![]() ![]() After that it won't be able to heal at all anymore. Now when that happens, if it manages to heal itself as high as it can. If you hurt it enough it will trigger a state where it runs away from you until it's healed enough. It used to be able to heal itself forever. Added a healing limit for Roach(that green imp replacer that has a lot of health), and gave it an additional alternate attack. I'd recommend starting from "25% chance" if you feel like you need it. Normally ammo drops from monsters will only give you half the value, but these will give full. For example if you're playing something that doesn't have many zombie enemies, you're also not going to get any extra ammo. Options are: OFF, 25% chance, 50% chance, 75% chance, Always, Always + equal chance for every ammo type. Added an option for non-zombie monsters to also drop ammo. Nerfed the damage output of Uberchain and UnmakerGuy. Zombie replacers that used to drop cells on death(plasma zombies etc.) now only have a 25% chance to do so. And a very small chance to drop one of those ammo kits as a bonus. Now each monster that drop ammo has a small chance to drop an extra clip or shell. Ammo is no longer replaced by anything, so it shouldn't cause ammo related conflicts with weapon mods anymore. ![]()
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