Automatic changelog compile [ci skip]
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<div class="commit sansserif">
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<h2 class="date">21 April 2021</h2>
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<h3 class="author">necromanceranne updated:</h3>
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<ul class="changes bgimages16">
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<li class="balance">Stun batons (not police batons/telebatons) no longer knockdown on leftclick.</li>
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<li class="balance">Stun batons apply a knockdown and tase effect on right click, but once every few seconds (they still don't disarm). They are vulnerable to a shove disarm briefly, however. Standard batons have a cooldown of 5 seconds. Stun prods have a cooldown of 7 seconds.</li>
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<li class="balance">Taser resistance prevents the knockdown, so any chem that grants this (like adrenals) protects you from this knockdown.</li>
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<li class="balance">Stun batons apply a stagger when they hit someone, preventing sprinting for a few seconds.</li>
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<li class="balance">Stun batons respect melee armor for their stamina damage, but their cells, based on max charge, grant armor penetration. For every 1000 charge, they gain 1 armor pen. (Roundstart batons have 15 pen, just fyi)</li>
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<li class="balance">Shoves can disarm you of any item, not just guns.</li>
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<li class="bugfix">Removes a duplicate trait definition for TRAIT_NICE_SHOT.</li>
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</ul>
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<h2 class="date">20 April 2021</h2>
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<h3 class="author">BlueWildrose updated:</h3>
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<ul class="changes bgimages16">
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@@ -29107,3 +29107,19 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
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users
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zeroisthebiggay:
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- rscdel: the box ghost burger
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2021-04-21:
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necromanceranne:
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- balance: Stun batons (not police batons/telebatons) no longer knockdown on leftclick.
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- balance: Stun batons apply a knockdown and tase effect on right click, but once
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every few seconds (they still don't disarm). They are vulnerable to a shove
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disarm briefly, however. Standard batons have a cooldown of 5 seconds. Stun
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prods have a cooldown of 7 seconds.
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- balance: Taser resistance prevents the knockdown, so any chem that grants this
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(like adrenals) protects you from this knockdown.
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- balance: Stun batons apply a stagger when they hit someone, preventing sprinting
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for a few seconds.
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- balance: Stun batons respect melee armor for their stamina damage, but their cells,
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based on max charge, grant armor penetration. For every 1000 charge, they gain
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1 armor pen. (Roundstart batons have 15 pen, just fyi)
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- balance: Shoves can disarm you of any item, not just guns.
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- bugfix: Removes a duplicate trait definition for TRAIT_NICE_SHOT.
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@@ -1,10 +0,0 @@
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author: "necromanceranne"
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delete-after: True
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changes:
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- balance: "Stun batons (not police batons/telebatons) no longer knockdown on leftclick."
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- balance: "Stun batons apply a knockdown and tase effect on right click, but once every few seconds (they still don't disarm). They are vulnerable to a shove disarm briefly, however. Standard batons have a cooldown of 5 seconds. Stun prods have a cooldown of 7 seconds."
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- balance: "Taser resistance prevents the knockdown, so any chem that grants this (like adrenals) protects you from this knockdown."
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- balance: "Stun batons apply a stagger when they hit someone, preventing sprinting for a few seconds."
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- balance: "Stun batons respect melee armor for their stamina damage, but their cells, based on max charge, grant armor penetration. For every 1000 charge, they gain 1 armor pen. (Roundstart batons have 15 pen, just fyi)"
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- balance: "Shoves can disarm you of any item, not just guns."
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- bugfix: "Removes a duplicate trait definition for TRAIT_NICE_SHOT."
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