skills don't go on cd if they're not really *cast*

This commit is contained in:
Mashy 2019-11-08 10:57:59 +10:00
parent 34598178ca
commit 0d39a84319

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@ -1,7 +1,3 @@
# Change Log
All notable changes to this project will be documented in this file.
This project adheres to [Semantic Versioning](http://semver.org/).
## [1.8.1] - 2019-11-07
### Fixed
@ -61,7 +57,7 @@ This project adheres to [Semantic Versioning](http://semver.org/).
- Game constructs and animations are much larger in mobile view
- Amplify
Now increases green power
- Now increases green power
- Absorb
- Reduced duration and cooldown from 2T -> 1T (Absorption duration unchanged)
@ -69,13 +65,13 @@ This project adheres to [Semantic Versioning](http://semver.org/).
- Now recharges blue life based on 95 / 120 / 155 blue power
- Banish
Reduced cooldown to 1T
- Reduced cooldown to 1T
- Decay
Removed cooldown
- Removed cooldown
- Haste / Hybrid
Fixed issue when hybridblast and hastestrike wouldn't trigger from upgraded + skills
- Fixed issue when hybridblast and hastestrike wouldn't trigger from upgraded + skills
- Intercept
- Reduced duration to 1T down from 2T
@ -104,7 +100,8 @@ This project adheres to [Semantic Versioning](http://semver.org/).
- Made general performance improvements
- Now has default tutorial text for the first round (tells the player to select skills and then the targets)
- Moved the login page demo to a new info tab, increased the speed of demo and it now creates random combos
- Moved the login page demo to a new info tab
- Increased the speed of demo and it now creates random combos
- Banish
- Cooldown reduced to 2T (was 3T)