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Final tweaks.
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@ -119,6 +119,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Reworked sprite rendering to vastly reduce the CPU work. Large sprite view distances are now much more performant.
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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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### Removed
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@ -4,7 +4,7 @@ ItemDef(
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kind: Armor((
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kind: Chest("Tidal Warrior"),
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stats: (
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protection: Normal(0.0),
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protection: Normal(20.0),
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poise_resilience: Normal(0.0),
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),
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)),
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BIN
assets/voxygen/element/de_buffs/debuff_wet_0.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/de_buffs/debuff_wet_0.png
(Stored with Git LFS)
Normal file
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@ -470,7 +470,7 @@ impl Body {
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biped_large::Species::Troll => 2400,
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biped_large::Species::Dullahan => 3000,
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biped_large::Species::Mindflayer => 12500,
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biped_large::Species::Tidalwarrior => 2500,
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biped_large::Species::Tidalwarrior => 16000,
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biped_large::Species::Yeti => 4000,
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biped_large::Species::Minotaur => 30000,
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biped_large::Species::Harvester => 3000,
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@ -586,12 +586,12 @@ impl Body {
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biped_large::Species::Wendigo => 80,
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biped_large::Species::Troll => 60,
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biped_large::Species::Dullahan => 120,
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biped_large::Species::Tidalwarrior => 90,
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biped_large::Species::Yeti => 80,
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biped_large::Species::Harvester => 80,
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// Boss enemies have their health set, not adjusted by level.
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biped_large::Species::Mindflayer => 0,
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biped_large::Species::Minotaur => 0,
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biped_large::Species::Tidalwarrior => 0,
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_ => 100,
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},
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Body::BipedSmall(_) => 10,
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@ -649,6 +649,7 @@ impl Body {
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Body::BipedLarge(b) => match b.species {
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biped_large::Species::Mindflayer => 4.8,
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biped_large::Species::Minotaur => 3.2,
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biped_large::Species::Tidalwarrior => 2.25,
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_ => 1.0,
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},
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Body::Golem(g) => match g.species {
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@ -353,6 +353,7 @@ impl Body {
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Body::BoltFire => Vec3::new(0.1, 0.1, 0.1),
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Body::Crossbow => Vec3::new(3.0, 3.0, 1.5),
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Body::HaniwaSentry => Vec3::new(0.8, 0.8, 1.4),
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Body::SeaLantern => Vec3::new(0.5, 0.5, 1.0),
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_ => Vec3::broadcast(0.5),
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}
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}
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