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Morph techtree and XP

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Date Editor Before After
9/10/2014 4:45:53 AMPLrankAdminSprung before revert after revert
9/10/2014 4:25:39 AMPLrankAdminSprung before revert after revert
9/10/2014 4:20:33 AMPLrankAdminSprung before revert after revert
9/10/2014 4:16:33 AMPLrankAdminSprung before revert after revert
9/10/2014 4:14:58 AMPLrankAdminSprung before revert after revert
Before After
1 Yeah, the huge lasthit bonus sucks, but it's an engine thing, so we can either keep it as is, or reimplement XP ourselves (which ain't gonna happen). Keeping stuff simple and consistent is more important than fixing Flea tendency to get the XP award, though. When I have some time I might implement a Lua XP system because it sounds pretty easy. 1 Yeah, the huge lasthit bonus sucks, but it's an engine thing, so we can either keep it as is, or reimplement XP ourselves (which ain't gonna happen). Keeping stuff simple and consistent is more important than fixing Flea tendency to get the XP award, though. When I have some time I might implement a Lua XP system because it sounds pretty easy.
2 \n 2 \n
3 Edit: [quote]Is there any particular reason why EMP damage should give XP while disarm/slow damage should not?[/quote] 3 Edit: [quote]Is there any particular reason why EMP damage should give XP while disarm/slow damage should not?[/quote]
4 Implementation. EMP is an engine damage type (and the XP system is engine too), while the other status effects are custom ones that work by removing damage (and with it, the XP) and applying debuffs instead. 4 Implementation. EMP is an engine damage type (and the XP system is engine too), while the other status effects are custom ones that work by removing damage (and with it, the XP) and applying debuffs instead.
5 [quote](Elite Freakers, maybe?)[/quote] 5 [quote](Elite Freakers, maybe?)[/quote]
6 Golden Morties! 6 Golden Morties!
7 \n
8 Edit 2: The XP award is actually unchanged; only the rank requirements changed and the underlying XP value is still the same.