Topaz texture effects 1.1.1 win12/27/2022 Improved description of soft spot and brute force, for what they apply toĬap ROF with melee weapons now scales based on the swing speed effects of combat strength. Wood and glass doors maintain a minimum threshold of 15%."īoosted Danger Close benefit to 65%, vs 50% To quote: "Any type of door below 5/10/15/20% integrity can be broken with a crowbar, depending on skill level. Greasel spit now produces noise other NPCs can hearĭTS now benefits from melee swing speed augment, contrary to what was originally intended Removed chance of food poisoning when eating animals with a knife, because it's very gameyĮnhanced the turn speeds of commandos and "thug" NPCs by 20%.Įnhanced the turn speeds of "miltiary" NPCs by 50% Mega Hertz is now only advanced level, and causes long term damage to electronics hit by EMP grenades, a la DXTįixed the wrong skin being used once alarm units reset from EMP damage Increased frequency of MJ12 Grenadiers, but in particular focused on more EMP grenades vs the player, given the low spawn rates. Overall this batch of changes makes players more likely to consider "specializations" as something that define their character in a core way, and less of a way to metagame On the flip side, skills you ARE specialized in had costs altered by 50/100/150, and now it's 100/200/300. Buying trained costs 75 points more than is "baseline", which is entirely new. Pump action boosts from Followup Shot now applies to pumping occurring in reload statesĭeadeye now also increases material penetration by 50% for the 10mm handgunsĪs they were all increased by 50 points previously, all "trained" skill level investments are now 50 points less in cost.Ĭounter-acting this, however, buying a trained level skill you're not specialized in will cost 150 more skillpoints than is "baseline", AKA 100 points more than previously. Low Profile now increases swap speed of small weapons by 50%, to make it better synergize with small weapon builds for purposes other than pure stealth sake Status windows now update in real time when dropping instances of an itemĪssault gun is no longer concealed via Low Profile, as it's a little too obvious as to what it is, in addition to being very forward-heavy in profile This makes rebalancing easier, adjusting print less prone to typos, and adds a potential to iterate more smell types later.ĪctivateAllAugmentations no longer activates spydrone, because who the F ever thought that was acceptable New smell system effects on pickups: Smell types (only used for "Food" atm) are now categorized, and Smell Units is now a variable, and not a switch/case-per-class function. If you want a riot shield and pistol or something dorky? The mod framework is there for it to be easily possible. Picking no frames for glasses now always forces no lenses, but your lens selection is not forgottenįor VMD extending mods, weapons can now sit in on damage multipliers received by the player, and can also "listen" to what damage is inflicted for players. Killswitch now reads using a delayed, midscreen message in bold font, instead of a subtle message Removed message for Binoculars displaying message when zooming in/out, as the player can probably tell when they're doing that anywayĬaution be damned, stress messages have been removed, since they convey minimal information for much space Credit to id8800 for bringing this modernization idea to my attention. Using right and middle mouse in items in inventory will use and drop them respectively. Took 180, then 20 more to the left arm? That's now 10, and the total stops any more to your person that tick.įixed using last pickup in stack leaving a "0" on the end All caps of damage per tick will work as soon as possible, not purely after the numbers are totaled. If the total damage inflicted this tick is greater than 190, and the latest hit is to the arms or legs, do no more damage. Do not ever deal more than 95 damage to torso or head. If the total damage inflicted this tick is greater than 95, and the latest hit is to the torso or head, do no more damage. A sum total is ran per frame of the game. Pharmacist medkits halve existing screen blur drug effects when activatedĪdded a more advanced damage gate. Kicking off Phase 1.5, we have some bug fixes, fine tuning, enhanced and expanded mod support, as well as future support for LDDP v1.1 when it drops.Īdjusted main menu test to say "Using DXT" to make the intention more clearįixed wobble and kicks to camera position snapping view straight downįixed item transfers of pickups not accounting for flexible pickup max stacks
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