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Topic Summary

Posted by: voodoo47
« on: Yesterday at 21:23:48 »

share a save.
Posted by: Stealsfromhobos
« on: Yesterday at 20:53:41 »

Stealsfromhobos
Ok, so I left my stack of unusable frags on the ground and kept playing with the other grenades.  At some point I picked up some new frags and they worked for some reason?
I went back to my stash and picked up the old frags but they broke the new frags when stacking together, making them unusable too.
With some experimenting I found that if I pick up a single frag split from the broken stack, it would work in the new stack.  So I ended up fixing the problem by manually splitting and picking up each old frag one by one.

I should also mention that the broken frags had a broken and incomplete Help description, only saying something like "%Fragmentation Grenade" and nothing else.  I'm also using the pack rat upgrade if that might have done some crazy stuff with the inventory?  I hadn't used the grenade launcher before getting the upgrade so I'm not sure.
Posted by: Stealsfromhobos
« on: Yesterday at 20:14:35 »

I can't use fragmentation grenades in 2.04 Beta.  I can cycle through all other grenade types, but not frag.  Dragging and dropping onto the grenade launcher won't load them, nor does attempting to reload with only frags in my inventory.
Not sure if it's a mod conflict, but here's my load order:
SS2-RSD_2.04_BETA
SCP_beta6
obj_fixes_v14
SS2_Vaxquis_VintageSongRemake
Quest Note Notifier
Flashlight Aug
English Subtitles

I've tried disabling everything but RSD and SCP, but it still happens.  Disabling RSD makes frags (but not the other types) disappear completely from my inventory and overworld.
Posted by: RoSoDude
« on: 20. September 2024, 15:37:49 »

I'll definitely look into that.
Posted by: ZylonBane
« on: 19. September 2024, 22:55:02 »

I tried SCP6 with SS2-RSD_2.03 and noticed that player flooring on level start wasn't working anymore, so it's definitely clobbering some functionality of SCP's player script.
Posted by: RoSoDude
« on: 19. September 2024, 19:51:37 »

I think Scary Monsters AI is already compatible.

SS2-RSD needs an update to fix some minor discrepancies with SCPb6. I already logged all of the issues and started resolving them but I don't have it ready for upload quite yet.

The security system countdown issue is known from earlier versions and I was not able to fix it before; however, ZylonBane did suggest a fix that I don't recall if I tried, so I'll give that a shot for the next version.
Posted by: CyrusVonNox2001
« on: 15. September 2024, 02:46:22 »

Is this currently compatible with SCP Beta 6? I remember playing around with it with Beta 5 and noticing a glitch with the UI where the Security System countdown would bleed through the UI in-game. I was also wondering when the scary monsters AI upgrade would be updated to be compatible with Beta 6 as well.
Posted by: RoSoDude
« on: 10. September 2024, 19:41:51 »

Yeah, I have extensive checks in CanEnableElement() to ensure my custom overlays operate as they should. Most of it is just disabling native overlay elements where I want to insert my own, but it's also how I display stat/skill requirements on "?" and how I handled the Security Expert O/S applying to minimum requirements, among other things. In fact, the only way I was able to get my custom HRM minigame panel to know which object was being targeted was by letting the native window open for one frame.

I also have a hacky system for the custom overlay handler to send messages to scripts (my "message hacker" archetype) and for scripts to check the state and request updates of custom overlays (my "overlay oracle" object), since there is no default solution for communication between scripts and custom overlays.
Posted by: ZylonBane
« on: 07. September 2024, 01:01:32 »

Yo RoSo, in your custom panel code, I'm curious how you integrated them into the native overlay system with regards to deconflicting with the other panels, automatically closing when use mode toggled, etc. I've been playing around with modding a panel replacement, and so far it seems like the only way to do this is brute force, i.e., on open deactivate every overlay that could overlap, then in the draw handler check for any of those overlays being opened. So I'm hoping you'd discovered a more elegant approach.

Edit: Well I've managed to resolve most of these issues, but still stuck on how to detect when the player has opened another MFD while my MFD is open. Looping through 23 overlays to check their visibility every single draw call seems less than ideal.

