Release Candidate 3:
- Fix inventory items not removing themselves when fully drained and no more copies are held. - Fixed Minigun playing the unwind animation on player death. - Fixed main hand Automag still firing when out of ammo dual wielding. - Corrected name clash between two explosion sounds. - Fixed suits still protecting from elemental damage when depleted. - Add option to wear all suits simultaneously. - Stunner now consumes Stinger ammo to recharge, this is more in line with the Unreal Bible. - Max damage per explosion capped to 100 for Stinger. Prevents ludicrous map-clearing explosions with an amplified asmd combo. - Shoot-through lines can now be activated by hitscan/beam weapons thanks to new DT "bullet trail" feature. No more softlocks in custom maps. - Added option to make Peacemaker missiles not seek owner and allies. - Peacemaker missiles start seeking targets much earlier, making it more viable indoors. - Autocannon has had its damage increased again. - Adjusted swingers for many weapons to feel a bit more natural. Still far from perfect. - Reverted changes to Flamethrower projectile density, and simply made it have less dynamic lights. - Adjustments to armors. Suit elemental resistances now take priority (as intended). [please redownload your DT devbuild for full effect] - Added ring effect for 6-rocket tight wad. Completely forgot this was a thing. - Fixed flashlight not clearing its dynlights when depleted and still having copies.
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GunLore.md
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GunLore.md
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@ -42,9 +42,9 @@ this the weapon will need a short time to load up ammunition again.
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### Extended behaviour
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With each shot, targets will be pumped with highly volatile Tarydium, and can
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be detonated with fire from other weapons, or sufficient kinetic force (e.g.
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making them fall from a considerable height).
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With each shot, targets will be pumped with highly volatile Tarydium, resulting
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in a thundering blast of sheer energy when hit with fire from other weapons, or
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sufficient kinetic force (e.g. making them fall from a considerable height).
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## ASMD
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@ -169,8 +169,8 @@ complete opposite effect, causing targets to instead be pulled towards you.
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Since the charge rod rapidly extends on shoot, both fire modes additionally
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deal considerable melee damage to anything that's too close.
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Its energy supply regenerates much quicker than the Dispersion Pistol, thanks
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to superior Skaarj engineering.
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Its energy supply will regenerate quickly, as long as you have plenty of
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Tarydium Shards in your inventory.
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## Razorclaw
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