diff --git a/CHANGELOG.md b/CHANGELOG.md
index fd1d26bb..8204531d 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -1,3 +1,15 @@
+## [1.10.1] - 2019-12-04
+### Changed
+- Reduced the number of items to create + and ++ versions from 3 to 2 (need 4 items total to make a ++)
+- Reduced the power of ++ skills to be closer to the power of previous + versions
+- Tweaked all values of power specs to reduce their power bonuses
+
+## [1.10.0] - 2019-11-29
+### Changed
+- Reworked the vbox layout
+- Floating combat text and faster animations
+- Mobile UI fixes
+
## [1.9.1] - 2019-11-21
### Fixed
- Fixed Item+ Purchasing Bug
diff --git a/COMBOS.md b/COMBOS.md
index cf563a8c..a9c01749 100644
--- a/COMBOS.md
+++ b/COMBOS.md
@@ -1,142 +1,200 @@
-# item_info ->
+# Spec / Skill hybrid specs #
-combos [strike, [R R Attack]]
-specs [spec [bonus amount, [r g b]]
+Create skills specs by combining an upgraded skills with corresponding colour specs:
+ Strike (RR + A) can be combined with (PowerRR, SpeedRR, LifeRR)
+ - Strike + PowerRR -> StrikePower
+ - Strike + SpeedRR -> StrikeSpeed
+ - Strike + LifeRR -> StrikeLife
-# Playthrough
+Could also create SkillSpec+ by combining two together.
-constructs join game
- stats randomised
+## Why Skill Specs
-initial stash drops
- 6 skills
- 6 colours
- 6 specs
+- Give tools to players to make cool unique builds
+- Passive utility that you work towards
+- Specialise in a type of skill
+- Repurpose skills that you aren't using much for active use
+- More layers of complexity
-play first round
- basically duke it out
+## Skill specs philosphy
-# Colours #
+- Should be more interesting than just another stat "multiplier" we have that already (could be placeholder though)
+- Passives should help build a theme / identity to the skills
+- Specs should be numerically scalable so they can be `balanced` (also for upgraded versions think continuous vs discrete)
+- While specialised should be useful for multiple skills
+ e.g. StrikeSpeed -> Causes your red attack skills to cast on another target on the same team for (X% damage)
+ A StrikeSpeed should do something for `some` other active skill that isn't strike
+- They don't have to be `competely game changing` to be viable / fun / interesting
-### Red ###
-Real world concepts
-Aggressive
-Apply Buffs
-Fast & Chaotic
+## Brainstorming on what kind of things skill specs could do
-### Green ###
-Healing Specialisation
-Defensive
-Purge buffs & debuffs
+- Passive
+ - (Abosrb Spec) when you take damage you permanently gain X Power/Speed/Life
+ - Grant you Amplify with (X% multiplier) when you KO a target
+ - Convert (X% of your red / blue power -> green power)
+ - Reduce / Increase damage taken of a certain type (Block type upgrades maybe?)
-### Blue ###
-Fantasy concepts (magical)
-Aggressive & Defensive
-Apply Debuffs
-Slow & Reliable
+- Active
+ - Make a skill cast another skill (strike another guy)
+ - Apply an effect when you cast a skill
+ - Change damage / healing / speed of a skill
-# Classes #
+## The BIG LIST
-Class names to be changed
-====================
-Pure Red `Nature`
-Pure Green `Non-Violence`
-Pure Blue `Destruction`
-Hybrid Red / Blue `Chaos`
-Hybrid Red / Green `Purity`
-Hybrid Blue / Green `Technology`
+### Attack Base
+Strike
+ Power
+ Life
+ Speed (Repeat skill at X% multiplier)
+Chaos
+ Power
+ Life
+ Speed
-Skills
-==========
+Heal
+ Power (Convert X% Red/Blue Power to GreenPower)
+ Life
+ Speed
-Basic Type
--------------------------------------------------------------------------
-Attack `Basic offensive skill - deal damage`
-Buff `Base ally targetted skill - increase ally speed`
-Stun `Base enemy disable - disable enemy for 2 rounds`
-Block `Base self targetted defensive - reduced damage taken for 2 rounds`
-Debuff `Base enemy debuff - reduce enemy speed`
+Blast
+ Power
+ Life
+ Speed
-# Attack Base #
+Slay
+ Power
+ Life
+ Speed
-RR - Strike
-GG - Heal
-BB - Blast
-RG - Purify
-GB - Decay
-RB - Blast
+Siphon
+ Power
+ Life
+ Speed
-# Stun Base #
+### Stun Base
+Bash
+ Power
+ Life
+ Speed
-RR - Strangle
-GG - Break
-BB - Ruin
-RG - Banish
-GB - Silence
-RB - Hex
+Sleep
+ Power
+ Life
+ Speed
-# Buff Base #
+Ruin
+ Power
+ Life
+ Speed
-RR - Empower
-GR - Triage
-BB - Absorb
-RG - Sustain
-GB - Amplify
-RB - Haste
+Link
+ Power
+ Life
+ Speed
-# Debuff Base #
