Current Events: Difference between revisions
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=== Other === | === Other === | ||
* Salamander got reworked - now | * Salamander got reworked - it still takes stress, but now it converts normal nutrition (but not the billygoat kind) into additional health. (2297 on *clp). | ||
* Preference to allow other people to loot your corpse has been added. (2351 on *gr) | * Preference to allow other people to loot your corpse has been added. (2351 on *gr) | ||
* When powerattacking, '''some''' [[Weaponry|fists]] weapons now sum up all their damage instances into one. So if you have a fist weapon with 5-10 slash and 1-5 bleed, on powing it will combine both instances into single 6-15 slash. (2276 on *clp) | * When powerattacking, '''some''' [[Weaponry|fists]] weapons now sum up all their damage instances into one. So if you have a fist weapon with 5-10 slash and 1-5 bleed, on powing it will combine both instances into single 6-15 slash. (2276 on *clp) |
Latest revision as of 22:26, 6 December 2024
Major changes from hell/important stuff listed in no particular chronological order.
Total Food Rebalance
- Stacks of nutrition only remove 1 point of hunger instead of 2 when applied.
- (This means that, for a given amount of hunger restored, one gets twice as full afterwards compared to what one used to.)
- Every player-accessible food in the game has had its nutrition values tweaked to account for this and also be more sensible.
- Fast food and sweets now give negative stress when consumed, in exchange for their poor nutrition.
- Homecooked food now gives a minor buff that restores minor stress, heals, and dehungers on heartbeat.
- Nutrition's healing is now in general proportion to the corresponding reflexes penalty, but consumes the excess nutrition if successful in doing so (on top of decaying naturally).
- (Billygoat nutrition doesn't heal extra, before you get too clever.)
- Hunger-inflicting actions done while having nutrition now consume nutrition instead of adding more hunger.
- 'Hot' foods now dose a drug which raises one's perceived temperature. This matches how certain 'cold' foods already did so.
- Rations can be gotten from Camp Benjamin.
Picking malus tweaks
- Thin and fingerless gloves now don't penalize lockpicking. Rings don't either.
Aim tweaks
- The aim verb on guns has been changed to now have a slight delay before you are aiming at your target.
- Delay depends on gun speed and your Quickdraw total. Vector and American-180 are lightning fast, while sniper rifle is turtle slow.
- You can now aim at NPCs.
Sneak and pathing changes
- Sneak is now substantially more powerful and important.
- You can still path through enemies, but once sneak is finalized this will be removed.
- When entering a room with monsters or PvPable players, sneak is rolled against target with highest appraise.
- Flashblind effect (flashbangs) and smoke (Writhing Smoke or smoke bombs) aid with sneak rolls.
- Upon success, you are given 'sneaky' stacks which prevent you from being detected for few heartbeats by said targets (better roll = more heartbeats).
- creep command will add +10 to your sneak rolls, but makes you move twice as slow. Use creep again to stop sneaking.
- Dodge malus on your feet is also applied to your sneak (if you wear boots that give you -1 dodge, you also get -1 sneak).
- You cannot sneak against:
- Your corpmates.
- PvE players.
- NPCs are also able to sneak.
- @prefs -sneak to stop trying to sneak.
PvP changes
- PvP is now on per-contract per-player basis dubbed Death Classic contracts.
- Contracts are 1 week-long (168 hours)
- PvP time only counts down when in open, PvP-enabled areas. You can't grief someone and wait out retaliation in a cum fort.
- Contracts are bought in Abandoned high-rise in Freedom City (From Fourth and High, head north-east, down, east.)
- N-tags cannot sign Death Classic contracts, but will keep their PvP status if they become N-tag again through tutoring/rerolling.
- On 'who' list, PvP-enabled players have numbers that dictates their "hazard level", a very rough approximate of their power level.
- PvP has reputation attached to it with several ways of losing and gaining it
- It is listed as "Death Classic initiative". As all faction reputations it very slowly gravitates towards zero.
- Ways to earn:
- Kill people above/near your hazard level.
- Signing Death Classic contracts gives rep equal to amount of hours (12 hours contract = 12 rep)
- Hack gangland cameras.
- Download sensor cluster data in Necropolis while PvP-enabled.
- Ways to lose:
- Kill people below your hazard level.
- Death Classic shop stocks normalization hypos (clear ATP stacks), beef juice boxes, speed and berserker hypos as well as 'gold plating kit', making your weapon the snazziest on the block.
- All these items require and consume reputation upon buy.
- You will be unable to buy Death Classic contract if you have too low reputation. Either wait it out or kill someone of your own size.
- All PvP damage is apparently halved.
- The Pit still exists, as a separate PvP thing.
Other
- Salamander got reworked - it still takes stress, but now it converts normal nutrition (but not the billygoat kind) into additional health. (2297 on *clp).
- Preference to allow other people to loot your corpse has been added. (2351 on *gr)
- When powerattacking, some fists weapons now sum up all their damage instances into one. So if you have a fist weapon with 5-10 slash and 1-5 bleed, on powing it will combine both instances into single 6-15 slash. (2276 on *clp)
- Vampires and zombies do not age from mutations or aging, but will jump towards their counted year should they demute.
- Instead of having a 9% chance to gain 100 hunger per movement while flying with the flight mutation, players now gain 9 hunger per movement.
- Every 0.1 attackspeed higher 3.0 gives +1 min primary damage, up to the max damage.
- Shotguns instead get +1 to all damage types per 0.3 speed.
- This applies to both players and mobs.
- Combat fatigue is substantially more impactful than in Hell.
- The 'baby farmer' journal and the 'baby farmer' job have been unified: bringing a live infant to the shoggoth, or a monster baby to the bone pile, contributes to both.
- Permanent Revolutionary has been added to Macero, dropping the schematics for a Headsman.
- Major RV has been added to the Wasteland, dropping the schematics for a Hobgoblin SMG.
- Vector buffed to 2.6 speedcap with increased damage per bullet, added 2-burst and automatic fire modes.
- SPAS-12 damage nerfed.
- wristpad history now shows 100 lines by default like most other nets.
- Headsman now speedcaps at 3.0 with crit rate lowered to 33%.
- Necronata and w00tz bo staff cannot be modded with monowire and force enhancer mods.
- Dodging ensnaring enemies (silicate, glass trees) now works properly instead of roll being harder the more dodge you have.
- Some of the armor sets have been separated into -over and -under armors (leech/lampther, armordillo/bouilli) to allow set mix-ups.
- You can tempposture and posture to set your appearance in rooms. tempposture is cleared on room move while posture persists.
- Chud minions don't suck ass and are easier to keep around.
- Cat Ears is a proper mutation now.
- Ammo pouches, bandoliers, and vests now exist; they store ammo more efficiently than just carrying it, and can automatically be reloaded from. This is compensation for an upcoming ammo weight rework.
- Eelskins are now immune to bends, lose thirst in water and move very fast in the water.
- Dodging status effect grenades (flashbangs, THC, etc.) now works properly instead of being harder the more reflexes you have.
- Few information commands were added:
- @grindreport to see how much you left to grind.
- @owned to see your possession (boats, apartments, planes).
- Smoke bombs are now on par with Writhing Smoke.
- Things stolen from Cialis Tower safes in Corpclave and stereos from other apartments now count for Burglar job.
- PLEASE SEND HELP