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Update 22 - The Basic Rework Preview
[Basic Changes and Fixes] - Cleaned up some old code from the ammo_*.ltx files - Added new checks to various "on-hit" effects to only apply/try to apply if a target is alive and is not the environment to hopefully help performance slightly - Added new checks to avoid having companions suffering from various "on-hit" effects to avoid some unwanted early deaths to them - Removed the lines that allowed "Very Bad" versions of ammo (if you somehow got them) to no longer have the effects of the "Bad"/variants - 9x21 SP10 API had its Burn chance decreased from 50% to 20% - 7.62x39 API had its Burn chance decreased from 60% to 30% - .300 Blackout API had its Burn chance decreased from 50% to 20% (may buff to 30% in the future) - 7.62x54 API had its Burn chance decreased from 90% to 25% - 12ga. Dragon's Breath (or the coded "Melt" effect) had its Burn chance decreased from 100% to 75% o Keep in mind, that is 75% chance PER PELLET o NOTE - Incendiary Ammo, with Burn's new stacking effect (discussed below), needed to be turned down a bit to avoid getting too out of hand - Removed the "Varma"/Varmageddon effect from 12x70 Buckshot as it made them too strong against mutants - Cloudkill no longer stacks to a point where targets do near zero base damage (before damage calculations) o Cloudkill is now hardcapped to reduce enemy damage by up to 40% o Cloudkill's stacking 20% damage bonus still stacks indefinitely - Fixed 12ga. Dragon's Breath, if found on an enemy, from downgrading to Flechette instead of AP Dart - 9x21 ammo across the board has had its box size decreased from 18 to 15 to be more inline with other pistol ammo - Added GAMMA's most recent "integrated suppressor" damage/AP buff into the calculations - CQC bonus has been increased from 30% to 50% to match GAMMA's values [System Changes] - Ammo books are now more common to find: o Base chance to find at traders starting at Level 2 has been increased from 30% to 45% > Level 3 chance is now 90% (was 60%) > Level 4 chance is now 100% (was 90%) > Level 5 chance is still 100% o All ammo books now have a flat 35% chance to be found in stashes > Ammo books in stashes work on a knockout system - it will drop you a new book you haven't read or just received > If you have all books obtained AND read, it will start dropping you a random book - Both RIP and Soulripper effects have changed (basically swapped around): o RIP now heals you for 25% of the damage you dealt with the ammo o Soulripper now heals you for 15% total HP per kill (headshots no longer mandatory) o Ammo that had the RIP effect now have Soulripper (.45 'RIP' Rounds), and the ammo that had the Soulripper effect now have RIP o This was just a personal change I wanted to make to balance old RIP rounds as they tended to be on easier to obtain calibers o Old Soulripper requiring a headshot, while making sense on a sniper, was also very meaningless compared to other ammo - [NEW] Burn now has a stacking effect: o If a target dies with 20+ burn stacks, they will Ignite, spreading their stacks among surrounding targets o API ammo, if Ignite roll is successful, will grant 3 stacks of Burn on the target on hit o Dragon's Breath ("Melt"), if Ignite roll is successful, will grant 10 stacks of Burn on the target on hit o Napalm ammo will always grant 2 Burn stacks to anyone caught in its blast, and grant 10 Burn stacks for a direct hit (a total of +12 stacks to a struck target) o Burn damage is now based on how many stacks a target currently has on them > If a target has 15 stacks of burn, they will take 15 damage (most Stalkers can take 100 damage, mutants can have more than that) o Stacks will decay over time to avoid getting out of hand > Targets hit by API ammo will slowly lose their 3 stacks over 10 seconds from that initial hit > Targets hit by "Melt" ammo/direct-hit Napalm ammo will slowly lose their 10 stacks over 10 seconds from that initial hit > Targets hurt by the Napalm ammo's explosion will slowly lose their 2 stacks over 5 seconds from the initial hit - [NEW] Lightning ammo now has a stacking effect: o Any *Stalker* that is hit by a Lightning strike 3 times will become "Grounded" - they will be unable to move o Lightning strike counter will NOT go down over time o Although unlikely that a target could survive 3 strikes, it is an effect that will give it more utility outside of being good burst damage o Reminder: Lightning strikes only occur upon hitting a Stalker in the head, or if its armor strength above BR3 o Reminder: Hitting a target will weaken its armor value, meaning it could no longer cause Lightning strikes if hit too often - [NEW] Acid ammo now has a stacking effect: o If an enemy is hit by any Acid ammo 5 times before dying, they apply the "Armorbuster" debuff to anyone within a 5m radius of the target o Mutants lose 30% of their "armor" resistance and nullifies their innate damage resistance, and all ammo gain a +0.3 to their strength against mutants (a GAMMA thing) o Stalkers lose 30% more armor strength plus an additional -1 point of armor strength on each hit o This will make starting a fight with Acid ammo highly valuable against a group of targets close together
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