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blind_immune = 1,
bleed_immune = 1,
blind_immune = 0.3
stun_immune = 0.7
bleed_immune = 1,
poison_immune = 1,
Reason: Freeze if a more powerful effect than blind. Removing blind immunity and adding stun resistance will help balance this boss. Skeletons are poison and bleed immune.
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[Talents.T_MANATHRUST]=4,
[Talents.T_FREEZE]=4,
[Talents.T_TIDAL_WAVE]=2,
[Talents.T_WEAPONS_MASTERY]=3,
[Talents.T_MANATHRUST]=4,
[Talents.T_TIDAL_WAVE]=2,
[Talents.T_WEAPONS_MASTERY]=3,
[Talents.T_BATTLE_CALL]=5,
Reason: This is the second boss in the early game. At this point new players will not have stun immunity or resistance to deal with an overpowered 6-turn freeze effect. This leads to many death for new players simply because they did not have the right equipment. Since this is the early game, this is unacceptable for balance reasons. I tried to look for a balanced spell for the early game that immobilizes but I could not find any (assuming the player does not have the overpowered 100% pinning immunity from items). Since the shade is described as 'It wields a nasty sword and strides toward you, throwing spells' I thought it would be appropriate to give it battle call. This will put the player next to the shade instead of being frozen several tiles away, giving them a chance to fight back. There is synergy with tidal wave.
The boss description and inventory are inconsistent (sword or staff? Which one is it?):
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This skeleton looks nasty. There are red flames in its empty eye sockets. It wields a nasty sword and strides toward you, throwing spells.
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
equipment = resolvers.equip{ {type="weapon", subtype="staff", defined="STAFF_KOR", random_art_replace={chance=75}, autoreq=true}, {type="armor", subtype="light", autoreq=true}, },