May Update | Weapons & CombatSystem
Hi everyone,
it's time for a new update and this one is about the final implementation of the weapons and their network functionalities plus the related combat system and some nice new blood effects.
[h2]Melee Weapons[/h2]
Melee weapons are an important part of the game and they are also very effective in higher technology levels. At the moment there are 3 different types of them in the game which are the:
In relation with the melee weapons I have also added some tools to block them and these are the shields. Shields can not only block melee attacks but also range weapon attacks. The following ones are implemented now:

[h2]Combat Calculator[/h2]
The combat calculator decides based on some special factors if a hit of a melee or range attack is valid or blocked by a shield. If it is valid, an injury will be applied to the target taking the current damage value. If it is blocked, then a particle effect is spawned.
For melee weapons there are the following factors:
The chance if an attack hits, is calculated by the weapon force and the defence value.
If both of these values are the same, the chance is 50/50.
For the range weapons there are the same values which are consisting of:
The calculator works here in the same way like for the melee weapons but with the difference that a shield is only protecting in a 180° angle around the front of a colonist. This means that arrows or projectiles can injure colonists when they are shot in their back.
Note: All values / factors are influenced by the related skill value of each colonist.

[h2]Bow & Crossbow[/h2]
The bow and the crossbow are the first available range weapons in the game.
Both of them are shooting arrows and like with all range weapons, it is also possible to fight in melee battles with them.

[h2]Firearms[/h2]
These weapons have a very similar functionality like the arrow shooting weapons.
The most significant difference is that they have a much higher penetration force which allows them to easily shoot through shields with a low defence value. At the moment there are the following firearms in the game:

[h2]Heavy Weapons[/h2]
The rocket launcher as well as the flame thrower are defined as heavy weapons and they are the only 2 colonist weapons in the game which require an additional item to can be used.
The rocket launcher needs rockets and is spawning an explosion at the hit point and the flamethrower needs fuel and is applying a burning injury to the target.
Note: At the moment, the flamethrower has only a very simple functionality because there is no real temperature / fire system implemented.

[h2]Turrets & Artillery[/h2]
Turrets are a very helpful tool to defend your colony. They have the same functionality like the pistol and the only requirement for their expected functionality is a connection to a power system.
The artillery is a long distance weapon and it nearby works in the same way like before, but I have added a new reloading functionality plus an aiming time which is also working over the network now.

[h2]Blood Effects[/h2]
In connection with the combat system I have updated the particle system of the blood impact effect and have added a new blood effect which can cover the body, clothes and weapons of a colonist.

[h2]Update Video[/h2]
I have also uploaded a new update video which shows all the weapons and their functionalities in action :)
https://www.youtube.com/watch?v=EooKigsRVHI
Hope you all have a good day,
Cheers!
Additional links:
Discord | Reddit
it's time for a new update and this one is about the final implementation of the weapons and their network functionalities plus the related combat system and some nice new blood effects.
[h2]Melee Weapons[/h2]
Melee weapons are an important part of the game and they are also very effective in higher technology levels. At the moment there are 3 different types of them in the game which are the:
- Axe
- Steel sword
- Modern sword
In relation with the melee weapons I have also added some tools to block them and these are the shields. Shields can not only block melee attacks but also range weapon attacks. The following ones are implemented now:
- Wooden shield
- Steel shield
- Modern shield

[h2]Combat Calculator[/h2]
The combat calculator decides based on some special factors if a hit of a melee or range attack is valid or blocked by a shield. If it is valid, an injury will be applied to the target taking the current damage value. If it is blocked, then a particle effect is spawned.
For melee weapons there are the following factors:
- Melee weapon damage
- Melee weapon force (penetration force)
- Melee weapon defence
The chance if an attack hits, is calculated by the weapon force and the defence value.
If both of these values are the same, the chance is 50/50.
For the range weapons there are the same values which are consisting of:
- Range weapon damage
- Range weapon force (penetration force)
- Range weapon defence
The calculator works here in the same way like for the melee weapons but with the difference that a shield is only protecting in a 180° angle around the front of a colonist. This means that arrows or projectiles can injure colonists when they are shot in their back.
Note: All values / factors are influenced by the related skill value of each colonist.

[h2]Bow & Crossbow[/h2]
The bow and the crossbow are the first available range weapons in the game.
Both of them are shooting arrows and like with all range weapons, it is also possible to fight in melee battles with them.

[h2]Firearms[/h2]
These weapons have a very similar functionality like the arrow shooting weapons.
The most significant difference is that they have a much higher penetration force which allows them to easily shoot through shields with a low defence value. At the moment there are the following firearms in the game:
- Pistol
- Shotgun
- MP5
- AK47
- Sniper rifle

[h2]Heavy Weapons[/h2]
The rocket launcher as well as the flame thrower are defined as heavy weapons and they are the only 2 colonist weapons in the game which require an additional item to can be used.
The rocket launcher needs rockets and is spawning an explosion at the hit point and the flamethrower needs fuel and is applying a burning injury to the target.
Note: At the moment, the flamethrower has only a very simple functionality because there is no real temperature / fire system implemented.

[h2]Turrets & Artillery[/h2]
Turrets are a very helpful tool to defend your colony. They have the same functionality like the pistol and the only requirement for their expected functionality is a connection to a power system.
The artillery is a long distance weapon and it nearby works in the same way like before, but I have added a new reloading functionality plus an aiming time which is also working over the network now.

[h2]Blood Effects[/h2]
In connection with the combat system I have updated the particle system of the blood impact effect and have added a new blood effect which can cover the body, clothes and weapons of a colonist.

[h2]Update Video[/h2]
I have also uploaded a new update video which shows all the weapons and their functionalities in action :)
https://www.youtube.com/watch?v=EooKigsRVHI
Hope you all have a good day,
Cheers!
Additional links:
Discord | Reddit