Final tweaks.

This commit is contained in:
Sam 2021-06-03 21:38:39 -05:00
parent f066f844b6
commit eaf87a53bb
5 changed files with 9 additions and 3 deletions

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@ -119,6 +119,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Reworked sprite rendering to vastly reduce the CPU work. Large sprite view distances are now much more performant.
- 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%.
- Moved the rest of screenshot work into the background. Screenshoting no longer induces large pauses.
- Reworked tidal warrior to have unique attacks
### Removed

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@ -4,7 +4,7 @@ ItemDef(
kind: Armor((
kind: Chest("Tidal Warrior"),
stats: (
protection: Normal(0.0),
protection: Normal(20.0),
poise_resilience: Normal(0.0),
),
)),

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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 {
biped_large::Species::Troll => 2400,
biped_large::Species::Dullahan => 3000,
biped_large::Species::Mindflayer => 12500,
biped_large::Species::Tidalwarrior => 2500,
biped_large::Species::Tidalwarrior => 16000,
biped_large::Species::Yeti => 4000,
biped_large::Species::Minotaur => 30000,
biped_large::Species::Harvester => 3000,
@ -586,12 +586,12 @@ impl Body {
biped_large::Species::Wendigo => 80,
biped_large::Species::Troll => 60,
biped_large::Species::Dullahan => 120,
biped_large::Species::Tidalwarrior => 90,
biped_large::Species::Yeti => 80,
biped_large::Species::Harvester => 80,
// Boss enemies have their health set, not adjusted by level.
biped_large::Species::Mindflayer => 0,
biped_large::Species::Minotaur => 0,
biped_large::Species::Tidalwarrior => 0,
_ => 100,
},
Body::BipedSmall(_) => 10,
@ -649,6 +649,7 @@ impl Body {
Body::BipedLarge(b) => match b.species {
biped_large::Species::Mindflayer => 4.8,
biped_large::Species::Minotaur => 3.2,
biped_large::Species::Tidalwarrior => 2.25,
_ => 1.0,
},
Body::Golem(g) => match g.species {

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@ -353,6 +353,7 @@ impl Body {
Body::BoltFire => Vec3::new(0.1, 0.1, 0.1),
Body::Crossbow => Vec3::new(3.0, 3.0, 1.5),
Body::HaniwaSentry => Vec3::new(0.8, 0.8, 1.4),
Body::SeaLantern => Vec3::new(0.5, 0.5, 1.0),
_ => Vec3::broadcast(0.5),
}
}