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Changes proposed in this pull request

  • Fix raider fleeing speed reseach amplifier
  • Fix chief sword group speed ability cooldown and difficulty selection
  • Little bit of constants cleanup

Testing

  • Yes I tested this before submitting it.
  • I also did a multiplayer test.

Review please

Fix chief sword group speed ability cooldown and difficulty selection
Little bit of constants cleanup
effects.add(new ResearchEffect(FARMING).setTranslatedName("Farmers Harvest +%3$s%% Crops").setLevels(new double[] {0.1, 0.25, 0.5, 0.75, 2}));
effects.add(new ResearchEffect(FLEEING_DAMAGE).setTranslatedName("Guards Take -%3$s%% Damage When Fleeing").setLevels(new double[] {0.2, 0.3, 0.4, 0.75}));
effects.add(new ResearchEffect(FLEEING_SPEED).setTranslatedName("Fleeing Guards Gain Swiftness %2$s").setLevels(new double[] {1, 2, 3, 5}));
effects.add(new ResearchEffect(FLEEING_SPEED).setTranslatedName("Fleeing Guards Gain Swiftness %2$s").setLevels(new double[] {0, 1, 2, 3}));
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doesn't 0 make the first research have no effect?

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@someaddons someaddons Nov 30, 2025

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no the effect is used as amplifier to the potion effect, 0 means its the base 20% of the potion effect aka Speed (1) ingame. I recall vanilla changed it from default 1 to default 0 a while back and thats why we've started with potion effect level 2 at some places. Effectively it is now 20% 40% 60% 80% speed

@Raycoms Raycoms merged commit fae475a into version/main Dec 7, 2025
4 of 5 checks passed
@Raycoms Raycoms deleted the raidpotion branch December 7, 2025 12:30
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Raycoms commented Dec 7, 2025

Please port

someaddons added a commit that referenced this pull request Dec 7, 2025
Fix chief sword group speed ability cooldown and difficulty selection
Little bit of constants cleanup
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3 participants