+Banish
+ Power
+ Life
+ Speed
-RR - Restrict
-GG - Purge
-BB - Curse
-RG - Slow
-GB - Siphon
-RB - Invert
+Break
+ Power
+ Life
+ Speed
-# Block Base #
+### Block Base
-RR - Counter
-GG - Reflect
-BB - Electrify
-RG - Intercept
-GB - Life `rename?`
-RB - Recharge
+Counter
+ Power
+ Life
+ Speed
+Reflect
+ Power
+ Life
+ Speed
-## Advanced combos ##
+Purify
+ Power
+ Life
+ Speed
-Two ways of upgrading
- #1 -> combine more of the same for a stronger version of the same skill / spec (T2 / T3 Combos)
- #2 -> combine skill with two matching colour specs to change the way the skill works (Spec / Skill hybrid)
+Sustain
+ Power
+ Life
+ Speed
-### T2 / T3 Combos ###
+Electrify
+ Power
+ Life
+ Speed
-All current specs / items can be further combo'd into T2 and T3 versions
+Recharge
+ Power
+ Life
+ Speed
-# 3 of same base => 1 upgraded tier #
-`3 x T1 Red Damage Spec => T2 Red Damage Spec`
-`3 x T2 Red Damage Spec => T3 Red Damage Spec`
-`3 x T1 Strike => T2 Strike`
-`3 x T2 Strike => T3 Strike`
+### Buff Base
-Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown
-Upgraded skills use the same speed formula as previously
+Intercept
+ Power
+ Life
+ Speed
-### Spec / Skill hybrid specs ###
+Triage
+ Power
+ Life
+ Speed
-# Strike #
-2 x Red Damage + Strike => Strike damage bonus (crit?)
-2 x Red Speed + Strike => Strike reduces enemy speed
-2 x Red Life + Strike => Strike reduces enemy healing (% reduction)
+Absorb
+ Power (Gain X Power when you take damage)
+ Life (Gain X Life when you take damage)
+ Speed (Gain X Speed when you take damage)
-# Heal #
-2 x Green Damage + Heal => Heal target for additional 20% of caster's maximum life
-2 x Green Speed + Heal => Heal target gets bonus speed
-2 x Green Life + Heal => Heal increases target's max hp for 2 turns
+Amplify
+ Power
+ Life
+ Speed
-etc etc
+Haste
+ Power
+ Life
+ Speed
-30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated
+Hybrid
+ Power
+ Life
+ Speed
+### Debuff Base
+Purge
+ Power
+ Life
+ Speed
+
+Invert
+ Power
+ Life
+ Speed
+
+Restrict
+ Power
+ Life
+ Speed
+
+Silence
+ Power
+ Life
+ Speed
+
+Curse
+ Power
+ Life
+ Speed
+
+Decay
+ Power
+ Life
+ Speed
\ No newline at end of file
diff --git a/ECONOMY.md b/ECONOMY.md
deleted file mode 100644
index e40a894c..00000000
--- a/ECONOMY.md
+++ /dev/null
@@ -1,75 +0,0 @@
-# Everything costs money (gold?)
-
-Items - Base colours / skills / specs and associated upgrades
-
-### Sources of money
-- Start with money and gain income after each battle
-- Higher income from winning
-
-- Selling items in inventory or equipped on character refunds
- - Selling from inventory full refund
- - Selling from charcter 50% refund
-
-### Uses for money
-
-- Buying items
-- Rerolling vbox
-
-### Base Costs
-
-Base colours have a base 1 cost
-Base skills have a base 2 cost
-Base specs have a base 3 cost
-
-### Actual Costs
-
-- Costs increase as more of an item is used on constructs in the game
-- The cost increases by the base cost for every 6 allocations of base item
-- Allocation is based on all constructs in the game
-
-### Example ###
-
-Round #1
-
-All costs are base costs
-# Player #1 and Player #2 (They both bought the same things)
-Construct #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost
-Construct #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost
-Construct #3 Attack, 2 cost
-
-Total cost - 10
-
-Round #2
-
-Items used on constructs include:
-
-Red x 8
-Attack x 4
-Buff x 2
-
-The costs of red for round #2 are now (1 + 1) = 2
-
-If they were to buy the same skill setup it would be as follows:
-
-# Player #1 and Player #2 (They both bought the same things)
-Construct #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost
-Construct #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost
-Construct #3 Attack, 2 cost
-
-Total cost - 14
-
-### Philosophy of increasing item costs
-
-- Two games will never feel exactly the same
-- Costs change over rounds to diversify skill choice and gameplay
-- As optimal builds emerge the paths to reach them will change every game
-- Rewarded for going (hipster) builds nobody else is trying
-- Some reward for hoarding items in your inventory while they cheaper (hodl red)
-
-### Income values
-
-Could try with 9 base income
-Income increases by 3 each round and winning bonus of 6
-
-
