Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20191031165818

I can't wait to be past the illness, especially since I would like to continue with some more content. I guess the good news is the server is in a very stable and playable state, so really all that I would try to add would be additional entities just to make the randomization even more drastic.

Quite curious, I find I just cannot relate to anyone, regardless of age group. Often this means just disconnecting from everything.

Sounds quite different indeed, though I think I followed you with the bread ritual. Curious how things get so jumbled over there however.

EDIT: So I have been working lately on getting an interesting property found in one of the numerous laser modifications into the Laser Gun. While most things felt like they had their place, the Laser Gun was a bit lacking due to missing that sort of unique property. Basically, the Laser is firing high powered lights that injure the skin. The Knight and Death Knight, due to having armor that is reflective, just cause the projectiles to bounce harmlessly off their armor. This mechanic was a bit of a hassle to get functional due to some weirdly confusing conflict with skins, but is in there now, while not messing up the other Laser Gun mechanics. I question if there is a limitation to the number of stuff that can exist in Quake and I am nearly hitting a limit; it seems like code works fine, but then you add a couple lines and it goes haywire. Would be disappointing to actually hit a wall.

I also boosted up the damage so that is is basically a similar level of damage to the Double-Barrelled instead of being identical to the Enforcer (so 50 instead of 30 for the two shots). This helps in making it feel less underpowered, plus makes more sense since now Knight based classes are totally immune to the gun. I plan to change Enforcer projectile mechanics to match.

The only real issue is that adding the above somehow broke the Laser Gun's ability to make enemies bleed. Trying to make this work resulted in some weird anomalies, I had to fight with the knockback mechanics and eventually found one line I could remove without affecting anything. Now I wonder if somehow that had something to do with blood. I think Weapons are a lot more of a headache to get working than Monsters; you get the ability to easily test Weapons and don't need much in regards to animations, but it is all defined by weird definitions and a bunch of merged code that just is rather flimsy. So it is technically working, which is a lot more than what happened for most of last night, but will definitely need some cleaning up.