Files
Bubberstation/code/modules/projectiles
SmArtKar c108ef79ac Healium bolts now embed and heal/knock out passively over time instead of being instant and unblockable (#91481)
## About The Pull Request

Healium bolts now heal you for 5 of each damage per second for 6 seconds
before falling out, while applying 2 seconds of drowsiness. If you have
at least 5 seconds of drowsiness (after 4 seconds of processing, because
we add 2 and it gets deducted by 1 afterwards) you get knocked out for 3
seconds (similarly to how it worked before, but with 1 additional second
left of processing if you were only shot by one bolt, you end up knocked
out for 4 seconds). It takes 1.5 seconds to rip one out, so you should
be able to react to being shot by one unless the attacker follows it up
with a melee distruption. Bolts that fall out restore their charges, but
only one bolt at a time can be putting the target to sleep.

https://github.com/user-attachments/assets/7936895e-f4dc-4bd6-847f-495c7f1202db

Video is a bit outdated, delay before knockout been bumped by a second.

###### This is a commission for Ezel/Improvedname

## Why It's Good For The Game

Healium bolts are an instant knockout that could be mass-produced to
either instantly win fights, or thrown at medbay to quickly hit corpses
by poking them over and over again as bolts didn't even embed, so
players can instantly reload and shoot them again. It was either making
them harder to produce, or reducing the effects, and former wouldn't
solve the knockout issue.
They also didn't care about block values, so even if you blocked or
reflected one you'd still get knocked out. lol

## Changelog

🆑
balance: Healium bolts now heal and knock out overtime while being
embedded instead of being instant.
balance: Healium bolts dissolve after being embedded for 6 seconds and
don't work on corpses
fix: Healium bolts no longer ignore being blocked/parried/reflected
/🆑
2025-06-29 13:47:00 +10:00
..