-
diff --git a/NODES.md b/NODES.md
deleted file mode 100644
index 52dd0e80..00000000
--- a/NODES.md
+++ /dev/null
@@ -1,49 +0,0 @@
-
-# Stat Multipliers #
-
-### Defenses ###
-
-Rare `Increased GreenLife`
-
-Common `Increased Evasion rating`
-Common `Increased Blue Life rating`
-Common `Increased RedLife rating`
-Common `Increased Healing done`
-Common `Increased Healing received`
-Common `Increased Blue Damage`
-Common `Increased Red Damage`
-
-Uncommon `Reduced hp loss penalty to evade chance`
-Uncommon `Increased base evasion chance per X evasion rating`
-Uncommon `Increased % mitigation from red_life`
-Uncommon `Increased % mitigation from spell shield`
-Uncommon `Increased damage over time`
-
-Rare `gain empower on KO`
-Rare `cannot be restrictd`
-Rare `cannot be silenced`
-Rare `cannot be intercepted`
-
-Rare `25% stun for attack`
-Rare `25% hex for blast`
-
-Rare `cooldown reduction`
-Rare `effect duration`
-
-Rare `increased phys damage, 0 spell damage`
-Rare `increased spell damage, 0 phys damage`
-
-Rare `increased phys damage, silenced`
-Rare `increased spell damage, restrictd`
-
-Rare `increased speed, increased durations`
-Rare `increased speed, increased cooldowns`
-
-# Nature - Technology - Nonviolence - Destruction - Purity - Chaos #
-
- - Increased power
- - Increased speed
- - Increased stat
- - ??? Related Notables
-
-# ??? Constructs need to have a minimum of X of the construct stat to learn a skill #
diff --git a/ROADMAP.md b/ROADMAP.md
index 7f9ff085..07215724 100644
--- a/ROADMAP.md
+++ b/ROADMAP.md
@@ -34,8 +34,12 @@ Player Events e.g. chatwheel
Matchmaking + ELO / Leaderboard
Game skill private fields
+# Phase 4 (Release -> Full Shill mode)
+
Refine artwork, icons, scaling etc
Music
+Skill Specs
+Some sort viewable combat log
Marketing materials
Videos
diff --git a/SPECS.md b/SPECS.md
deleted file mode 100644
index e1c4cc64..00000000
--- a/SPECS.md
+++ /dev/null
@@ -1,224 +0,0 @@
-### Specs ###
-
-Numbers are placeholder
-`Specs get a bonus dependent on the total of Red / Green / Blue in player skills & specs`
-
-# Example to meet 5 red gem bonus from skills only
-In your player Construct #1 has `Strike`, Construct #2 has `Slay` and `Heal`, Construct #3 has `Restrict`
-- RR skill `Strike` contributes 2 red gems to the total red gems (2 total)
-- RG skill `Slay` contributes 1 red gem to the total red gems (3 total)
-- GG skill `Heal` contirubtes 0 red gems to the total red gems (3 total)
-- RR skill `Restrict` contirubtes 2 red gems to the total red gems (5 total)
-
-# Advanced specs also require a minimum number of Red / Green / Blue gems on the construct to take effect
- - Tier 1 Basic specs (Damage / Health / Defense) will have no requirements
- - Advanced specs will require a certain threshold of red / green / blue gems to be enabled
- - Provided spec requirements are met, all specs will add gems to the construct
-
-# Starting from scratch with a vbox
-
-### Round 1
-
- - Buy 4 reds (items)
- - Buy two 'Attack' Skills & 1 Stun skill (items)
- - Buy 1 Basic Damage Spec (item)
-
- Combine 2 Red + 'Attack' -> Strike
- Combine 2 Red + 'Basic Damage Spec' -> Red Damage
-
- Construct #1 -> Give Strike & Red Damage Spec -> Strike + 1 x Red Damage Spec
- Construct #2 -> Give Attack -> Attack
- Construct #3 -> Give Stun -> Stun
-
- Player Total (4 Red + 2 Basic gems)
-
-### Round 2
-
- - Buy 2 reds & 2 green & 2 blue (all available colour items)
- - Buy 2 Basic Damage Spec (item)
-
- - Construct #2 Unequip Attack
- - Combine 2 Green + 'Attack' -> Heal
-
- - Construct #3 Unequip Stun
- - Combine 2 Blue + 'Stun' -> Ruin
-
- - Combine 2 Red + 'Basic Damage Spec' -> Red Damage
-
- Construct #1 -> Give Red Damage items -> Strike + 2 x Red Damage Spec (6R)
- Construct #2 -> Give Heal item -> Heal (2G)
- Construct #3 -> Give Ruin item -> Ruin (2B)
-
-## Round 3
-
- - Buy 4 reds
- - Buy 1 Attack, 1 Stun, 1 Block (item)
- - Buy 2 Basic Damage Spec (item)
-
- - Combine 2 Red + 'Stun' -> Strangle
- - Combine 2 Red + 'Block' -> Counter
-
- Construct #1 -> Give 'Stun' & 'Strangle' -> Strike, Stun, Strangle + 2 x Red Damage Spec (10R)
- Construct #2 -> 'No change' -> Heal (2G)
- Construct #3 -> Give Attack item & 2 Basic Damage Spec -> Attack + Ruin + 2 x Basic Damage Spec (2B)
-
-## Round 4
-
- - Buy 4 reds (getting lucky with reds!)
