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feat: Ground Combat 2.0 #726
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Inverts values so Damage reduction works as intended
Changed ARP values to make it more sensible and allow for extension in the future.
The base branch was changed.
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Labels
Area: Sprites
Changes to sprites/images or their under-the-hood functionality
Category: Balance
Affects game balance
Size: Warning
Status: Stale
No activity for more than a week
Type: Docs
Changes to documentation files
Type: Feature
Adds something new
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This is a placeholder PR, just so stuff won't get lost. I'm not sure if this whole thing will work out in the end, or if I'll have to scrap it.
Purpose
Describe your changes/additions
obj_enunit/Alarm_0.gmlis refactored.scr_shootis refactored (killed).scr_cleanis refactored (WIP).scr_shootis refactored.Armour Piercing and Armour are reworked
Max Kills are now Attack Count
Damage formula is a bit reworked
How enemy weapon stacks pick player columns to attack
How enemy weapon stacks pick targets after picking a column
Enemy and player vehicles are no longer made of paper
Weapon reload mechanic (broken now, due to weapon stack constructor introduction)
reload(wip name), means how many turns it'll take to reload the weapon.reloadamount of time to reload it to full capacity.Global enemy accuracy multipliers per faction
doomvariable, that was nerfing a bunch of shit for enemies, depending on the faction.Item rebalance P2
What can/needs to be improved/changed
scr_cleanabomination. It's became very big and inefficient.Testing done
Related things and/or additional context