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Misc changes for Werewolf Hunters and Werewolves #23021
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We should give them a pouch for some of this stuff; the belt's overstuffed with eight items. Herb pouch? |
yeah that's a good idea. grenade pouch in a pocket |
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About the PR
Adds a couple items for the Werewolf Hunter gimmick job:
A silver dagger that's sorta like the syndicate dagger, but doesn't have the instant knockdown on non-wolves.
Variants of thing_thrower grenades, one that's aconite
A status effect for werewolves called "werewolf_bane" that gets applied in a couple ways now, via the silver dagger listed above, and being hit with aconite. Applies minor debuffs, and deals some tox damage. ( I should probably make silver bullets/crossbow bolts add to this statuseffect over time while implanted in a wolf, but I'm going to save that, and improving the effect, for after giving wolves some changes)
Make the regeneration bioerffect that wolves inherit from replenish blood a bit faster. The base effect does like 1 blood per tic, but the werewolf effect does 8.
Why's this needed?
Werewolf Hunters are cool, I wanted to give em some more unique gear. And it followed that I add some effects to wolves that are somewhat related and wanted to do
Changelog