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2.3.x Dev


  • Status effect, FoodHeal, now stacks heal rate and duration deminishingly by 1/StackSize.
  • Fixed a bug where limb joints were not destroyed when enemy dies.
  • Rewrote all tool and clothing system to use EquipmentClass.
    • An EquipmentClass encapsulates all necessary data for handling the equipment's stats and mechanics for handling calculations of equipment stats when equipping and unequipping to when using/wearing the equipment.
    • Now that they are all EquipmentClasses, clothing stats can intermix with weapon stats, enabling the mechanic to have clothing stats that applies to equipped tools and vice versa.
  • Rewrote all item modding mechanics to use ItemModifiers.
    • An ItemModifier encapsulates all information and functionalities of a item modification such as item mods or special attributes such as a Damage mod or a BulletRicochet modifier.
    • Now all EquipmentClass can have any ItemModifier attached and applies stats and mechanics to the player/tool, it will still depends on if the modifier if it has an implementation for the specific EquipmentClass's class type.
    • ItemModifier can also be sourced from status effects e.g. annihilationsoda providing CritBoost status effect, which adds a CriticalShot modifier to the player. This modifier adds 10% crit chance to any equipped weapon. The old system requires every weapon to check for the annihilationsoda status and adds a crit chance, which was coupling code and was not ideal.
    • Now each EquipmentClass checks all the active modifiers to see what functions needs to be calculated and called. E.g. CriticalShot has a OnNewDamageSource function, so when a weapon does damage, if a CriticalShot modifier is active (from annihilationsoda or a weapon sr308 with built-in CriticalShot), it will be expecting a crit damage proc on top of the processing Damage. This system is more standardized and decoupled as the crit damage mechanics is insolated.
  • Added new testing commands to debug if equipment and item modifiers activate and deactivate properly.
    • /equipment listactiveequipments List active equipments including tools being equipped and clothing being worn.
    • /equipment listactivemodifiers List active item modifiers such as mods attached to the equipped tool or clothing or base clothing modifiers from passives.

2.3.0.0