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New patch (#50)

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Jonathan McCaffrey 4 years ago committed by GitHub
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GPG Key ID: 4AEE18F83AFDEB23
  1. 2
      IGP/wwwroot/generated/Variables.json
  2. 18
      Model/Entity/Data/DATA.cs

2
IGP/wwwroot/generated/Variables.json

@ -1 +1 @@
[{"Key":"GamePatch","Value":"v0.0.6.9643a"},{"Key":"LastUpdated","Value":"May 04, 2022"}] [{"Key":"GamePatch","Value":"v0.0.6.9835a"},{"Key":"LastUpdated","Value":"June 26, 2022"}]

18
Model/Entity/Data/DATA.cs

@ -655,7 +655,7 @@ public class DATA
.AddPart(new EntitySupplyModel { Takes = 2 }) .AddPart(new EntitySupplyModel { Takes = 2 })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 85, DefenseLayer = 10, Armor = ArmorType.Light, IsEtheric = false }) { Health = 85, DefenseLayer = 10, Armor = ArmorType.Light, IsEtheric = false })
.AddPart(new EntityMovementModel { Speed = 350, Movement = MovementType.Ground }) .AddPart(new EntityMovementModel { Speed = 380, Movement = MovementType.Ground })
.AddPart(new EntityWeaponModel .AddPart(new EntityWeaponModel
{ Damage = 11, Range = 400, AttacksPerSecond = 1.02f, Targets = TargetType.All }) { Damage = 11, Range = 400, AttacksPerSecond = 1.02f, Targets = TargetType.All })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Stalk }) .AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Stalk })
@ -813,7 +813,7 @@ public class DATA
.AddPart(new EntityMovementModel { Speed = 350, Movement = MovementType.Ground }) .AddPart(new EntityMovementModel { Speed = 350, Movement = MovementType.Ground })
.AddPart(new EntityWeaponModel .AddPart(new EntityWeaponModel
{ {
Damage = 20, MediumDamage = 24, HeavyDamage = 28, Range = 500, AttacksPerSecond = 0.667f, Damage = 16, MediumDamage = 21, HeavyDamage = 26, Range = 500, AttacksPerSecond = 0.667f,
Targets = TargetType.All Targets = TargetType.All
}) })
.AddPart(new EntityIdUpgradeModel { Id = DataType.UPGRADE_WindStep }) .AddPart(new EntityIdUpgradeModel { Id = DataType.UPGRADE_WindStep })
@ -874,7 +874,7 @@ public class DATA
Id = DataType.BUILDING_SoulFoundry, Id = DataType.BUILDING_SoulFoundry,
Requirement = RequirementType.Production_Building Requirement = RequirementType.Production_Building
}) })
.AddPart(new EntityMovementModel { Speed = 315, Movement = MovementType.Ground }) .AddPart(new EntityMovementModel { Speed = 350, Movement = MovementType.Ground })
.AddPart(new EntityWeaponModel .AddPart(new EntityWeaponModel
{ {
Damage = 11, MediumDamage = 13, HeavyDamage = 15, StructureDamageBonus = 8, Range = 800, Damage = 11, MediumDamage = 13, HeavyDamage = 15, StructureDamageBonus = 8, Range = 800,
@ -882,7 +882,7 @@ public class DATA
}) })
.AddPart(new EntityWeaponModel .AddPart(new EntityWeaponModel
{ {
Damage = 4, MediumDamage = 6, HeavyDamage = 8, Range = 800, AttacksPerSecond = 2.857f, Damage = 6, MediumDamage = 7, HeavyDamage = 8, Range = 800, AttacksPerSecond = 2.857f,
Targets = TargetType.Ground Targets = TargetType.Ground
}) })
.AddPart(new EntityIdAbilityModel { Id = DataType.ABILITY_DeployAbsolver }) .AddPart(new EntityIdAbilityModel { Id = DataType.ABILITY_DeployAbsolver })
@ -1356,7 +1356,7 @@ public class DATA
.AddPart(new EntityProductionModel .AddPart(new EntityProductionModel
{ Alloy = 40, Ether = 40, BuildTime = 30, ProducedBy = DataType.BUILDING_BoneCanopy }) { Alloy = 40, Ether = 40, BuildTime = 30, ProducedBy = DataType.BUILDING_BoneCanopy })
.AddPart(new EntitySupplyModel { Takes = 2 }) .AddPart(new EntitySupplyModel { Takes = 2 })
.AddPart(new EntityVitalityModel { Health = 35, DefenseLayer = 10, Armor = ArmorType.Light }) .AddPart(new EntityVitalityModel { Health = 45, DefenseLayer = 10, Armor = ArmorType.Light })
.AddPart(new EntityMovementModel { Speed = 532, Movement = MovementType.Air }) .AddPart(new EntityMovementModel { Speed = 532, Movement = MovementType.Air })
.AddPart(new EntityWeaponModel .AddPart(new EntityWeaponModel
{ {
@ -1380,10 +1380,10 @@ public class DATA
.AddPart(new EntityHotkeyModel { Hotkey = "R", HoldSpace = true, HotkeyGroup = "Z" }) .AddPart(new EntityHotkeyModel { Hotkey = "R", HoldSpace = true, HotkeyGroup = "Z" })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru }) .AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityProductionModel .AddPart(new EntityProductionModel
{ Alloy = 80, Ether = 50, BuildTime = 30, ProducedBy = DataType.BUILDING_BoneCanopy }) { Alloy = 80, Ether = 75, BuildTime = 30, ProducedBy = DataType.BUILDING_BoneCanopy })
.AddPart(new EntitySupplyModel { Takes = 3 }) .AddPart(new EntitySupplyModel { Takes = 3 })
.AddPart(new EntityVitalityModel { Health = 120, DefenseLayer = 40, Armor = ArmorType.Light }) .AddPart(new EntityVitalityModel { Health = 120, DefenseLayer = 40, Armor = ArmorType.Light })
.AddPart(new EntityMovementModel { Speed = 525, Movement = MovementType.Air }) .AddPart(new EntityMovementModel { Speed = 500, Movement = MovementType.Air })
.AddPart(new EntityWeaponModel .AddPart(new EntityWeaponModel
{ {
Damage = 11, HeavyDamage = 9, Range = 350, AttacksPerSecond = 0.8f, Targets = TargetType.All Damage = 11, HeavyDamage = 9, Range = 350, AttacksPerSecond = 0.8f, Targets = TargetType.All
@ -1836,7 +1836,7 @@ public class DATA
.AddPart(new EntityInfoModel .AddPart(new EntityInfoModel
{ {
Name = "Research Ambush", Name = "Research Ambush",
Description = "When Hidden, the Bone Stalker's next attack deals double damage", Description = "When Hidden, the Bone Stalker's next attack deals 200% damage. Attack range is permanetly increased by 100.",
Descriptive = DescriptiveType.Upgrade Descriptive = DescriptiveType.Upgrade
}) })
.AddPart(new EntityHotkeyModel { Hotkey = "CAPSLOCK", HotkeyGroup = "TAB", HoldSpace = false }) .AddPart(new EntityHotkeyModel { Hotkey = "CAPSLOCK", HotkeyGroup = "TAB", HoldSpace = false })
@ -2495,7 +2495,7 @@ public class DATA
.AddPart(new EntityProductionModel { DefensiveLayer = 30, Cooldown = 40 }) .AddPart(new EntityProductionModel { DefensiveLayer = 30, Cooldown = 40 })
.AddPart(new EntityRequirementModel { Id = DataType.UPGRADE_RadiantWard }) .AddPart(new EntityRequirementModel { Id = DataType.UPGRADE_RadiantWard })
.AddPart(new EntityVitalityModel .AddPart(new EntityVitalityModel
{ Health = 30, DefenseLayer = 30, Lasts = 30, Armor = ArmorType.Light }) { Health = 30, DefenseLayer = 30, Lasts = 60, Armor = ArmorType.Light })
.AddPart(new EntityRequirementModel .AddPart(new EntityRequirementModel
{ {
Id = DataType.BUILDING_HouseOfFadingSaints, Id = DataType.BUILDING_HouseOfFadingSaints,

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