That's exactly what i meant by "unorthodox methods". I guess it wasn't really that unorthodox! hahaBiohazard063 wrote:Wouldn't you be able to fix that by lengthening the projectile image with some more transparency ?

Holy shit, you're right!!!!!Biohazard063 wrote:Not just that, but when you have 3 augments and you get another, you can just throw it out as well.

I totally forgot about that! I guess i'll just change the required object in the events. The program I use has a function to select all instances of a word at once and edit them simultaneously, so it's not a big deal at all.

Yeah, the sound, explosion and weapon sprite are all placeholders. The sprite's animation was meant for a beam weapon. If you look closely, the back part of those rings at the end of the weapon disappears while firing. (like on, say, the glaive beam.) ...and that sort of thing that turns orange? that makes no sense anymore! This is how it was supposed to look. I'm gonna rework the muzzle to make it look cooler and more suitable for the new version : )Biohazard063 wrote:Should find some custom audio for it though...
...anyhow, this is the artillery's blueprint.
Code: Select all
<weaponBlueprint name="ARTILLERY_SPTX">
<type>LASER</type>
<title>Debilitator Cannon</title>
<short>Debilitator</short>
<desc>Powers a slow, high-powered cannon that fires an overcharged ion bolt. More power means faster cooldown.</desc>
<tooltip>Artillery: Automatically fires a 4-ion-damage bolt that stuns. Pierces 1 shield.</tooltip> <!-- change these -->
<drone_targetable>0</drone_targetable>
<shots>1</shots>
<damage>1</damage>
<ion>4</ion>
<sp>1</sp>
<stun>5</stun>
<fireChance>2</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>0</cost>
<bp>5</bp>
<rarity>0</rarity>
<image>artillery_sptx_bolt</image>
<launchSounds>
<sound>sptxArtilleryFire</sound>
</launchSounds>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull1</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>artillery_sptx</weaponArt>
<explosion>explosion_big1_ion</explosion>
</weaponBlueprint>

EDIT: What about... a bolt that has a high shield piercing but less ion damage? Like 3 sp, 2 ion and 3 damage maybe..? Would 3 damage be too much, in this case? at first glance it sounds alright, but... i dunno. Let's run some tests...

EDIT2: I might go for a 2 ion, 2 damage, 2 sp thing. I could possibly remove the fire chance or the stun... but i don't know, it's a big, scary bolt! It should cause quite the damage. lol