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Fix Solace torpedo damage #6522

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4 changes: 4 additions & 0 deletions changelog/snippets/balance.6522.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
- (#6522) In #5725 the number of child projectiles was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change was reversed and the damage is now properly split between child projectiles as well. To compensate the original projectile damage was multiplied by the number of child projectiles.
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Suggested change
- (#6522) In #5725 the number of child projectiles was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change was reversed and the damage is now properly split between child projectiles as well. To compensate the original projectile damage was multiplied by the number of child projectiles.
- (#6522) In #5725 (version 3777, December 2023) the number of child projectiles for the Solace was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change is reversed, and the damage is now properly split between child projectiles as well. To compensate, the original projectile damage is multiplied by the number of child projectiles.

In addition, the technical details about how the projectile damage is split may not be necessary, since the noticeable gameplay change is that the projectiles now deal full damage if they hit an enemy before entering the water.


- Solace: T3 Torpedo Bomber (XAA0306)
- Total Damage: 6000 --> 4000
Original file line number Diff line number Diff line change
Expand Up @@ -44,10 +44,14 @@ AANTorpedoCluster01 = ClassProjectile(ATorpedoCluster) {
OnEnterWater = function(self)
ATorpedoClusterOnEnterWater(self)

-- create child projectiles
local bp = self.Blueprint.Physics
local numProjectiles = bp.Fragments
for i = 0, numProjectiles do

-- split damage over each child
self.DamageData.DamageAmount = self.DamageData.DamageAmount / numProjectiles

-- create child projectiles
for i = 0, (numProjectiles - 1) do
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This confused me at first, could you do this?

for i = 1, numProjectiles do

proj = self:CreateChildProjectile(bp.FragmentId)
proj.DamageData = self.DamageData
end
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2 changes: 1 addition & 1 deletion units/XAA0306/XAA0306_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -199,7 +199,7 @@ UnitBlueprint{
AutoInitiateAttackCommand = true,
BallisticArc = "RULEUBA_None",
CollideFriendly = false,
Damage = 400,
Damage = 800,
DamageType = "Normal",
DisplayName = "Torpedo Cluster",
FireTargetLayerCapsTable = {
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