Balancing Claridyl 2

Buffed fake damage output even more but made it conditional on having brute damage
converts brute to fake damage at 1:5 ratio
This commit is contained in:
Sharkmare
2019-02-10 17:52:11 +01:00
committed by GitHub
parent 3cdd3ad60f
commit c1aa134c1a
@@ -81,8 +81,9 @@
if(alien != IS_DIONA)
M.add_chemical_effect(CE_STABLE, 30)
M.add_chemical_effect(CE_PAINKILLER, 40)
M.adjustBruteLoss(-1)
M.adjustHalLoss(3)
if(M.getBruteLoss()) //Probably should just do the conversion instead of being such a massive crippling downside
M.adjustBruteLoss(-1)
M.adjustHalLoss(5) //A single unit could make you bedridden shortly if you have a lot of brute
//many many side effects all listed in AS Commercial
if(prob(0.0001))//Side effects incluide death, this seems like a good "balanced" inclusion of it
M.adjustToxLoss(50)//instant crit for tesh