- - Buy 1 Attack, 1 Buff
-
- - Combine 2 Red + 'Attack' -> Strike
- - Combine 2 Red + 'Buff' -> Empower
-
- - Construct #1 Unequip 2 x Red Damage spec, Equip Empower -> Strike, Stun, Strangle, Empower (8R)
- - Combine 'Strike' + 2 x Red Damage spec -> 'Increased Strike Damage spec'
-
- ### Note 'Increased Strike Damage spec' requires 8R on the construct
-
- Construct #1 Equip Increased Strike Damage spec -> Strike, Stun, Strangle, Empower + Increased Strike Damage Spec (14R)
- Construct #2 -> 'No change' -> Heal
- Construct #3 -> 'No change' -> Attack + Ruin + 2 x Basic Damage Spec
-
-## Round 5
-
- We already lost cause we went all in on 1 red construct like a noob
-
-### Generic Specs
-
-# Basic % GreenLife
-`Base` -> 5% inc hp
-`Player Bonus` -> 3 basic gems -> +5% // 6 basic gems -> +10% // 12 basic gems -> +15%
-Maximum 35% inc hp
-
-# Basic Speed
-`Base` -> 5% inc speed
-`Player Bonus` -> 3 basic gems -> +10% // 6 basic gems -> +15% // 12 basic gems -> +20%
-Maximum 50% inc speed
-
-# Basic Class Spec
-`Base` -> +2 red, +2 green +2 blue gems on construct
-# Basic Duration
-
-### Increased Damage Combos ###
-
-Generate by combining `Generic Spec (Basic Damage)` with respective RGB
-
-# Red Damage (Dmg + RR)
-Add 2 `red gems`
-`Base` -> 10% inc red dmg
-`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +25%
-Maximum +60% red damage
-
-# Blue Damage (Dmg + BB) #
-Add 2 `blue gems`
-`Base` -> 10% inc blue dmg
-`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +25%
-Maximum +60% blue damage
-
-# Healing (Dmg + GG) #
-Add 2 `green gems`
-`Base` -> 10% inc healing
-`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +25%
-Maximum +60% inc healing
-
-# Red damage and healing (Dmg + RG)
-Add 1 red 1 green gem
-`Base` -> 5% inc red damage and 5% inc healing
-`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
-Maximum +35% inc red damage and 35% inc healing
-
-# Red and blue damage (Dmg + RB)
-Add 1 red and 1 blue gem
-`Base` -> 5% inc red damage and 5% inc healing
-`Player Bonus` (2 red + 2 green gems) -> +5% + 5% // (5 red + 5 green gems) -> +10% + 10% % // 20 green gems -> +15% + 15%
-Maximum +35% inc damage and 35% inc healing
-
-# Blue damage and healing (Dmg + BG)
-Add 1 blue and 1 green gem
-`Base` -> 5% inc blue damage and 5% inc healing
-`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
-Maximum +35% inc blue damage and 35% inc healing
-
-### Increased GreenLife Combos ###
-
-Generate by combining `Generic Spec (Basic GreenLife)` with respective RGB
-
-# Increased % Red Life (Basic %HP + 2R)
-Add 2 `red gems`
-`Base` -> 10% inc red shield
-`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +20%
-Maximum +55% inc red shield
-
-# Increased % Red Life and GreenLife (Basic %HP + 1R1G)
-Add 1 red 1 green gem
-`Base` -> 5% inc red shield and 5% inc hp
-`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
-Maximum +35% inc red shield and 35% inc hp
-
-# Increased % Blue Life (Basic %HP + 2B)
-Add 2 `blue gems`
-`Base` -> 10% inc red shield
-`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +20%
-Maximum +55% inc blue shield
-
-# Increased % Blue Life and GreenLife (Basic %HP + 1B1G)
-Add `1 blue and 1 green gems`
-`Base` -> 5% inc red shield and 5% inc hp
-`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
-Maximum +35% inc blue shield and 35% inc hp
-
-# Increased % GreenLife (Basic %HP + 2G)
-Add `2 green gems`
-`Base` -> 10% inc hp
-`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +20%
-Maximum +55% inc hp
-
-# Increased % Blue and Red Life (Basic %HP + 1B1R)
-Add `1 blue and 1 red gem`
-`Base` -> 5% inc red shield and 5% inc hp
-`Player Bonus` (2B + 2R gems) -> +5% + 5% // (5B + 5R gems) -> +10% + 10% % // (10B + 10R) gems -> +15% + 15%