Edit2: Duh, CanEnableElement() was exactly what I was looking for.
Posted by: TheHEX
« on: 25. July 2024, 03:32:41 »

could you just pop out a headshots dml mod for everyone on the mods page?
Posted by: ZylonBane
« on: 21. July 2024, 20:39:25 »

Heads up that in SCP Beta 6, the hack text for the SHODAN shield interlock computers will be updated to reflect their altered effect. So you'll need to set HackText on CPU1/2/3 back to Shield_Interlock.
Posted by: TheHEX
« on: 12. July 2024, 20:56:00 »

RoSoDude
hi id like to send you to this post and ask for help?

https://www.systemshock.org/index.php?topic=12655.new#new

thanks
Posted by: RoSoDude
« on: 30. June 2024, 22:51:51 »

It was probably a question of how/when I was checking for conflicts with the native alarm overlay, but my problem was that I would get alarms (or maybe security hacks, I don't recall which) endlessly looping. That was when I checked per overlay update, which would obviously not be my preference as far as performant code goes. I'm sure I must have tried doing the check on custom overlay open/close which must have had some other problem...?

Anyway, maybe I'll take another stab at it.
Posted by: ZylonBane
« on: 29. June 2024, 22:24:01 »

Responding to your post in the other thread...
3b. The security countdown displaying on top of the hacking window is a nearly unavoidable issue in RSD, as I reimplemented the hacking minigame in a custom overlay, but custom overlays display behind native overlays. I tried a bunch of elaborate hack fixes to address this by disabling and re-enabling the windows when certain conditions were met, but it led to buggy alarm behavior so I ultimately gave up on it.
I'm curious what sort of bugs you encountered. I just tried this, and it seemed to work fine:

On overlay open
Code: [Select]
if (ShockGame.OverlayOn(kOverlayAlarm)) {
ShockGame.OverlayChange(kOverlayAlarm, kOverlayModeOff);
}
On overlay close
Code: [Select]
if (ShockGame.IsAlarmActive()) {
ShockGame.OverlayChange(kOverlayAlarm, kOverlayModeOn);
}
Though of course you'd want to throw in a check of the HUD resolution to see if it's even necessary to hide it.
Posted by: RoSoDude
« on: 23. May 2024, 21:59:21 »

I guess that's a safe method of achieving the same effect. I was just trying to get the minimal SCP compatibility stuff out of the way, and I just flagged the hard security minimod incompatibility for later. Beta release and all.

I can get it cleaned up in the next version.
Posted by: ZylonBane
« on: 23. May 2024, 21:48:14 »

It looks like the only reason this clobbers the SCP security computer script is "so Security Expert trait doubles timeout duration".

But that (probably) could have been accomplished with just an additional script that sits on top of whatever security computer script is running and injects the adjusted hack time. Something like this:
Code: [Select]
function OnFrobWorldBegin() {
if (!IsDataSet("HackTimeOrig")) {
SetData("HackTimeOrig", GetProperty("HackTime"));
}
SetProperty("HackTime", GetData("HackTimeOrig") * (ShockGame.HasTrait("Player", eTrait.kTraitSecurity) ? 2 : 1));
}
Not tested, this is just off the top of my head.
Posted by: voodoo47
« on: 23. May 2024, 20:30:31 »

generally speaking, if a mod that tweaks game mechanics makes changes in a certain area, it's very much not recommended to load more mods that touch the same area.
Posted by: sarge945
« on: 23. May 2024, 15:56:31 »

It's probably worth mentioning in the OP that the mod doesn't work with the hard security minimod for scp5, to avoid threads like these.

You might want to check the other minimods as well, and recommend people use alarming cameras instead of hard security. Or just change your objects script slot to make it compatible.

People might (rightly) think that "SCP beta 5" support actually means "SCP 5 beta (and all official optional components) support", which is a reasonable assumption.
Posted by: ZylonBane
« on: 02. May 2024, 18:16:06 »

Just a heads up that in Beta 6, SCP will be fixing the Soma Drain psi power so it can't heal the player for more HP than the target actually has. It will also fix the drain FX object only appearing on Creature type targets (the vanilla script never teleports it to the target location).

Since healing the player will be handled by the SomaDrain script, the DrainStim receptron that heals the player will be disabled by setting its effect multiplier to 0.

