Diseased touch costs 200 blood now. unlocks at 200.
Many vamp abilities increased in cooldown.
Screech shatters windows in a wider range. Cost bumped to 90. Cooldown
doubled.
Vampjaunt cost bumped slightly.
Hypnotize cooldown cut in half.
With the addition of firecode, vamp shadowstep and jaunt now extinguish
your being on fire. More things that light vamps on fire will be added
soon. Expecting nerfs from now on to be vamp counters instead of
ability nerfs.
Tweaks burstfire. Rapid three-shots, and then delay as opposed to rapid
three-fire shots and then more rapid three fire shots.
Added rapidlaser, added to R&D. Barely higher damage output/time than
normal laser. I timed it.
Added Lawgiver, added to R&D. Heavy research reqs. Must decon a
decloner orplasmapistol to unlock it, so idiots won't be discovering it
as easily as you think. Lawgiver hi-ex does average 30 damage on
explosion with low chance to KO. Shot myself and mobs a ton of times.
Unconsciousness is very rare. Pretty weak but very cool. Might
actually buff it, undecided.
Adds incendiary rounds.
Nerfs mental focus. It blasted you by 10-- that's enough to send you
literally offscreen. Downed to 5.
Nerfed chemsprayer more. It's now a huge item, w_class 5. Cannot be
backpacked. Cannot be bluespace backpacked. Totally forgot about
defibs. Will mess with later probably.
Wizard staff is currently a 20-damage laser that can do shrapnels and embeds and does a little knockback. This bumps it up to be on-par with a laser, plus the shrapnel and knockback. It is, of course, and always will be one of the weakest choices a wizard can make. Because you could just teleport into the armoury and steal their laser, or steal the captain's laser instead of wasting a precious spell-slot. But at least it's not a joke now.