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Contains utils, gameplay and epilogue functions for Doomsday Act 5
THE FINAL BATTLE
Note: Balancing patches may follow and are expected.
The debug commands (`@js33`, `@js67` and `@js99`) were not removed.
There might be overlap in voicing, in case specialeffect2() fails to work as intended.
Bonus Content:
* MONOCLE QUEST
* Golden Apple healing is now instantaneous.
* PVP Coin (Unrelated but anyway)
* Golden PVP Cap.
* Fix PVP Cap weight.
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submodule update
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* Welcom to Keshlam, YOUR WORST NIGHTMARE
Act 5, Part 1: Interlude (Keshlam Maze)
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PVP Cap, Requested by Kytty
Stuff which will be required for Doomsday Act 3
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be tweaked.
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I can flesh this out better. Add Experience gain everywhere.
* Reaching the swamps: 100k, every time.
* Cleaning all monsters and talking to Tree: 1M, every time.
* Opening the chest: 20M first time, 10M second time.
* Killing any monster: 50k~100k, every monster.
The experience for the off-tasks may look nice, but they're a drop in the
bucket compared to actually killing monsters.
(Tree can double the experience you got, but will not give you items)
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* Mountain and Grass Snake experience +100% (per topic 20799)
* Prepare the act 5 button so it have a non-null action
* There's now 10% chance per clue of Tormenta showing up at 09:00 assault.
Usual spot. Currently 2 clues were found, so 20% spawn chances.
* Cerhan reactions for Sand Cutter (thanks for pointing this out, Ledmitz)
* Alacrius Riddle (needs 300 boss points to start)
* Keshlam Swamps map
* News file ID 85
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This will make the challenge more fair against warriors, than sheer damage would.
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Restrict the Smoking Pipe to level 18 (also an easter egg)
Prepare some Act 5 maps.
Triggers for Doomsday Act 4
Add the Golem, one of the meaniest monsters I ever added.
Special effect sequencing for Act 4.
Also add a 10k experience reward to whoever is on the map by time the boss is slain.
Good luck, brave players!
(Recommended 3 repeats, Advsised max 6 repeats, script gives up after 20 repeats)
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By only deleting reagents when you're about to learn.
This implies checking items twice, I do not trust TMWA to follow standard behaviors.
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The core I've wrote was too primitive and was not be able to handle the heat of TMW playerbase.
This new one is more sturdy, more flexible, more scalable.
It also redefines the siege rules, logic and mechanics after a few sieges, and spawn amounts is based on players around and number of victories.
Should be much more fun than the previous core.
* Add two new monsters for Doomsday Act 3: Flashmob and Koyntety.
Both are "boss" which Kage may use at their own whim.
72000 experience, 27k HP, one attacks and walks fast, other is ranged high DPS.
Drops:
Chocolate Bar: 100.00%
Enchanter Amulet: 0.35%
Black Evoker Robe: 0.05%
White Evoker Robe: 0.05%
Apprentice Robe: 0.05%
Flawed Lens: 0.02%
Paladin's Helmet: 0.02%
A siege may contain only two boss at most. The time fastforward is still in effect.
Spawn stage last 25 minutes in total, overrun is checked 45 minutes later.
This means players have 20 minutes after siege spawns are concluded to clean
up the area. More players cause more difficult sieges, but beware:
This primitive difficulty barment logic is the opposite!
Every 1.5 siege victories (=a whole day), it expects +1 player in combat.
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You see, Evol2 might support 10 drops, but TMWA only supports 8.
There was a drop too many.
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At 00:00 and 18:00 will be the sieges.
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I mean, who is Numa? I don't know, but I wanted the spot to be filled.
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more def.
This forces players to have mages with them :>
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Fix a possible bug with skip flag being lost at run time.
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New armor gives +10% Critical Defense!
NEW TRINKET, NEW DROP: Enchanter's Amulet - Hit +22. Drops from event (0.15%)
Takes Wedding Ring's slot.
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Tengu now gives White Evoker, Sasquatch gives Apprentice, Mana Slayer gives Black Evoker.
These items drop chance is now 0.02%. Great Dragon now drops Paladin's Helmet (0.01%)
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Co-authored-by: jak1 <mike.wollmann@gmail.com>
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Contains code for Act 3 and Act 4.
Also provides assets for Act 5, but they are not yet ready.
Act 5 assets are provided for cases of extreme need only.
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and control exp increase due this on JackO's case.
We have a lot of crazy stuff (eg. Scythe - unhittable level 80) there.
JackO level 250->180, all stats except agi +, EXP controlled.
Skulls level 180->170, all stats except agi +10
Thug, Swashbuckler, Grenadier: Same as skulls.
SUSAN EXP +60k (she is nearly an unkillable demigod now, though)
This patch is not meant to be a "definitive balance" or whatever.
It just aims to retify the points where Banshee Bow changes hit most strongly.
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Also rewrite code to suppress console warning
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(also, who was the genius which decided to use item look as weapon speed again?)
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Spread the love, not Viruses
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