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.