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### Suggestion
Discussed briefly on discord, I'm going to summarize a bit things here, as this will likely be post 0.12.0.
## Issue
The current implementation on heat stems from wanting to dive…
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Is there a support for custom weapons instead of css ones?
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Maybe you can add in the config file witch items the users must have, i mean, in some maps you can set the items that each arena mus tave: only bows and arrows, in other only swords, etc.
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Applicable to All weapons:
- Counts as +5 damage for PSRs
- Counts as +10 damage for PSRs
- +1 to number-of-crits roll
- +2 to number-of-crits roll
Applicable to Non-cluster weapons:
- Dam…
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Exer showed interest in this a while back, so putting it down as an issue.
1. Hitscan does not affect the JACK
2. If you die with ball it resets velocity in any direction (so it just falls straigh…
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Everything From thermite grenades, pipe bombs and even the flamethrower feel like they're just for show. They're not really viable even against vanilla mobs. Imho the damage output should by multiplie…
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As shown below, weapons simply go transparent when cloaking.
![cloakexample](https://user-images.githubusercontent.com/106622159/173663330-14b663ba-bfd2-4400-83d8-adc6c2626488.png)
Having the abi…
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I think there should be a config in mod menu that should allow us to add the names of modded weapons to the bleeding effect, it's just odd to use one blade weapon and for it to not cause bleeding over…
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For example applying a dose of poison to a blade or arrows.
To be fully functional, attack properties should be moved to ammunition, and the player should have a mechanism to determine which ammuni…
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so ive decided to make an portal 1 mod usin this base, tho i noticed an issue, so footsteps just behave weird, they are just playing faster, seems to be tied to the faster walkin animation without wea…