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Cheers.
Also, fixed the turrets not rendering. (And added them to the list of textures that need to be upgraded.)
Is that bug or intention?
The game is weird, depending on where you code the recipe, in some places there is a 10x multiplier for "small volume" items. But in others there is not. So when I moved the recipe the 10x was no longer applying. That alone will jack up the cost to over 1100. Which is where I'm going to leave it for now.
The stat modifiers are also being capped. So, they will boost as they do now but also have a ceiling. I'm also removing some redundancy. Ex: Carry capacity stacks with Manipulation, or Immunity Gain Speed stacks with Blood Filtration. Overall, it will be a bit more balanced.
I'll probably update by the end of the day, depending on what all I can get done with other parts of the code.
Changes now require the XCOM - Core mod.
@magic_boi, CE is not planned at this time. Perhaps someday if I ever get around to learning
all the changes and finding the patience to make gobs of patches. Until them, your best bet is to go to the CE Discord channel and request compatibility be made there.
@Gaiashield, thank you. I hope you enjoy the update.
But also take care of your health great mod author. :3
The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.
note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.
Thanks for your patience.
Credit: EROK
X-Sword: Same
Arc Blade: DMG and AP reduced. The ability to stun gives the attacker more chances to land blows.
Fusion Blade: DMG reduced Cooldowns increased. Replaced ingredients, Steel-->Uranium, Industrial Component-->Spacer
Katana: Now uses Plasteel instead of steel. Work amount and Skill Requirement have been increased. DMG has been drastically decreased, however, speed and AP have been increased.
Having the enemies not turn up with the XCOM stuff sounds like a good idea - XCOM should have to salvage bits and make their own armours, rather than fish them off opponents.
Wondering if you've tested with the X-Assault and/or Mag rifles?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2463570695
Any other req besides from the actual Fusion Blade research?