Code: [Select]
class SomaDrain extends RootPsi {
function ActivatePsi() {
base.ActivatePsi();
doDrain();
DeactivatePsi();
}

function doDrain() {
local mod, drain, heal;
local obj = ShockGame.GetDistantSelectedObj();
if (obj && Link.AnyExist("StimSensor", obj, "DrainStim")) {
drain = GetData("Data1");
mod = GetData("PsiStat") - GetData("Data3");
if (mod > 0) {
drain += mod * GetData("Data2");
}
heal = scp.Clamp(drain, 0, Property.Get(obj, "HitPoints"));
ActReact.Stimulate(obj, "DrainStim", drain, "Player");
ShockGame.HealObj("Player", heal);
createFX(obj);
}
}

function createFX(obj) {
local fx = scp.CreateAt("Soma Drain FX", obj);
if (Property.Possessed(obj, "Creature")) {
local lnk = Link.Create("ParticleAttachement", fx, obj);
LinkTools.LinkSetData(lnk, "Type", 2);
LinkTools.LinkSetData(lnk, "Joint", 3);
}
}
}
Posted by: ZylonBane
« on: 02. May 2024, 17:43:35 »

I prefer worm piles to not be destructible at all
They're already destructible even in vanilla. With a WormBlood implant you can destroy them with your teeth.

allowing the player to wrench them to death is the definition of boring
You might want to actually try that and see what happens.

keeping them indestructable preserves worm ammo counts for new players whom have no idea about any proliferator worm gun thing until much later.
Destroyed worm piles regenerate after five minutes.
Posted by: Join2
« on: 29. April 2024, 03:51:22 »

Agreed. Destroyed only by high value resources or invulnerable are the two sensible options. Destroyed by anything is the realistic, yet silly method.

Realism brain worms is a blight. Abstraction as it pertains to game design is a lost art of the glorious 1990s.

Let me highlight why with the following example: realism's end goal here is they are a not a hazard at all because they'd just squish immediately when stepped on by this 180lbs (or whatever) man. It is clearly explained the worms are in their infancy, and you can see when you look at the piles they're too small to do any damage puncturing future space marine footwear, nor withstand such weight when stepped on. So, realism's end goal is therefore they are nothing of consequence unless you take your boots off and run around the ship barefooted, or your footwear are otherwise compromised perhaps.
Realism for realism's sake is often antithetical to game design, even when the intentions are good e.g immersion, sense of freedom as is the case here. Irrational had it right by making them hazards that cannot easily be removed, simply do chip damage when stepped on instead of attaching to your foot and needing surgical removal, and yet were just straddling the line of believability for the player to not stop and question it. The only questionable part of their design here is encouraging players to get on their hands and knees with beakers collecting them all to use a gun that isn't particularly satisfying and requires significant investment. But I get their thinking. The idea is novel and cool, and could have been good. Just did not have the best execution.

That's a point too, keeping them indestructable preserves worm ammo counts for new players whom have no idea about any proliferator worm gun thing until much later. Are you sure you thought this through Zylon?
Posted by: RoSoDude
« on: 27. April 2024, 05:22:59 »

I prefer worm piles to not be destructible at all, they're supposed to be floor hazards and allowing the player to wrench them to death is the definition of boring degenerate gameplay. I allowed fire and anti-annelid damage to kill them as a compromise, essentially just for random scenarios where a grenade, fusion blast, or exotic weapon explosion happens to include a worm pile in its radius. I don't anticipate players will bother spending resources to kill them, it's just a minor concession to AoE weapons.
Posted by: sarge945
« on: 27. April 2024, 03:27:41 »

So tacking on specific requirements to kill worm piles doesn't make lore sense and misses the point of them, which is that they're only a threat when not noticed.

This reminds me: I need to randomise worm positions in the randomiser. If I wanted to get fancy, I could even re-randomise them when returning to the map if it has been a long time.

Maybe in a future version. I barely want to touch it for now.

Also, making worm piles not destroyable makes sense gameplay wise because they are supposed to be floor hazards. There are certain areas (like one of the interview rooms in Ops) where the challenge is jumping properly to avoid them, not "noticing them", and this change maintains that gameplay. I agree they are mostly a non-threat in the typical case, but you do have to keep at least some mental awareness to avoid them, especially on return visits to areas where you're less likely to be paying attention.

I completely understand the lore objections, though. It doesn't really make too much sense that you can kill one worm but not a swarm.
Posted by: ZylonBane
« on: 27. April 2024, 01:24:49 »

-Worm piles cannot be destroyed by most damage types (only incendiary and anti-annelid)
Annelid worm: Dies to wrench and bullets and harsh language.
Smaller, weaker, immobile worms: INVULNERABLE

You sure you thought this through?

Worm piles are such a non-threat that the only reason SCP makes them killable is because they should be killable. As worm research says, "they're so easily killed it hardly matters".

