Spent some time updating the web site and preparing an ad campaign to try to sell off the remaining stock of True Messiah. With my remaining time available today:
-- implemented two new tags: BackstabFactorPlus and SidestabFactorPlus. These take two parameters (1) the name of the skill that gets this bonus, and (2) a decimal float value. The float value gets added to the backstab/sidestab multiplier attributes for attacks with the specified skill (or, if parameter 1 is left blank, for attacks with every skill).
(Procedurally generated "Gap-seeking" weapons give the character these.)
-- implemented a new tag: DmgIgnoreRes. This takes two parameters (1) the name of the skill that gets this bonus, and (2) a decimal float value. The float value gets multiplied by the target's relevant resistance--this portion of the target's resistance is ignored for attacks with the specified skill (or, if parameter 1 is left blank, for attacks with every skill).
(Procedurally generated "Armor-piercing" weapons give the character this.)
-- implemented a new tag: ModSkillPower, which replaces the old ModDmgForAttack tag. ModSkillPower affects a skill's base damage for the character with the tag. (The tag's effects are calculated after all other base damage factors, but before anything relating to the skill's target--distance, elevation, the relevant resistance, etc.) Like ModSkillCost and ModSkillRange, ModSkillPower takes the skill name and the operation to perform on its base damage (e.g. +:1) as parameters.
-- implemented new tags: ModDmgVsClass, ModDmgVsMoveType, ModDmgVsSpecies, ModDmgVsTag, and ModPowerVsWeapon. Unlike the old ModDmgFor tags that they replace, these can operate on particular skills used by the character with the tag. Parameters are: (1) skill name (leaving this blank will apply the effect on all unit skills), (2) the particular class/gender/move type/species/tag/weapon type that triggers the operation, and (3) the operation. And unlike the ModSkillPower tag type, these affect final damage, after all other factors have been accounted for (including resistances).
For instance--for whatever character has this tag, no matter what skill they use, the game doubles the damage it does to units who are equipped with a weapon with a name containing the substring "Axe":
ModPowerVsWeapon,,Axe,*:2
For the character with this tag, the game adds 99 to the damage done by the skill Death Gaze to units with the tag Vulnerable to Gaze:
ModPowerVsTag,Death Gaze,Vulnerable to Gaze,+:99
And so on.
-- added two new weapon modifiers to the item generator: "Anti-mount" (deals +6 damage to cavaliers) and "Flashy" (increases AI target value by 15%).