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Aftershock: Toxic Weaponry #73691
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Fris0uman
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CleverRaven:master
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John-Candlebury:afs-toxic-stuff
May 17, 2024
Merged
Aftershock: Toxic Weaponry #73691
Fris0uman
merged 5 commits into
CleverRaven:master
from
John-Candlebury:afs-toxic-stuff
May 17, 2024
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Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>
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Summary
Mods "Aftershock: Add poison based bullets, grenades and 'toxic flamethrower'"
Purpose of change
Making a sci-fi greenhouse where you could use incredibly toxic pesticide as a weapon, I noticed that the toxic part was actually getting quite weighty.
So these are toxic weapons for the mod. Mostly balanced around doing enough damage to counteract Moxphore regen. So they are pretty deadly, hazmat suits or prayers recommended.
Describe the solution
Creates a "fataly poisoned" effect that quickly kills anything organic (for human HP foes its fatal in about 5 turns) and several ways to apply it through direct attacks or map fields. The effect can be resisted with antivenom or through a few extra mod means.
Creates a new toxin type damage types for stabbing weapons and ballistic weapons. These work exactly as the base types but add the fatally poisoned effect if any damage is dealt.
Although flavored slightly differently from each other, all of these share the same effects and fields for simplicity sake.
Adds:
Describe alternatives you've considered
Testing
Used toxic weapons against diverse foes to ensure the effect immunities and armor levels were working correctly,