So tacking on specific requirements to kill worm piles doesn't make lore sense and misses the point of them, which is that they're only a threat when not noticed. Even in unmodded SCP I expect most people will rarely if ever bother shooting them, because just walking around them is easy and costs nothing. They're so trivial a threat that they're, on average, worth less than a bullet. Raising their destruction requirement above the level of a bullet eliminates this calculus, pushing their destruction completely into "not worth it, ever" territory. Boring.
Posted by: RoSoDude
« on: 26. April 2024, 20:15:14 »

Okay, I've uploaded 2.04 BETA to the first post. I have not 100% verified that everything is working in the levels, but I did play up through Hydroponics.

#### 2.04 BETA ####
-Updated for SCP Beta 5 compatibility and reverts
   -SCP Beta 4 is no longer compatible
   -Grenade Launcher base damage not increased by 85%
   -Worm piles cannot be destroyed by most damage types (only incendiary and anti-annelid)
-Removed debug logspam for frobbing psi pull items
-New headshot system for Pistol and Assault Rifle bullets
   -Weapon base damages decreased by 25% (Pistol 4->3, Assault Rifle 8->6)
   -Headshots deal an additional 66% damage (25% more than before)
   -Damage type weaknessess/resistances apply to bonus headshot damage
   -Hybrids, Monkeys, Midwives, Assassins, Rumblers are susceptible to headshots
-Decreased bullet projectile size by 80%
Posted by: RoSoDude
« on: 26. April 2024, 17:15:27 »

It's unfortunately not yet compatible, I've been away from my main PC for about a month. I have a beta version I will upload soon to test for SCPb5 compatibility.
Posted by: Salk
« on: 26. April 2024, 08:14:25 »

Hello!

In the OT I read: "Installation and Mod Compatibility
Requires SS2 v2.48 patch or above. SS2-RSD is built for SCP Beta 4 (and hopefully beyond), which is required."

Can someone confirm that the latest version is fully compatible with the SCP Beta 5 changes?

Thanks!
Posted by: RoSoDude
« on: 23. April 2024, 21:23:33 »

Huh, I skimmed the change notes and didn't see that mentioned.
That is apparently because I never mentioned it in the changelist. Will fix that in the next update...
Posted by: ZylonBane
« on: 23. April 2024, 17:54:59 »

Huh, I skimmed the change notes and didn't see that mentioned.

Would be interesting if instead of just blowing up, psi mines had a fixed amount of damage they could deal, and would sit there zapping enemies until it was all used up. That would be a somewhat radical change though.
Posted by: RoSoDude
« on: 23. April 2024, 17:32:35 »

I actually did that already, psi mine damage is now 5*PSI. Same as the original 30 damage at PSI 6, but can be pushed higher. I just noticed that I didn't actually enable overloading up to PSI 11 like with the other projectiles, though...
Posted by: ZylonBane
« on: 23. April 2024, 15:02:51 »

Would it be possible to make the damage from Remote Psionic Detonation scale with PSI level? Assuming it doesn't already do that. The vanilla description doesn't say it does, so... eh.
Posted by: sarge945
« on: 21. April 2024, 04:06:19 »

ZylonBane
Oh that's cool!

Here is the horrible mess I was using before...

Code: [Select]

function GetStatString(sVal, dVal)
{
local strText = Data.GetString("misc", "StatReq", "Item requires %s of %d");
local s = strText.find("%s");
strText = strText.slice(0, s) + sVal + strText.slice(s + 2);
local d = strText.find("%d");
strText = strText.slice(0, d) + dVal + strText.slice(d + 2);
return strText;
}
Posted by: ZylonBane
« on: 20. April 2024, 01:50:05 »

Just a heads up regarding the AddText function in this. As I've recently discovered when expanding it to support more than one substitution per string, the Squirrel built-in function format() is basically C's sprintf(), so it can replace the entire SpliceDataIntoString function. The version of AddText in SCP has now been reduced to this:
Code: [Select]
function AddText(strID, strFile, strDefault = "", subVal1 = "", subVal2 = "") {
local strText = Data.GetString(strFile, strID, strDefault);
if (strText != "") {
strText = format(strText, subVal1, subVal2);
ShockGame.AddText(strText, "Player");
}
else {
print("ERROR: String \"" + strID + "\" not found in \"" + strFile + "\"");
}
}
Posted by: bombum
« on: 23. July 2023, 14:39:17 »

ZylonBane
I can certainly see that.
Posted by: ZylonBane
« on: 23. July 2023, 14:21:39 »

Shhh beebee. Adults are talking.
Posted by: bombum
« on: 23. July 2023, 08:04:54 »

ZylonBane
Let's have Beta 5 out and THEN deal with this stuff. As sarge said, 6 goddamn years have passed. At this point not using it is dumb, because Beta 5's release is questionable. And really, scp should be in engineering too. It's "beta" 4. Betas are "pre-release builds of software that may contain bugs or performance issues"
Posted by: sarge945
« on: 23. July 2023, 04:43:27 »

Rickenbacker Automaps has been available for years. SCP B4 released 6+ years ago(!). Of course people are going to use (and recommend) these sorts of mods when we're dealing with those sorts of timeframes.