-Maximum +35% inc blue shield and 35% inc red shield
-
-## Upgraded Attack Spec Combos
-
-# Increased Strike Damage (Combine Strike + Red Damage Spec x 2)
-Construct Requires `8 red gems`
-Adds `6 red gems`
-`Base` -> 15% increased strike damage
-`Player Bonus` 15 red gems -> +15% // 20 red gems -> +20% // 30 red gems -> +30%
-Maximum 80% increased strike damage
-
-# Improved Heal (Combine Heal + Healing Spec x 2)
-Construct Requires `8 green gems`
-`Base` -> 15% increased heal healing
-`Player Bonus` 15 green gems -> +15% // 20 green gems -> +20% // 30 green gems -> +30%
-Maximum 80% increased heal healing
-
-# Increased Blast Damage (Combine Blast + Blue Spec x 2)
-Construct Requires `8 blue gems`
-`Base` -> 15% increased blast damage
-`Player Bonus` 15 blue gems -> +15% // 20 blue gems -> +20% // 30 blue gems -> +30%
-Maximum 80% increased blast damage
-
-# Increased Slay Damage (Combine Slay + Red Damage Spec + Healing Spec)
-Construct Requires `4 red 4 green gems`
-`Base` -> 15% increased slay damage
-`Player Bonus` (8R + 8G) gems -> +15% // (10R + 10G) gems -> +20% // (15R + 15G) gems -> +30%
-Maximum 80% increased slay damage
-
-# Increased Banish Damage (Combine Slay + Red Damage Spec + Blue Damage Spec)
-Construct Requires `4 red 4 blue gems`
-`Base` -> 15% increased slay damage
-`Player Bonus` (8R + 8B) gems -> +15% // (10R + 10B) gems -> +20% // (15R + 15B) gems -> +30%
-Maximum 80% increased banish damage
-
-## Other Combos
-
-# Increased % Red Speed (Basic Speed + 2R)
-Add 2 red gems
-`Base` -> 15% inc red speed
-`Player Bonus` 5 red gems -> +15% // 10 red gems -> +20% // 20 red gems -> +25%
-Maximum 80% inc red speed
-
-# Nature Affinity (Basic Class spec + 2R)
-`Base` -> Add 10 red gems
diff --git a/VERSION b/VERSION
index ed21137e..169f19b4 100644
--- a/VERSION
+++ b/VERSION
@@ -1 +1 @@
-1.10.0
\ No newline at end of file
+1.11.0
\ No newline at end of file
diff --git a/WORKLOG.md b/WORKLOG.md
index d254b298..3ab85ef3 100644
--- a/WORKLOG.md
+++ b/WORKLOG.md
@@ -3,7 +3,6 @@
_ntr_
* can't reset password without knowing password =\
-* skip faceoff on server side
* change cooldowns to delay & recharge
- delay is cooldown before skill can first be used
- recharge is cooldown after using skill
@@ -30,14 +29,11 @@ Hexagon Set
- Increase intensity for each visit
_mashy_
-* floating combat text combat (start opposite hp and float towards it) to speed up animations
+* rebalance
+ * speed specs
+ * life specs
+
* represent construct colours during game phase (try %bar or dots)
-* buy from preview if you have the required bases in vbox / inventory
- - a "buy" becomes available under the current info / preview section
- - clicking the buy automatically purchases / combine items
- - could also be used to upgrade already equipped skills / specs
- - e.g. an equipped white power spec could be upgraded by clicking under preview
- - if this was added we could reduce inventory size to 3 and rearrange vbox (see mockup img)
_external_
* Graphics
@@ -57,29 +53,19 @@ _tba_
## SOON
-* combo rework
- - reduce number of items for creating t2/t3 items from 3 -> 2
- - add lost complexity by adding skill spec items
- - Created by combining a skill with corresponding spec
- e.g.
- - Strike + PowerRR -> StrikePower (Will be the power symbol with strike text under)
- - Construct does Y% more damage with Strike
- - Strike + SpeedRR -> StrikeSpeed (strike has Y% more speed)
- - Strike + LifeRR -> StrikeLife (Strike recharges X% of damage as red life)
-
- - Can also work as module style passive keystones
- * troll life -> dmg -> Invert life spec?
- * prince of peace
- * bonus healing / no damage -> Heal power spec?
- * fuck magic -> Some sort of reflect spec?
