still a work in progress
still a work in progress
SO much work went into the foundations for this, entire skillsets i was completely unfamiliar with, now just that little bit more familiar. very proud of myself so far <3!
SO much work went into the foundations for this, entire skillsets i was completely unfamiliar with, now just that little bit more familiar. very proud of myself so far <3!
A lot of these values are individual and technical, the changelog is actually not that large, but I wanted to be precise, technical, and detailed overall.
A lot of these values are individual and technical, the changelog is actually not that large, but I wanted to be precise, technical, and detailed overall.
now argue.
now argue.
It utilizes a base modal class where different modal types are child classes of that via inheritance.
All of it is event-driven through one event type, where type-checking can be used to differentiate which modal it came from!
It utilizes a base modal class where different modal types are child classes of that via inheritance.
All of it is event-driven through one event type, where type-checking can be used to differentiate which modal it came from!
MYERS:
* Quicker to get T2/T3
* More evil across all survivors
* Tombstones gutted
* Stalk add-ons nerfed (to compensate for above changes)
DRACULA:
* Longer hellfire cooldown
* Longer shapeshift cooldown
* Lower Pounce cooldown
(More below!)
MYERS:
* Quicker to get T2/T3
* More evil across all survivors
* Tombstones gutted
* Stalk add-ons nerfed (to compensate for above changes)
DRACULA:
* Longer hellfire cooldown
* Longer shapeshift cooldown
* Lower Pounce cooldown
(More below!)
worked on these bots months ago but figured id share them here anyways, lots on the changelist between now and the last time folks saw the game.
worked on these bots months ago but figured id share them here anyways, lots on the changelist between now and the last time folks saw the game.
(Bluesky left, Twitter right)
(Bluesky left, Twitter right)