Atner

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> what objects are implantables? rn anything with the implantable trait, though it has to be small or tiny to be used with the implanter

> I imagine we'll want some implants to be installed in specific locations e.g. head or something, perhaps an accompanying component on the implant itself that the implanter can check?...

> They have BodyPart and BodyPart functionality, as BodyPart allows for surgery related stuff as well as a few other nice things. Implant explosives are the only implants we have...

> Seems workable, only concern is it sounds a little harder to keep track of which body parts allow which implants, as opposed to which body part is accepted by...

> Too many traits : P Up to the implementer in the end, I suppose. Gilles is here too, Ill tryh get his opinion then jsut go with the majority

Okay applied suggested changes,m fixed bugs and added a feedback message for if an implant fails which i forgot to do before, should all be ready to merge for playtest

I noticed this also- If a player is revived using defibrillators, they usually get toxin slowly build up to they die- no way to heal it or stop the buildup,...

Is this still a bug or was it fixed by #8916?

I feel like the ghost role you mentioned would serve better as an expansion to ashwalkers as they feel kind of lacking rn and would give them more interesting things...