- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
Thank you Kor for unannounced and half assed nerfs by changing the magazine of the combat shotgun without updating the description or mentioning it anywhere
Fixes#17203.
🆑 coiax
rscadd: Kinetic accelerators only require one hand to be fired, as before
rscdel: Kinetic accelerators recharge time is multiplied by the number of KAs that person is carrying.
rscdel: Kinetic accelerators lose their charge quickly if not equipped or being held
rscadd: Kinetic accelerator modkits (made at R&D or your local Free Golem
ship) overcome these flaws
/🆑
Effects on people who just use one kinetic accelerator: *They can now
carry a mining satchel in the off hand again.*
Effects on people who want to dual wield them both at once: They can do
this, but they recharge twice as slow, so no increase in DPS.
Effects on people who quasi-dual wielded by swapping them in and out of
the backpack: Now treated the same as dual wielders.
And as before, modkits mean you can properly dual wield KAs.
Mining cyborgs are unaffected.