- * empower on ko -> Amplify + Power spec
-
+* Skill / Spec hybrids - SEE COMBOS.md
* elo + leaderboards
## LATER
* Graphical status effects instead of text
+* buy from preview if you have the required bases in vbox / inventory
+ - a "buy" becomes available under the current info / preview section
+ - clicking the buy automatically purchases / combine items
+ - could also be used to upgrade already equipped skills / specs
+ - e.g. an equipped white power spec could be upgraded by clicking under preview
+
* theme toasts
* rework vecs into sets
diff --git a/acp/package.json b/acp/package.json
index 7a6a5902..196377a3 100644
--- a/acp/package.json
+++ b/acp/package.json
@@ -1,6 +1,6 @@
{
"name": "mnml-client",
- "version": "1.10.0",
+ "version": "1.11.0",
"description": "",
"main": "index.js",
"scripts": {
diff --git a/bin/version.sh b/bin/version.sh
index dd50de69..01afc2a9 100755
--- a/bin/version.sh
+++ b/bin/version.sh
@@ -10,6 +10,7 @@ echo "Setting version to $VERSION"
echo $VERSION | tr -d '\n' > VERSION
cd $MNML_PATH/server && sed -i "/^version/c\version = \"$VERSION\"" Cargo.toml
+cd $MNML_PATH/core && sed -i "/^version/c\version = \"$VERSION\"" Cargo.toml
cd $MNML_PATH/ops && npm --allow-same-version --no-git-tag-version version "$VERSION"
cd $MNML_PATH/client && npm --allow-same-version --no-git-tag-version version "$VERSION"
cd $MNML_PATH/acp && npm --allow-same-version --no-git-tag-version version "$VERSION"
diff --git a/client/assets/mnml.awards.svg b/client/assets/mnml.awards.svg
new file mode 100644
index 00000000..d18f8dc7
--- /dev/null
+++ b/client/assets/mnml.awards.svg
@@ -0,0 +1,2684 @@
+
+
+
+
diff --git a/client/assets/mnml.logo.text.svg b/client/assets/mnml.logo.text.svg
new file mode 100644
index 00000000..578fac9b
--- /dev/null
+++ b/client/assets/mnml.logo.text.svg
@@ -0,0 +1,2568 @@
+
+
+
+
diff --git a/client/assets/styles/account.less b/client/assets/styles/account.less
index c920c8dc..21ea145f 100644
--- a/client/assets/styles/account.less
+++ b/client/assets/styles/account.less
@@ -3,16 +3,25 @@
div {
padding-right: 1em;
+ // display: flex;
+ // flex-flow: column;
+ line-height: 2em;
+ }
+
+ h3 {
+ // text-transform: uppercase;
+ margin-bottom: 0.5em;
}
button {
width: 100%;
+ height: 2.5em;
display: block;
}
input {
width: 100%;
- height: 3em;
+ height: 2.5em;
display: block;
}
diff --git a/client/assets/styles/colours.less b/client/assets/styles/colours.less
index 16e972af..4d93f6fc 100644
--- a/client/assets/styles/colours.less
+++ b/client/assets/styles/colours.less
@@ -5,7 +5,7 @@
@white: #f5f5f5; // whitesmoke
@purple: #9355b5; // 6lack - that far cover
@yellow: #ffa100;
-@silver: #c0c0c0;
+@silver: #2c2c2c;
@black: black;
@gray: #222;
diff --git a/client/assets/styles/instance.less b/client/assets/styles/instance.less
index 52ad8fea..86e97a9f 100644
--- a/client/assets/styles/instance.less
+++ b/client/assets/styles/instance.less
@@ -54,11 +54,7 @@
button {
&.highlight {
- color: black;
background: @silver;
- // border: 1px solid @white; (this bangs around the vbox)
-
- // overwrite the classes on white svg elements
svg {
stroke-width: 0.75em;
}
diff --git a/client/assets/styles/menu.less b/client/assets/styles/menu.less
index e197781e..670a86be 100644
--- a/client/assets/styles/menu.less
+++ b/client/assets/styles/menu.less
@@ -75,25 +75,11 @@
flex: 1;
border-top: 0;
border: 0.1em solid #222;
- &:not(:last-child) {
- border-right: 0;
- }
-
&:last-child {
float: right;
}
}
}
-
- .login {
- display: flex;
- flex-flow: column;
-
- .terms {
- display: inline;
- margin: 0 1em;
- }
- }
}
section {
@@ -108,62 +94,14 @@ section {
padding-right: 1em;
}
- .list {
- letter-spacing: 0.25em;
- text-transform: uppercase;
- display: grid;
- // grid-template-columns: repeat(4, 1fr);
- grid-template-columns: 1fr 1fr;
- grid-gap: 1em;
- flex-flow: row wrap;
- align-items: flex-end;
- button {
- border-radius: 0.25em;
- // height: 3em;
- }
-
- &.sub {
- grid-template-columns: 1fr;
- }
-
- &.play {
