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Research Nerfs, Fixes #8077
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Research Nerfs, Fixes #8077
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stuff stuff I hope this isn't the real branch
more stuff stuff
viscousbgone
fix exploit hopefully
fix stealing properties off of sticky napalm
makes NRC less shitty to come into contact with (it pain crits you at level 1)
update to neurotoxin plasma, 0.5 to prevent feeding the level 1 relate meta
warrior no longer randomly changes blood type
stops plants from instantly dying if they get low on nutrients (they stop growing instead). revert dumb flushing change from years ago.
speed boost of MST was disgusting
fixed relate bug hopefully probably crossed fingers
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Fix
Fix one bug, make ten more
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Jan 11, 2025
nevermind I'm dumb apparently |
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About the pull request
Fixes Issue #7229, Fixes Issue #7533, and a bunch of other bugs that never got reported. Mostly number changes, I have a big list of other bugs that I'd like to fix but don't know how. Non bug fixes include:
Explain why it's good for the game
When the caps were first put on the upgraded flamer tanks, the contributor who added them said he'd be surprised if they ever got reached. Well we've definitely proven they can be. If a marine wants to be a ghetto flamer specialist, he should at least have to carry a couple flamer tanks instead of lasting all round on just one, and cutting his range by 2 should make it easier for xenos to stay away from him/attack him from a distance. The biomass costs might be too hard of a hit but I think the rest of the changes will be healthier for the game. Range 5 shots/tank will go from 40 to 20.
NGN/ACR (brute and burn healing properties) were given their discount tag to encourage people to make healing drugs instead of godstims every round, but then researchers just started putting max level NGN/ACR on their godstims instead (turning marines into wolverine). PNK and EGN aren't used at all, maybe a slight buff to them encourages those stim goblins to make something different.
Testing Photographs and Procedure
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tags.Changelog
🆑 Nimiety
balance: brute/burn healing properties for research made more expensive, painkilling/electrogenetic properties made cheaper
balance: reverted old flowing property buff, superfuels should be slightly more expensive
balance: research upgraded fuel tanks made more expensive, efficiency and range reduced.
balance: added a slight chemical purge effect to neurotoxin plasma to reflect the sentinel change
fix: chemicals no longer explode for being too viscous and the paining property now causes three times more pain
fix: hydroponics basins no longer instantly kill your plant for running out of fertilizer
fix: ingesting egg plasma should now kill you merely two times over from blood loss, down from four times, and hemositic now conflicts with hemogenic
fix: warriors now share blood plasma with the rest of their evolution line
fix: fixed some exploits with the synthesis simulator
/:cl: