Tax Evasion 3D v1.1 - Alternate Methods of Destruction
And the time has come, now proudly presenting:
1.1 - ALTERNATE METHODS OF DESTRUCTION
This is an update focused on ironing out some of the lacking areas, plus some weapon-centric additions and changes. Without further ado, let's get to those changes...
WEAPONS:
AUTOMATIC SHOTGUN
The Auto Shotgun has had a handful of nerfs in an effort to balance it with the others much nicer.
- Decreased the shell ammo capacity to 80 stock, and 120 with backpack.
- Decreased the amount of pellets per shot and increased damage-per-pellet. This is intended to reduce stunlocks while retaining the same damage output.
- Increased recoil, both camera and physical; now it requires more "attention" while using, as it needs to be controlled more intensively.
- Severely slashed its chance to trigger pain states.
- Increased spread to push it further into its CQB-oriented niche.
ASSAULT RIFLE
The Assault Rifle has been given a makeover with a new set of sprites from LossForWords. The rifle was intended to be much more G3-esque, so this was a long time coming for me. Internal changes are...
- Increased spread on sustained fire.
- Increased recoil from the hyper burst (first two rounds)
- Given a much lower chance to trigger pain states. The rifle was meant more for damage output than stunlocks anyhow.
NAILGUN
The Nailgun was a weird case at first, in that it had a rare ammo type but emphasized using ludicrous amounts of rounds. This has hopefully been rectified with a handful of changes.
- Added a scope. When zoomed in, the rate of fire slows in favor of pinpoint accuracy and completely removed wind down.
- Dramatically lowered the unscoped wind down time overall.
- Slightly decreased projectile damage.
ROCKET LAUNCHER
The Rocket Launcher has now had its intended functions sort of split.
- Restored the splash damage radius to vanilla.
- The scope now provides a unique function. Zooming in will increase rocket speed and direct-hit damage, at the cost of decreased splash damage and radius. This should honor the precision-rocket intention while also giving the user an option for splash damage usage.
REMOTE BOMBS
- Restored the ability for bombs to bounce on liquid flats instead of disappearing.
SCHOCKGEWEHR
The Schockgewehr is perhaps victim to a meta-breaking change to stunlocking.
- Reworked Tesla damage as a whole. Stuns are no longer guaranteed, but are now a fixed chance per-species; 77% for Agents, 50% chance for Robots, 25% chance for Experiments, and 0% chance for Digital and Boss enemies.
RAILGUN
- Increased the speed of projectiles when scoped in.
BONE RATTLER
Admittedly I failed to consider how different the use cases are for the two main Rattler functions, so they've been split.
- Primary fire now fires a ripper skull that passes through enemies and deals constant damage. No longer explodes into a ring of tesla balls on impact. Costs 2 Supercells.
- Secondary fire now launches a slower skull that explodes on first impact, sending out the ring of tesla balls. Costs 5 Supercells.
ENEMIES:
SOLDIER
- Fire rate increased.
- Chance to stop firing decreased.
- Grenades now bounce a fixed 3 times before they land and explode.
LASER GUNNER
- Laser projectile speed majorly decreased.
HYBRID
- Rockets reworked. Now emit a notable beeping sound to indicate their difference from other rockets. Turn radius and speed dramatically reduced and far less accurate.
- Height and radius restored to default Revenant size.
TRENCH BUSTER
- Height and radius restored to default Mancubus size.
ENFORCER
- Chance to stop firing much lower.
- Rockets are now slightly faster.
DIGITAL GOD
- No longer stunned by Tesla damage types.
- Pain chance reduced.
- Now has an alternate attack. The Digital God can now summon two "Digiskulls", small, weak flying enemies that can revive dead Agents and attack you independently.
HADES
- Pain chance reduced.
- Rocket speed increased.
- Flamethrower reworked; now no longer instantly kills you!
- Railgun attack chance increased.
- No longer stunned by Tesla damage types.
NIGHTCRAWLER
- No longer stunned by Tesla damage types.
ITEMS:
- Nailgun ammo now added to the Bullet ammo spawn pool instead of the Cell ammo spawn pool; it can replace either small or large pickups.
- Supercells can now also replace small Cell ammo pickups.
- New item added to the Blursphere replacements:
- Spoiler
Nepeta, an inventory powerup. Can be used at your discretion, giving a short, 10-second period of invulnerability for tight situations. Does not inherit the Medallion of Reflection's reflective properties.
MENU:
The menu now features a new section: Visual Options
- Pertains to visual toggles. This includes new options for toggling fire, laser, and plasma visual effects.
- Weapon effects have also been moved here.
FIXES AND OTHER SMALL ADJUSTMENTS:
- Fixed the Combat Shotgun using two shells per shot.
- Soldier grenades no longer leave behind a second grenade.
- Fixed a bug where pipebomb ammo could be picked up regardless of whether or not your capacity was full.
- Tweaked flame effect rendering.
- Fixed a bug that caused Heretic's Wings of Wrath to just... Vanish entirely.
- Cleaned up further unused assets and code.
Files
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