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Меню

Small update

Bug fixes

  • Fix for being able to use Augmented legs jump before a roll ends (should only be able to charge during).

Changes and additions

  • Heavy Ordnance no longer increases explosive range.

  • Shell Shock no longer increases explosive range, instead any source of Disable applied to Overcharged targets will deal shock damage. From 25% reduced explosive damage to 25% reduced explosive range (more flavour and no longer an explosive exclusive augment).

  • Chemical warfare no longer converts all sources of Corrode to Corrode+, instead chemical damage dealt now deals 25% to vitals but max stat damage is reduced by 50%. From 25% reduced explosive damage to 25% reduced explosive range.

  • Necrosis Body augment added, which will convert all sources of Corrode to Corrode+ and will create a tox cloud if an enemy is killed while Corrode is active.

  • Warrant impact grenades now only detonate on impact with Shells but deal more damage (more skill based grenade choice, a worse standard grenade if miss target).

  • Warrant proximity grenades no longer detonate on sticking to a Shell (will still detonate if another Shell comes into range or if damaged) and have increased trigger range and lifetime (more useful for it's intended trap use).

  • Net Runner speed based detection range adjustments to make changes more gradual.

  • Parasite no longer requires the target to be always in view or detected to continue (made it feel quite ineffective and clunky).

  • Core decay drain from 0.25-4 > 0-2.5 charge per second (the augment felt too restrictive to get much use out of it).

  • Hardware incremental 'Increased explosive near range' replaced with 'Increased damage to devices and projectiles'.

  • All devices / projectiles now have specific health values, rather than just a few.

    • Detonator, Rocket, Tox, Tempest, Seeker, Warrant grenade = 25.

    • Relocator, Firecracker, Disrupter, Proximity mine = 50.

    • Anchor, Laser Wire, Deadzone, Satchel Charge, AAP Turret = 100.

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