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