04-26-2016, 09:21 PM
(This post was last modified: 05-16-2016, 01:27 PM by Noah Buttes. Edited 10 times in total.
Edit Reason: EVEN MORE CHANGES
)
Changelog:
Edit: new changes are in bold
- Emergency suits should no longer be QUITE as useless as they are
- swat helmets are actually better than normal helmets now
- heavy armor is now actually useful.
- Industrial armor is no longer weaker than a normal space suit.
- Batman mask now has a bat respirator.
- Completely changed the values used for material fabrication, should prevent things like making industrial armor with just molitz, pharosium, and mauxite.
- Increased the amount of helium in helium tanks, 1000 units is way too low to actually run a balloon stand
- Made the wrestling belt compatible with mechanics scanners
- Made Syringe guns compatible with mechanics scanners
- Fixed a whole bunch of armor issues
- Made cloaking devices appear in surplus crates
- Re-added the syndicate command helmet
- Attempted fix for NASSA space suit not working properly
- Re-enabled spacewear masks
- Significantly reduced the number of masks that qualify as spacewear. If you want to be a space horse, you'll need a helmet.
- No more 240 unit water can/oil can chem grenades. Sorry.
- Made robusttec implants inject epinephrine instead of non-existent inaprovaline
- Made a new helmet to go with heavy armor instead of the NT Helmet. It's really heavy and dark.
- Made item and mob sprites for said helmet!
- Plasma glass is more secure!
- More utility for gemstones!
- Normal space suits are slightly faster now.
- Engineering space suits are now twice as slow as normal suits
- They have been made more fire resistant to compensate and be more true to their original purpose
- Emergency suits can now travel 36 tiles before ripping becomes a possibility
- Industrial space armor is way more expensive to copy at mechanics
- Added a little something for miners and roboticists to actually try to cooperate together on
- Nike
Edit: new changes are in bold