DOOMSCOOPER buff when? When using one, about 30% of your attacks actually land when hitting, even though you get hitmarkers. Its pretty difficult to use, and considering you need about 5-6 hits to match, say, a Legbiter in damage, that sorta sucks.
Can the mobility be increased (to about 20 or 24%) so that its easier to "keep up" with someone you're melee'ing? Also, make them hit better ty
Added the new Damagelog version to TTT1 only for beta testing. This has death scene functionality, so we need to test to make sure it works with our systems and is optimized enough to not lag us.
Changes
The crate progression screen now shows the total amount of each crate you have opened. (if you already maxed a crate, it has to estimate a starting value since it stopped tracking at max previously).
Swapped Perk 4 and Perk 3.
Adjusted the crate open sound a bit (do note, this is still the same exact sound we've always used. It just 'winds down' as the animation slows)
Adjusted Turtle nades a bit.
Fixes
Fixed various bugs related to the new crate and progression system.
I made this about 6 or so months ago after the first enhanced crate and never really told anyone about it, figured i'd get it off my chest now.
It's basically an enhanceable weapon but depending on what stats you max the weapon will change.
-------------------------------------------------------------------------------------------------------------------------------------------------------------- Let it be known that this is an idea, take it with a grain of salt please.
I will answer any questions you have below.
Added Enhanced Crate III. Huge shout out to Tobias for his work on this. (Do note, buying these from the coinshop makes them untradeable)
Added the Crate Progression system. You can access it via !crate or !crateprog, from the "Crate prog." button in the Inventory, or on the crate opening menu itself.
This system gives every crate series a level and a 'perk tree' inwhich each perk requires that 'series' to be a certain level to unlock.
You gain XP by opening crates of that series. Certain perks and the XP curve are likely to be rebalanced so be sure to submit your feedback. The goal is to give something a bit more to try and accomplish on FRG and give more Incentives to buy/open crates even if you don't get anything 'good'.
Added a "Roll Speed" slider to the Crate Open UI.
Added the ability to charge crystals with cyrstals of the same type.
Changes
Changed up the crate animation a bit. A new sound, and the icons shrink less during the animation.
T Weapon Changes
Plasma net
It now will only slow when hit upclose, and only freeze at a decent distance away.
The duration of the slow/freeze is 5 seconds vs 15 seconds.
The projectile will gain speed the longer it travels.
Bear trap
Still deals 40 damage.
No longer holds the victim in place. Instead it slows for 5 seconds, and removes the ability to jump.
It's a Lerp'd slow, meaning it starts off slow and you slowly regain your speed back over the 5 second period.
Barnacle
You can no longer place barnacles above teleport destinations.
You can now fight back while trapped in a barnacle.
Barnacles now have 600hp vs 100 hp.
Turtle nade
Doubled the amount of turtles.
Increased their health by 50%.
Increased their damage to 12 vs 10.
Fixes
Fixed certain items trait/suffix chances not displaying properly.
Ban the Unbanned Bandit used a refreshing rune to reset our cooldown for cavern, which we had just run.
He attempted to start the event afterwards. It didn't work, and the rune told him to rejoin.
He proceeded to rejoin. It disbanded the party, when he got back, his cooldown was gone.
Since it told him to rejoin, I figured I should rejoin and so did one other member of our party.
When we attempted to start it, it told us that all other members of the party still had a cooldown (or at least Bison and I, which were the ones who had rejoined.)
It may be personal error for other players rejoining, I'm not really sure how the runes work, but the rune was consumed and we didn't get to run Cavern.
Was just wondering if this was a bug or we fucked up.