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Author Topic: [Submod (s)] Project Xenophobia  (Read 4055 times)

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #15 on: October 25, 2024, 01:14:37 am »
ChemLasers 2.1
for this update I have added:
+ broken alloy goggles
+ the option to repair laser goggles (alloy version included)
oh and I fixed some text errors 

the main new stuff is only useful to modders
and yes this version will be needed for all mods after this in project xenophobia

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #16 on: October 29, 2024, 06:44:23 pm »
Next mod will include:

* 5 new damage types

* pipebombs for cultists (a weapon with a fixed 3 turn timer till exploding)

* a rebalance of every single item to give every single tool in the tool kit a distinct use case

* 4 new guns

* multiple new ammo types

* new loadouts for every mission in the game

* and more that i have not listed

(no new missions though)
  :(

"Life is a box of pipebombs (oh and a rebalance of everything ever)"

coming: when it's done

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #17 on: Today at 01:39:38 am »
a set of bug fixes I made in less than an hour

(maps and scraps)
* fixed the text string for "High Power Burst"
(part 1)

Offline Barghum

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Re: [Submod (s)] Project Xenophobia
« Reply #18 on: Today at 01:44:37 am »
(part 2)
ChemLasers

* fixed an error that made it so that laser goggles self destructed even if you owned them
+ added single usage laser goggles
(warning any laser goggles or their alloy version you owned before this update will become single usage goggles)
* made it so that normal (non breaking) goggles need premotion 3