Small update

Out of Action · published

Current main focus is game modes and Codex entries. These will take a while, so here are some other smaller changes. Bug fixes

  • Fix for devices not being destroyed on loadout change during Clone War.

Changes and additions

  • A quick look at target visibility following recent discussions. Something to try out that doesn't require making art / aesthetic changes and still fits in with the theme. See how it feels, subject to change.

    • Enemies within narrow field of view are locally tagged with a HUD icon (LOS only).

    • Globally tagged targets now appear as yellow HUD icon to differentiate.

  • Augmented arms changes:

    • No longer has the additional charging and damage for backup weapons.

    • Gains 100% increased combo point generation (build combo points quicker, get more use from blocks and special attacks).

    • Aux drain on the additional charging replaced with 25% reduced aux regneration (so it applies to all builds, not just backup).

  • TTK changes (including making combo point use consistent with other backups):

    • Primary throw and quick melee only now build combo points.

    • LMB charge speed increased by 25%.

    • Burst throw now gains accuracy, velocity and damage with combo points, drains 1 point for each hit.

  • Special melee weapon attacks now have a combo point cost rather than just drain all of them. For now both weapons attacks use 2 points.

  • Blocking damage combo point drain is now relative to the damage blocked.

  • Target painting range limits:

    • Umibozu 100m.

    • Overseer 50m.

    • Target Painter 25m (reinforcing this is a close range optic option).

  • Made some tooltips and assosciated bonuses more consistent:

    • Augmented Arms + Enhanced Foundations increase both firearm and device throw velocity.