TL;DR
Soon, Sad_Moosey. Better to wait for it to be ready than to release a broken update
Soon, Sad_Moosey. Better to wait for it to be ready than to release a broken update
Quote from: NoImageAvailable on May 01, 2016, 05:12:17 PM
So just a heads up, turret ammo is fully functional (though somewhat lacking polish) but sieges are not. Unfortunately there is some very messy code in there so my options are kinda limited between ripping it all out and replacing it (more work than I am willing to commit at this point) or resorting to some hacky workarounds.
The next version also adds new functionality to the loadout manager where pawns will no longer automatically take meals and also drop items if they have more than specified in their loadout. Items that are not actually part of the loadout will not be dropped however, as there are issues both with vanilla jobs and the fact that for this to work properly with player-controlled pickups you'd need some way of disallowing automatic dropping of player-forced items, akin to the outfit manager's forced wear. And that one is just not feasible to implement for me due to technical reasons.
I am also working on tightening up some balance issues, raiders carry much less ammo now and ammo itself as well as ammo crafting are more expensive now. Once I am done balancing I will release the next version as a full release along with CR Defence and my stat sheets I use for balancing so anyone interested in making a compatibility patch can see how the values are calculated.