Fixes:
-FTLs can now demote themselves
-Pressing "B" (weapon swap) without Street Samurai will stop the char immediately
-Tied the loot respawn in the final room on polymer lab to the npcs in that room. (Loot respawns only when the mobs die)
-Fixed some drug messages
-Fixed some very minor worldmap fog issues.
-Fixed several bugs relating to loot respawn in robco/polymer
-map fixes and updated nukacolamachine graphics
-Adjusted respawn time of polymer NPCs
Changes:
-Capped Run speed to 10 hex/second.
-More grenade stock in the merchants.
-Removed ability to throw nades when under RAGE COLA.
-Increased polymer difficulty slightly (and loot)
-Buffed Scoring for medical actions
-Score for defib
-Score for usage of medical items
-Score for healing bleed
-Buffed AP Drain , Now also disables target's AP regen+ for 1.5 seconds per application. Stacking.
-Changed projectiles missing behavior
-FTLs can now use RTS-mode (not just leader of a squad).
-Using an opened container now displays its contents instead of closing it.
-Using steal on a container now closes them
-Lowered cost of sPA from 20 PA frags to 5, comes in normal quality. ( Manually Built PA is still perfect )
-Repairing PA now has chance equal to the parts required to repair to lose quality
-Merchants now sell items with Outstanding quality instead of Perfect
-Mustard Gas now inflicts 15 bleed ontop of the poison
Additions:
-Repair kit added, put the item you want to repair on the ground and use the kit on it ( Like you're defibbing your item ).
-Added map name in the squad list for most maps, including sewers, HQ and upper levels of the core.
Changes/Additions to RobCo level 2:
Now the hard robots are not present by default, and the good loot is moved to the armory (which replaces the toilets on the previous map). To get to the armory, you have to use the terminal next to the armory door. To be able to log in, however, you have to first obtain a keycard from elsewhere in the level (hint: check the office). With the keycard you can log in, which will then trigger a security alert, which in turn closes the doors into the top right part of the map (cutting in half anyone unfortunate enough to stand in the doorway!). Oh, and it also spawns extremely deadly turrets and robots.
After the security lockdown, nobody can leave or enter the locked down area (which includes the armory). Anyone trapped inside have approximately 20 minutes to kill the robots, or die trying. If the time is up, all players inside the area will die. If all players inside are killed, all loot on the map will be teleported into the armory, the robots and turrets are removed and the lockdown is lifted (the armory remains locked).
If the players manage to kill all the turrets and robots, the armory will unlock for 20 minutes and the lockdown is lifted. After 20 minutes, the armory door slams shut, instantly killing anyone with the brilliant idea to force it to remain open by standing there. Anyone trapped inside the armory will be stuck until it opens the next time (keep in mind it is a no logoff zone).
Also, the loot amount is greatly increased.