Merge branch 'master' into balancing-payload_system

This commit is contained in:
SomeonesShade
2025-06-30 18:15:08 +08:00
committed by GitHub
138 changed files with 1357 additions and 471 deletions

View File

@@ -3437,7 +3437,6 @@ public class Blocks{
hitEffect = Fx.hitLancer;
despawnEffect = Fx.none;
status = StatusEffects.shocked;
statusDuration = 10f;
hittable = false;
lightColor = Color.white;
collidesAir = false;
@@ -3489,7 +3488,6 @@ public class Blocks{
despawnEffect = Fx.blastExplosion;
status = StatusEffects.blasted;
statusDuration = 60f;
hitColor = backColor = trailColor = Pal.blastAmmoBack;
frontColor = Pal.blastAmmoFront;
@@ -3915,7 +3913,6 @@ public class Blocks{
collidesGround = true;
status = StatusEffects.blasted;
statusDuration = 60f;
backColor = hitColor = trailColor = Pal.blastAmmoBack;
frontColor = Pal.blastAmmoFront;
@@ -4385,6 +4382,7 @@ public class Blocks{
targetInterval = 5f;
newTargetInterval = 30f;
targetUnderBlocks = false;
shootY = 8f;
float r = range = 130f;
@@ -4421,7 +4419,6 @@ public class Blocks{
);
scaledHealth = 210;
shootY = 7f;
size = 3;
researchCost = with(Items.tungsten, 400, Items.silicon, 400, Items.oxide, 80, Items.beryllium, 800);
@@ -5455,7 +5452,6 @@ public class Blocks{
hitEffect = Fx.hitLancer;
despawnEffect = Fx.none;
status = StatusEffects.shocked;
statusDuration = 10f;
hittable = false;
lightColor = Color.white;
buildingDamageMultiplier = 0.25f;

View File

@@ -111,7 +111,7 @@ public class SectorPresets{
}};
fungalPass = new SectorPreset("fungalPass", serpulo, 21){{
difficulty = 4;
difficulty = 2;
}};
infestedCanyons = new SectorPreset("infestedCanyons", serpulo, 210){{

View File

@@ -3829,8 +3829,10 @@ public class UnitTypes{
engineSize = 4.8f;
engineOffset = 61 / 4f;
range = 4.3f * 60f * 1.4f;
abilities.add(new SuppressionFieldAbility(){{
reload = 60f * 8f;
orbRadius = 5.3f;
y = 1f;
}});
@@ -3846,36 +3848,59 @@ public class UnitTypes{
recoil = 1f;
rotationLimit = 60f;
bullet = new BulletType(){{
bullet = new BasicBulletType(4.3f, 70f, "missile-large"){{
shootEffect = Fx.shootBig;
smokeEffect = Fx.shootBigSmoke2;
shake = 1f;
speed = 0f;
lifetime = 60 * 0.496f;
rangeOverride = 361.2f;
followAimSpeed = 5f;
width = 12f;
height = 22f;
hitSize = 7f;
hitColor = backColor = trailColor = Pal.sapBulletBack;
trailWidth = 3f;
trailLength = 12;
hitEffect = despawnEffect = Fx.hitBulletColor;
keepVelocity = false;
collidesGround = true;
collidesAir = false;
spawnUnit = new MissileUnitType("quell-missile"){{
targetAir = false;
speed = 4.3f;
maxRange = 6f;
lifetime = 60f * 1.4f;
outlineColor = Pal.darkOutline;
engineColor = trailColor = Pal.sapBulletBack;
engineLayer = Layer.effect;
health = 45;
loopSoundVolume = 0.1f;
//workaround to get the missile to behave like in spawnUnit while still spawning on death
fragRandomSpread = 0;
fragBullets = 1;
fragVelocityMin = 1f;
fragOffsetMax = 1f;
weapons.add(new Weapon(){{
shootSound = Sounds.none;
shootCone = 360f;
mirror = false;
reload = 1f;
shootOnDeath = true;
bullet = new ExplosionBulletType(110f, 25f){{
shootEffect = Fx.massiveExplosion;
collidesAir = false;
}};
}});
fragBullet = new BulletType(){{
speed = 0f;
keepVelocity = false;
collidesAir = false;
spawnUnit = new MissileUnitType("quell-missile"){{
targetAir = false;
speed = 4.3f;
maxRange = 6f;
lifetime = 60f * (1.4f - 0.496f);
outlineColor = Pal.darkOutline;
engineColor = trailColor = Pal.sapBulletBack;
engineLayer = Layer.effect;
health = 45;
loopSoundVolume = 0.1f;
weapons.add(new Weapon() {{
shootSound = Sounds.none;
shootCone = 360f;
mirror = false;
reload = 1f;
shootOnDeath = true;
bullet = new ExplosionBulletType(110f, 25f) {{
shootEffect = Fx.massiveExplosion;
collidesAir = false;
}};
}});
}};
}};
}};
}});
@@ -3909,6 +3934,8 @@ public class UnitTypes{
int parts = 10;
abilities.add(new SuppressionFieldAbility(){{
reload = 60 * 15f;
range = 320f;
orbRadius = orbRad;
particleSize = partRad;
y = 10f;