Update 2.1.0 - Incendiary Tweaks
[p]Hello![/p][p]Turns out the engine update broke the fire pools left by Molotovs. Enemies could run right into them and push them away without burning to a crisp, which looked very silly.[/p][p]While I intended this patch to be a simple bug fix, I ended up having to tweak the mechanics for fire pools to address it. Hence why this is Update 2.1.0 instead of Update 2.0.2.[/p][p]And since I was already playing with fire, I slightly buffed the Incendiary SMG because I felt like it. [/p][p]It's pretty hard to debug issues with fire pool collision since it's so closely tied to the engine, so please let me know if you still see them acting strangely.[/p][p][/p][p]Size: 3.7 MB[/p][p][/p][h3]Balancing & Tweaks[/h3][p]Fire Pools[/p]
- [p]Hopefully fixed fire pools colliding with enemies instead of burning them as expected.[/p]
- [p]Fixed fire pools occasionally bouncing off walls or moving around on their own by disabling wall collision.[/p]
- [p]Fixed fire pools still burning enemies for a brief period after disappearing. As a result, their duration has been reduced by ~11%.[/p]
- [p]Reduced fire pool duration by ~11%.[/p]
- [p]Increased fire pool duration by ~15%.[/p]
- [p]This factors in the previously mentioned duration reduction.[/p]
- [p]Increased fire pool radius by 20%. [/p]
- [p]Fixed certain particle effects causing error spam in the logs.[/p]
- [p]Fixed enemies being able to path through walls in the "whatever" room. [/p]
- [p]Fixed enemies blowing themselves up if they were alerted while looking at an explosive barrel. Don't ask.[/p]
- [p]Fixed the "Additional Ricochets" option for the Ricochet Rounds mutator displaying decimal places. No, you can't have half a ricochet.[/p]