There's nothing wrong with releasing it in the meantime and slapping the old [Obsolete] tag on it when SCP 5 releases, because people are going to use it anyway rather than waiting for that long. The Mods subforum is already full of obsolete mods and we rightly call people stupid for using them, this will be no different when SCP 5 releases.
Posted by: ZylonBane
« on: 23. July 2023, 04:17:14 »

The real problem here is that Rick automaps ... are in the wrong subforums
Wrong. The Rick automaps package was never intended as a standalone mod. It was created to be integrated into SCP, which it has been.

When people install it as its own mod, it WILL create situations in the future where some dummkopf has both SCP Beta 5 and that package installed, fucking things all up because it overwrites SCP's Rickenbacker mission files with outdated versions. Or you'll have people installing it without SCP, fucking things up even more.
Posted by: sarge945
« on: 23. July 2023, 03:54:31 »

The engineering subforum contains everything from unreleased mods that have been stable for a very long time (Distinguishable Implants, Rickenbacker Automaps) to extremely untested, barebones mods that are not safe to use (Deterioration, literally any of my mods, the Randomiser until a few days ago).

I understand the idea of having a mod sit for a little while as people slowly test it and ensure it works, but there are mods in there that have been stable for years and are still there.

The problem is that people upload a mod in there, aren't sure if it's stable or not, and then leave it there. It's hard to find people to test an entire playthrough and sign off on everything, so they linger.

The simple binary idea of "Don't use anything from there they are all unsafe" is not really accurate, as a result. There are plenty of mods on there that really should be in the Mods subforum but which aren't for whatever reason, usually because the author has either disappeared or just hasn't done the admin work required to get it moved.

I would argue it's MUCH safer to use some of the longstanding mods on the Engineering subforum than it is to use a recently updated Beta version of an "approved" mod, since betas in general tend to be unsafe (not trying to throw shade on anyone here, I do it too). It's not that simple.

The real problem here is that Rick automaps and Distinguishable Implants are in the wrong subforums (although I would argue Distinguishable Implants needs to be packaged properly first, since it's split among multiple files in the thread, I can do that if you'd like), not that people are using "dangerous" mods.
Posted by: RoSoDude
« on: 23. July 2023, 01:49:37 »

Is it best if I avoid this mod, then? RoSoDude might know SS2 well enough to avoid any glitches this mod causes, but I'm sure to walk into the first glitch and crash the game.

Nahhh, don't worry about it. The conflict warning is just because Rickenbacker automaps replaces the SCP Rickenbacker mis files with updated versions containing automaps. I know several dozen people who have played with it, with no issues reported particular to the Rickenbacker levels. RSD's changes are still perfectly compatible because the object references are all the same.

Obviously you shouldn't be reporting bugs to SCP on the basis of a further modified game, but that's already out the window with RSD and the other mods! Even if there were any issues, I'd want to know I can fix it and make my mod(s) compatible.

A mod in the Engineering subforum is still a mod, just because it's not officially sanctioned by the community here doesn't mean it's not a modification of the game that can be installed at the user's risk (like any mod, only that the risk may be higher). Come on now.
Posted by: JDoran
« on: 23. July 2023, 00:44:41 »

OK, I won't use it. Thanks, mate.
Posted by: ZylonBane
« on: 23. July 2023, 00:40:07 »

It's. Not. A. Mod.

A zipped up bunch of files isn't a mod until it's moved here and formally declared a mod. Until then, it's just a bunch of zipped up files that you're shoving into your game, and god help you.
Posted by: JDoran
« on: 23. July 2023, 00:36:57 »

Someone for damn sure best not be recommending people install anything from the Engineering forum. There's a reason everything there isn't here in the Modifications forum. We already have a hard enough time keeping people's installs straight and up to date with officially released mods, without having to worry about loons scraping unfinished projects from Engineering.

