01-27-2025, 12:57 PM
(This post was last modified: 01-27-2025, 12:58 PM by NOOT. Edited 2 times in total.)
Make full space protection still grant vampires sunlight immunity. more relevent on ocean maps than space maps.
Glare will still cause a disorient effect on sunnied individuals, (like 8 seconds of missteps and slowdown), so even if you do glare a random staffie in a gasmask and sunnies, the cooldolwn isnt /completely/ wasted.
definitely a glare sound reductions, in exchange for a small burst of light around the vampire when it is used, blocked by walls.
increase the frequency of drink blood ticks to match the action-cooldown speed of drinking an inhand item, but reduce blood amount gained to compensate. Its very easy to tell the difference between a vampire drinking blood and a staffie drinking from a pitcher just due to the time between each sip.
Coffin escape direction has a small randomization of direction at the start of the animation before correcting after about 2 screen lengths. This stops experienced players being able to directly pinpooint where the coffin would be based on the initial direction of the escape sprite.
Escape coffins sprite is only revealed in candlelight or torchlight (not PDAs), and is invisible and walkthroughable when unrevealed, like a floor closet.
Glare will still cause a disorient effect on sunnied individuals, (like 8 seconds of missteps and slowdown), so even if you do glare a random staffie in a gasmask and sunnies, the cooldolwn isnt /completely/ wasted.
definitely a glare sound reductions, in exchange for a small burst of light around the vampire when it is used, blocked by walls.
increase the frequency of drink blood ticks to match the action-cooldown speed of drinking an inhand item, but reduce blood amount gained to compensate. Its very easy to tell the difference between a vampire drinking blood and a staffie drinking from a pitcher just due to the time between each sip.
Coffin escape direction has a small randomization of direction at the start of the animation before correcting after about 2 screen lengths. This stops experienced players being able to directly pinpooint where the coffin would be based on the initial direction of the escape sprite.
Escape coffins sprite is only revealed in candlelight or torchlight (not PDAs), and is invisible and walkthroughable when unrevealed, like a floor closet.