- grid-template-columns: repeat(2, 1fr);
- align-items: flex-start;
-
- &.rejoin {
- grid-template-columns: 1fr;
- }
-
- button.ready:enabled {
- color: forestgreen;
- border-color: forestgreen;
-
- &:hover {
- background: forestgreen;
- color: black;
- border-color: forestgreen;
- }
- }
-
- // // all green
- // button.ready:enabled {
- // background: forestgreen;
- // color: black;
- // border-color: forestgreen;
-
- // &:hover {
- // color: forestgreen;
- // border-color: forestgreen;
- // background: 0;
- // }
- // }
- }
- }
-
.panes {
display: grid;
grid-template-columns: repeat(2, 1fr);
}
+}
+
+.list {
+ margin-bottom: 2em;
figure {
letter-spacing: 0.25em;
@@ -172,61 +110,92 @@ section {
display: flex;
flex-flow: column;
}
+
+ letter-spacing: 0.25em;
+ text-transform: uppercase;
+ display: grid;
+ // grid-template-columns: repeat(4, 1fr);
+ grid-template-columns: 1fr 1fr;
+ grid-gap: 1em;
+ flex-flow: row wrap;
+ align-items: flex-end;
+
+ &.sub {
+ grid-template-columns: 1fr;
+ }
+
+ &.play {
+ grid-template-columns: repeat(2, 1fr);
+ align-items: flex-start;
+
+ &.rejoin {
+ grid-template-columns: 1fr;
+ }
+
+ button.ready:enabled {
+ color: forestgreen;
+ border-color: forestgreen;
+
+ &:hover {
+ background: forestgreen;
+ color: black;
+ border-color: forestgreen;
+ }
+ }
+
+ // // all green
+ // button.ready:enabled {
+ // background: forestgreen;
+ // color: black;
+ // border-color: forestgreen;
+
+ // &:hover {
+ // color: forestgreen;
+ // border-color: forestgreen;
+ // background: 0;
+ // }
+ // }
+ }
}
-.demo {
- margin-top: 1em;
- display: block;
+.login {
+ display: flex;
+ flex-flow: column;
+
+ .terms {
+ display: inline;
+ margin: 0 1em;
+ }
button {
- pointer-events: none;
+ padding: 0 0.5em;
+ margin-top: 1em;
+ }
+}
+
+.options {
+ grid-area: hdr;
+
+ display: flex;
+
+ .logo {
+ flex: 0 1 10%;
+ margin-right: 1em;
+ border: none;
}
- section {
- margin-bottom: 0.5em;
-
- div:first-child {
- padding-right: 1em;
- }
- }
-
- .construct-section {
- .construct-list {
- height: 25em;
- grid-area: unset;
-
- .instance-construct {
- // border: 0;
- }
- }
- }
-
- .colour-info {
- grid-area: vinfo;
- display: flex;
- align-items: center;
-
- div {
- display: flex;
- }
-
- svg {
- flex: 1;
- height: 1em;
- }
- }
-
- .game-demo {
- .game {
- height: 25em;
- display: flex;
- flex-flow: column;
-
- .game-construct {
- flex: 1;
- }
+ button {
+ flex: 1;
+ border-top: 0;
+ border: 0.1em solid #222;
+ &:last-child {
+ float: right;
}
}
}
+.intro {
+ text-align: center;
+ font-size: 0.8em;
+}
diff --git a/client/assets/styles/styles.less b/client/assets/styles/styles.less
index b22ee13d..aa852df9 100644
--- a/client/assets/styles/styles.less
+++ b/client/assets/styles/styles.less
@@ -27,23 +27,6 @@ html body {
overflow-y: hidden;
}
-#mnml {
- /* this is the sweet nectar to keep it full page*/
- height: 100vh;
- max-height: 100vh;
- min-height: 100vh;
-
- /* stops inspector going skitz*/
- overflow-x: hidden;
- // overflow-y: hidden;
-}
-
-// @media (min-width: 1921px) {
-// html, body, #mnml {
-// font-size: 16pt;
-// }
-// }
-
html {
box-sizing: border-box;
margin: 0;
@@ -108,11 +91,37 @@ dl {
padding: 0.5em 1em;
+ /* this is the sweet nectar to keep it full page*/
+ height: 100vh;
+ max-height: 100vh;
+ min-height: 100vh;
+
+ /* stops inspector going skitz*/
+ overflow-x: hidden;
+ // overflow-y: hidden;
+
+
&.animations-test {
aside button {
font-size: 50%;
}
}
+
+ &.front-page {
+ display: block;
+
+ main {
+ padding: 0 25%;
+ }
+
+ .logo {
+ margin: 2em 0;
+ }
+
+ .list {
+ margin-bottom: 0;
+ }
+ }
}
main {
@@ -129,7 +138,7 @@ button, input {
box-sizing: border-box;
font-size: 1em;
flex: 1;
- border-radius: 0.5em;
+ border-radius: 0;
line-height: 2em;
padding-right: 0.1em;
padding-left: 0.1em;
@@ -150,9 +159,12 @@ button, input {
&:focus {
/*colour necesary to bash skellington*/
-
outline: 0;
}
+
+ // &:active {
+ // filter: url("#noiseFilter");
+ // }
}
a {
@@ -261,28 +273,12 @@ figure.gray {
display: none;
}
-header {
