And here's how the poison sprayer will work in battle. As you can see, it differs quite a lot from the previous guns: firstly, the sprayed cloud slows down over time and does not leave a certain radius around the source; secondly, the longer it exists, the less damage it does, both direct and from lasting poisoning effect; thirdly, in attack mode, the cloud is also blown away by the oncoming air flow, which further reduces the sprayer's radius; and fourthly, the cloud is sprayed not at once, but over a certain period of time, which allows to choose between the size of the affected area and the damage caused, rotating the gun during shooting.
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In attack mode, the behavior of mobs will not vary as much as in defense mode. In the end, all living or otherwise creatures in this mode want only one thing - to get as far away from Wilfred and his tank as possible, and there are not so many ways to achieve this goal. But shooters, for example, will still try to destroy the death machine while there is enough distance to it. Shamans and other mobs with support functions will also cast their effects on allies. However, as soon as they get too close to the tank, the instinct of self-preservation steps forward, and they stop any activity other than running away as fast as they can. This distance, by the way, is dynamic - the faster the tank moves, the more the range attacks distance interval for each mob will shift to the right.
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Obviously, new characters mean new cutscenes. So I provided the first with the second. And somehow they ended up connected with a story of the Slaughtro axe, showing the story of how Wilfred did aquire it and its use in practice - quite bloody, I must say. As before, the presence of new characters in the story after the first encounter is purely optional, as the dwarf, in a fit of bad mood, is quite capable of hacking to death both Porck and Whelp.
This time I almost managed to keep from traditional modification of the cutscenes and their editor, apart from adding a new command to move the camera, using curves and an anchor, similiar to command moving actors, and adding an autoselection of command names, so that the accidentally entered "dialog_wilfred_5", when the cutscene already contains both "_6", and "_7", simply turned straight into "_8", instead of throwing an error. As the cutscenes in current state can easily contain a hundred or two commands, it’s quite easy to lose count in their names.
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