Is it best if I avoid this mod, then? RoSoDude might know SS2 well enough to avoid any glitches this mod causes, but I'm sure to walk into the first glitch and crash the game.
Posted by: ZylonBane
« on: 23. July 2023, 00:06:36 »

Someone for damn sure best not be recommending people install anything from the Engineering forum. There's a reason everything there isn't here in the Modifications forum. We already have a hard enough time keeping people's installs straight and up to date with officially released mods, without having to worry about loons scraping unfinished projects from Engineering.
Posted by: JDoran
« on: 22. July 2023, 23:54:21 »

RoSoDude, you recommend the mod Rickenbacker Automaps, but when I install it then both this mod, and SCP b4, both show a yellow warning triangle, with the message  "Status: Mod overwrites same *mis.file as other active level mod. Do not use mods with overlapping *.mis files."

What am I doing wrong, please? I have placed the Rickenbacker Automaps mod near the top of the Blue Mod Manager, and SCP is right at the bottom.

Edit: I have found two versions of the mod, the one you linked to, and one you uploaded yourself (https://www.systemshock.org/index.php?topic=11751.msg139985#msg139985). They are slightly different archive file sizes, and I tried them both, but they both clash with SCP.
Posted by: JDoran
« on: 22. July 2023, 21:56:35 »

Sarge, thanks for the info.

RoSoDude, thanks mate. A couple of those I wasn't aware of, though I won't be using Inventory Fumbler. - I am clumsy enough in real life  ¯\_(ツ)_/¯
Posted by: RoSoDude
« on: 19. July 2023, 17:45:11 »

JDoran
RSD goes on the very top, unless you use Sarge's Randomizer in which case you want to use the RSD compatibility addon over it. Note that RSD requires SCP, whereas the note you wrote seems to imply that you think it's incompatible?

Repairman is highly recommended, Rickenbacker Automaps is nice, Alarming Cameras is good if you want the security systems to pose an actual threat, and you will probably want Scary Monsters as an SS2 veteran.

Depending on your tastes you may also be interested in Alternate Start, Cutscene Skipper, and Inventory Fumbler.
Posted by: sarge945
« on: 19. July 2023, 16:12:09 »

I've meant to try this for a while, but never gotten around to it, so now's the perfect time!

This is my SS2 mod setup:



I think you're the first person I've seen so far still using one of the individual coloured laser rapier versions.

Also your installation of Scary Monsters is outdated (but it's disabled anyway)

You need to put the rebirth version of RealSG (Rebirth GFX Shotgun in your case) above Rebirth itself.

Sarge's Randomiser (another mod I've yet to play) has just been updated, would that work with your mod too?

Yes, use the compatibility addon on the randomiser page.

Posted by: JDoran
« on: 19. July 2023, 16:04:43 »

I've meant to try this for a while, but never gotten around to it, so now's the perfect time!

This is my SS2 mod setup:



Is there anything there that won't run with your mod? What position should I put your mod in, in the list?

Sarge's Randomiser (another mod I've yet to play) has just been updated, would that work with your mod too?

And on the subject of mods, are there any more mods I should add?
Posted by: RoSoDude
« on: 16. July 2023, 20:48:11 »

Small update for some basic fixes, more worthwhile Recreation A power cell use, and reworked melee bonuses.

#### 2.03 ####
-Fixed compatibility issues when with Pistol Hybrid (load SS2-RSD above)
-Fixed bug allowing 1 portable battery to charge a stack of empty batteries instead of one at a time
-Fixed softwares not being able to be put into containers
-Fixed chemicals not being able to be put into containers
-Fixed destroyed proximity grenades dealing 30 damage instead of intended 20 damage
-Fixed psi pull items not being able to be picked up when very close
-Repaired turrets start at 29%->50% HP [SS2 Repairman mod only, now compatible with Sarge's Randomizer]
-Refined Med/Sci 1 maintenance tool psi pull placement
-Removed debug logspam from Engineering
-Removed debug file logspam from egg loot
-Changed Strength 1/2/3/4/5/6/7/8 melee damage bonus from 0/1/2/3/4/6/10/15 to -1/0/1/3/6/10/15/21
-Increased Adrenaline Overproduction melee damage bonus from +1 base damage to +2 base damage per PSI
-Increased Cerebro-Energetic Extension duration from 10s per PSI to 10s + 10s per PSI
-Grenade Hybrids 15% chance to drop 4 grenades is now 30% chance to drop 1 grenade (loot table rolled twice)
-Recreation A power cell now powers the nearby recharging station
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