- .options {
- font-size: 200%;
- }
-
- button {
- height: 2em;
- // border-radius: 0.1em;
- border: none;
- border-radius: 0;
- }
-}
-
.options {
button {
&.highlight {
color: @white;
box-shadow: inset 0px 5px 0px 0px @white;
- border: 0;
}
-
- border: none;
}
}
@@ -300,11 +296,20 @@ li {
}
.logo {
- height: 2em;
- background-image: url("../../assets/mnml.logo.trim.svg");
+ height: 4em;
+ filter: url("#noiseFilter");
+ background-image: url("../../assets/mnml.logo.text.svg");
background-size: contain;
background-repeat: no-repeat;
- background-position: left;
+ background-position: center;
+}
+
+.awards {
+ height: 100%;
+ background-image: url("../../assets/mnml.awards.svg");
+ background-size: contain;
+ background-repeat: no-repeat;
+ background-position: center;
}
.discord-btn {
@@ -316,8 +321,13 @@ li {
.mnni {
background-image: url("./../mnni.svg");
+ filter: url("#noiseFilter");
}
+// .highlight {
+// filter: url("#noiseFilter");
+// }
+
.avatar {
grid-area: avatar;
object-fit: contain;
@@ -328,6 +338,10 @@ li {
// pointer-events: none;
}
+header {
+ // font-size: 1.2em;
+}
+
#clipboard {
width: 1px;
height: 1px;
@@ -359,4 +373,8 @@ li {
}
}
+#noise {
+ height: 0;
+}
+
@import 'styles.mobile.less';
diff --git a/client/assets/styles/styles.mobile.less b/client/assets/styles/styles.mobile.less
index 27c8fa8a..e713faab 100644
--- a/client/assets/styles/styles.mobile.less
+++ b/client/assets/styles/styles.mobile.less
@@ -7,6 +7,12 @@
font-size: 8pt;
padding: 0;
+ &.front-page {
+ main {
+ padding: 0 0.5em;
+ }
+ }
+
.instance {
grid-template-areas:
"vbox vbox"
@@ -164,12 +170,21 @@
// portrait menu or small size vertical in landscape
-@media (max-width: 550px) and (max-height: 800px) {
+@media (max-width: 550px) and (max-height: 800px) and (orientation: portrait) {
#mnml {
grid-template-columns: 1fr;
grid-template-rows: 1fr;
grid-template-areas:
- "main"
+ "main";
+
+ &.front-page {
+ display: block;
+
+ main {
+ padding: 0 0.5em;
+ }
+ }
+
}
section {
@@ -264,6 +279,9 @@
}
.info-combiner {
+ max-height: 7em;
+ overflow-y: scroll;
+
.info {
display: none;
}
diff --git a/client/assets/styles/vbox.less b/client/assets/styles/vbox.less
index aab8da8e..e217b100 100644
--- a/client/assets/styles/vbox.less
+++ b/client/assets/styles/vbox.less
@@ -147,16 +147,11 @@
}
&.highlight {
- color: black;
background: @silver;
// overwrite the classes on white svg elements
svg {
stroke-width: 0.75em;
}
-
- .white {
- stroke: black;
- }
}
}
diff --git a/client/changelog.html b/client/changelog.html
index 6c4f1a03..dc2b3291 100644
--- a/client/changelog.html
+++ b/client/changelog.html
@@ -1,6 +1,4 @@
-
-
-CHANGELOG
+[1.10.1] - 2019-12-04
+
+Changed
+
+- Reduced the number of items to create + and ++ versions from 3 to 2 (need 4 items total to make a ++)
+- Reduced the power of ++ skills to be closer to the power of previous + versions
+- Tweaked all values of power specs to reduce their power bonuses
+
+
+[1.10.0] - 2019-11-29
+
+Changed
+
+- Reworked the vbox layout
+- Floating combat text and faster animations
+- Mobile UI fixes
+
+
[1.9.1] - 2019-11-21
Fixed
@@ -742,7 +758,7 @@ pre {
[1.9.0] - 2019-11-21
-Changed
+Changed
- VBOX
@@ -794,7 +810,7 @@ pre {
- Resizing of vbox when you buy / create certain items
-Changed
+Changed
- Automatically shows a preview of combo item when you have 3 items selected for combining
- Only highlight the first available item slot when equipping
@@ -826,7 +842,7 @@ pre {
- An issue where skills would not be put on cooldown after being used.
-Changed
+Changed
-
Game phase
@@ -893,7 +909,7 @@ pre {
-Changed
+Changed
-
Construct life changed
@@ -979,7 +995,7 @@ pre {
-Changed
+Changed
-
Vbox phase
@@ -1125,7 +1141,7 @@ pre {
- Player width styling
-Changed
+Changed
- Improved wiggle animation
- Intercept is now considered defensive by bots
@@ -1134,7 +1150,7 @@ pre {
[1.6.4] - 2019-10-24
-Changed
+Changed
- Animations processing on client side reduced.
@@ -1176,7 +1192,7 @@ pre {
- Subscriber chat!
-Changed
+Changed