Previously unreleased work-in-progress updated version. Has some fixes, balance changes, and other tweaks, but may not be fully tested.
New since 0.2a:
- v0.4a
concussive blast replaced with nanite cloud
environmental resistence and energy shield require bioenergy again
(based on damage taken, like ballistic protection)
the dragon's tooth sword is a little louder to NPCs
sawed off shotgun damage slightly increased
clouds now slide along walls (tear gas etc. should disperse better in tight areas)
hazmat suits should correctly deteriorate now, and should stack more logically
with the environmental aug
- v0.3a
flushing clean toilets no longer makes them filthy
charged pickups can be turned off again
(I think this was also causing the game to crash when a charged pickup ran out)
charged pickup activate/deactivate sounds should always play now
thermoptic camo now has an ambient sound while active
the following values are scaled to your disadvantage at higher difficulty levels:
-drowning damage
-health restored by medkits/medbots
-energy restored by biocells/repairbots
-max lockpick/multitool carrying capacity
-max medkit/biocell carrying capacity
-max food/beverage carry capacity
spydrone makes an EMP blast noise upon detonation
spydrone aug is deactivated when drone is destroyed
enemy grenades now flash your view
sword ROF increased to about the rate of the DTS and crowbar
throwing knives can be thrown underwater
DTS now emits a sound while active that can alert NPCs
DTS now has a deactivate sound
flamethrower doesn't lose its fire sound after changing levels
flamethrower's pilot flame now has an ambient sound and light
fixed an 'accessed none' in the on fire effect
plasma rifle keeps its fire sound when changing levels
plasma rifle has an ambient light