After being stumped by an issue with a 'minor change' I wanted to make to Shadow Pulse for well over a week, I finally came up with a solution... and then went on a coding spree
This was going to be part of a few changes for a minor update, but once I got that sorted out, I just kept going. A few talents have been switched up, and Dark Priests have yet another, all new talent tree.
I will do the proper change log and OP update in the next day or two, when I have some time. Burned up all my free time (and then some) coding and debugging the update, so I will try to give a brief rundown, for the time being.
First up, I couldn't get the update to post to the Steam Workshop. I've had a similar problem before, but the solution that worked before didn't seem to do the trick. I will get it up on Steam as soon as I can.
Now, the changes.
Cunning/Wicked Mind has been moved to generic. Life Manipulation and Dark Thoughts have swapped places within the tree.
Technique/Combat Training and Combat Techniques have been removed (you can still learn Combat Training from Last Hope, if you like).
Spell/Staff Combat has been added, unlocked at 1.3 mastery.
Cunning/Zeal has seen some changes to avoid redundancies with Staff Combat.
Righteous Instrument is no longer a staff mastery talent, and the mana per Cunning has been moved to Sinister Power as a passive bonus (regardless of equipped weapon).
Righteous Instrument now grants accuracy, based on Cunning, and Physical Power, based on Spellpower, when wielding a staff.
The passive bonus from Humble now grants Armor Hardiness, based on Spellpower, and Projectile Slowing, based on Cunning, instead of Armor and Defense. These bonuses are applied passively, but only when wearing cloth or light armor.
Spell/Aegis is now locked, but the mastery level has been increased back to 1.3.
The Unseen effect granted by Aura of Unlight will now increase Fatigue rather than draining mana. Fatigue scales from ~15 to 5.
Additionally, the Unseen effect will only be applied when wearing cloth or light armor. Being Unseen can provide many defensive bonuses (chance to ignore damage, significantly increased all resistance, increased movement speed, as well as the fact that many enemies will ignore you more often than not), and this prevents stacking these bonuses with the bonuses from Heavy or Massive armor, while also giving the player an option to bypass the Unseen effect while still using Unlight, if they so choose.
Shadow Pulse no longer costs Shadow Charges and will instead generate Shadow Charges for each unlit tile within your Aura of Unlight, up to a limit that increases with talent level (scales from ~2 to 8 ).
The cooldown of both Umbral Swiftness and Dark Adept has been reduced. The cost of Umbral Swiftness has been increased to 5 Shadow Charges, from 4, and the damage has been increased.
Blink Strike attacks now deal their damage as the current element of your staff.
Added a new, high-level, locked class tree featuring more Unhealing.Spell/Malediction
Unheals targets in a cone and afflicts them with Dark Unhealing for 5 turns, increasing healing factor and causing additional unhealing over the duration. Unhealing-over-time is equal to the initial unhealing.
Unheal a target enemy and heal yourself for the same amount. Your enemy will be afflicted with Dark Unhealing for 5 turns, increasing healing factor and unhealing them over the duration. You will gain Dark Transfusion for 5 turns, increasing your healing factor and healing yourself each turn for the duration. Unhealing- and healing-over-time are equal to the initial values.
Unheal all enemies within a radius around you. Each enemy affected will also be afflicted with Dark Siphoning for 6 turns, reducing life regeneration by [scales ~ 2 - 6]. You will gain the Dark Siphoner effect for 6 turns, granting yourself an equal amount of life regen. The life regeneration reduction from Dark Siphoning can reduce regen below 0, and the regen granted by Dark Siphoner will stack for each enemy hit by the spell.
Melee range, long, fixed cooldown (42 turns). Unheal your victim for [scales from ~2 to 6]% of their maximum life instantly and an additional, equal, amount over the next five turns. (This looks weak at first glance, but with more sources of Dark Unhealing it is now very possible to boost your target's healing modifier up to the maximum value of 250% , causing this to Unheal 30% of max life total at talent level 5.)
Well, that was much less brief than I had intended, and I probably still forgot something, but that's about the shape of it.
I'm pretty happy with where this class is now, from a design standpoint, and this is likely the last major
version update it will see. I still have play testing to do, and of course I am always glad to have feedback, and I'm sure there will be some tweaks and, inevitably, bug fixes.
There are a lot more options now than when the class started, between new talent trees and the vanilla trees that I have made available, and there is really no way I'll be able test out every build. From this point on any updates are going to be heavily influenced by the feedback that I get, so please don't hesitate to share your experience. Thanks, and enjoy!