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I have a bug where if i use the start of now they fear you my colonist wont be able to give birth to any bebes(i have a colony of 8 copies of the starting chara i have also tested in the dev mode trying to force birth a new colonist from the start). sooooo i hope the dev of this mod can fix it unless its intentional.
I dropped the damage values on the UAC HAR/Cannon/Chaingun. They're still high compared to most other weapons in that category (25 damage for HAR & cannon, 28 for chaingun). I upped the cannon's range and distant accuracy, while dropping its cooldown. On the Crucible, I took it from 777 damage to 77. The Crucible is supposed to be OP, but lets be reasonable here. I reduced the cooldowns a bit too, from 1.0 to 0.8.
Also, all of these got big increases to their market value, and some increases to difficulty to craft and/or resource costs. The Praetor suits got a similar kick up in crafting difficulty, and the Mk2 Praetor suit lost some of its work speed (+200% to +125%) in exchange for a bigger health pool, now 800 hp. The core idea is that these are still going to be go-to endgame gear, and so they should take pretty extreme investments.
A full size demon invasion thanks to the monolith? now imagine that....
Yeah, I'm also having this issue. Other pawns also looked like they couldn't cook but when I started a new colony, the colonists could cook, but I didn't use the Slayer start for them.
@litl snek
Yeah, it doesn't work for me either.
Anyone any Idea why?
I do not recommend using it with RH2 version of DOOM since items will overlap and replace each other.
There are no plans for new content in this RH1 classic version because the new stuff will come along.
You make me sad.
Thank you in advance!
I want to make a patch to have it compatible with CE, chambering it in 2-bore than 12 gauge, because it's a super shotgun.