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Assortment of Gun Overhaul fixes and QOL changes #504
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Assortment of Gun Overhaul fixes and QOL changes #504
genessee-forgot-his-password-again
wants to merge
38
commits into
PersistentSS13:dev
from
genessee-forgot-his-password-again:patch-6
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genessee-forgot-his-password-again
changed the title
Make firearms harder to print via RnD
Assortment of Gun Overhaul fixes and QOL changes
Jan 21, 2024
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PsyCommando
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🔫 Weapons/Combat Related
Anything related to adding/removing/tweaking weaponry and their effects.
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Jul 7, 2024
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🔫 Weapons/Combat Related
Anything related to adding/removing/tweaking weaponry and their effects.
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Description of changes
After some looking during the test, I noticed that advanced firearms were way too easy to produce easily and en-mass.
This increases their tech levels so that T0 weapons have 2 design stipulations, T1 weapons have 3 design stipulations, and T2 weapons have 4. This makes mass-producing guns a more specialized field rather than something anyone with an RND rig can do flippantly.
Ammunition is 1 design stipulation for T0, 2 for T1, and 3 for T2.
This PR also adds a 'T#' component to the name of each gun (T1-RV, for example) to make it easy to tell which tier the gun is from when looking at it in the research menu.
This PR also changes the titles used in each items atompath from 'simple/handmade/advanced' to 'tierzero/tierone/tiertwo' to make it clearer to see what tier each gun or ammo was from when spawning them in via game-panel.
Why and what will this PR improve
Making guns more complicated to get increases their value significantly and reduces the amount of people having them
Authorship
genessee
Changelog
🆑
tweak: Guns now require more research.
tweak: Guns now have a 'T#' component in their names to more clearly indicate which tier they hail from.
tweak: Guns and ammunitions now have clearer atompath names to indicate their tier.
/:cl: