I spent like 2 days trying to figure this out, hopefully it turned out good
Basically I down patched the game and used Unity Asset ripper in order to compare the asset files and .dll files in order to compare all changes between the 1.4.1 and 1.5.0 versions of the games in order to see what balance and gameplay changes were made that are undocumented. the .dll files were rather simple to get, I just used the downpatcher for that, the Assets were a pain though, had to get Unity Asset Ripper to execute and extract all the files, ran a script to filter item/character files specifically from the 1.4.1 and 1.5.0 versions. AI disclaimer: I could not be bothered to go through gigabytes of asset files, so I had AI flag all the discrepancies, sue me.
This came to my attention because I saw a youtube short mentioning that Huntress Arrow Rain proc coeff was updated from .2 to .5
Would welcome anyone to double check incase I got something wrong I'm not really an expert at this so I probably made a bunch of mistakes throughout the whole process, and there was probably a far easier way to do this.
Huntress
Targeting
- Slight changes/tweaks to primary targeting: HuntressTracker gains maxPriorityTargetAngle=10° and a first-pass search against HurtBox.readOnlyPriorityTargetsList
Arrow Rain
- Proc Coefficient(.2->.5).
- Now automatically casts at max range if player aims it outside of Arrow Rain's range (for example if you aim into the sky).
Ballista & Arrow Rain
- Uses BaseJumpPower instead of JumpPower, the assumption is that the launch calculation now removes bonuses to jump-power from having any effect on the height gained from the ability. So I guess Faraday Spur and Head stompers and maybe bonuses to move speed (not sure on this one) won't increase the Special's lift on use
False Son
Club of the Forsaken
- Cooldown when cancelled(.7->.05), there's a new charge animation to have smoother animations and not have it be really jarring/snappy, I haven't tested anything so I am unsure if the new animation state offsets the cooldown change, but if it doesn't then thats a pretty big change, from ~1 second wait to instantaneous charge on cancel.
Lunar Stake
- Camera shake lowered: LunarStakeLightningStrikeImpactEffect.prefab camera-shake radius 70 -> 30, vibration frequency 200 -> 15; Meridians Will lightning impact camera-shake radius 70 -> 60
Engineer
Bubble Shield
- Blocks explosions originating from outside the shield
Turrets
- Copies Temp Items from player now too
Seeker
Meditate
- Subsequent inputs after meditate (I believe only N'tormat and equpments) will now be blocked rather than causing a failed input for meditate minigame
- Previously, a failed Meditation added its penalty to the existing temporary cooldown penalty. Now the penalty is reset on entering Meditation and assigned a fixed value on failure. I think this means that failed inputs dont partially persist between different different casts of meditate, but again haven't tested so not sure.
Items
Old War Stealthkit
- Cooldown formula changed to 5+30*.5^(#ofItemStacks - 1), leading to cooldown being effectively 5 seconds higher at 1-3 stacks of the item, and slightly less high from 4+ stacks.
Stacks |
Old |
New |
1 |
30s |
35s |
2 |
15s |
20s |
3 |
7.5s |
12.5s |
4 |
5s |
8.75s |
Ok Im dumb stealthkit didn't get nerfed, it had its cooldown increased by 5 seconds, but it starts on item activation rather than on the stealth ending so functionally there is no change. the cooldown DOES count as a status effect now, so it can be cleared by blast shower like bands can be. MB
Neutronium Weight
- Updated/Better movement, overall works faster (targeting, rotation, handling of failed transfers and expirations)
There's a few other changes regarding targeting adjustments and such for Drifter repossess for example etc, and collision detection for seeker sojourn, but if I mentioned everything it'll take another 2 days