AgentData<'a> {
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) {
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const ICE_SPIKES_RANGE: f32 = 20.0;
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const ICE_BREATH_RANGE: f32 = 15.0;
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const ICE_BREATH_TIMER: f32 = 5.0;
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const ICE_BREATH_TIMER: f32 = 10.0;
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const SNOWBALL_MAX_RANGE: f32 = 50.0;
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agent.action_state.counter += read_data.dt.0;
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