Well, weāre still talking, but it could be. The forum version has always been ahead of the git. by the time the git sees it, most of the basic testing and balance is already done. Its mostly functional when I upload it here, but its mostly balanced there.
-> I give into you, Doom Underlayer suit and Doom exoskeletal powered armor!
These are added to all spawns where the green armor can spawn, and provide various benefits (i hope) over using the default stuff. note that the powered armor is technically an artifact that activates on wearing, and that the powered version and unpowered version are two different artifacts with different powers (activated one is better). The underlay is a bodysuit that protects from radiation. Like a wetsuit, if you will. But spacier.
This update also includes Doomguy starting scenerio Its been tested to work, so far as spawns go. You may actually get a static npc to spawn with you if you have them on, but you start with a full set of doom armor, 40 shells, 30 .45 bullets, a knife, a holster and drop leg pouches, a flashlight, a medkit, berserker stims, and 2 guns for the ammo to fit into.
You can start in any one of the doom structures, but by default its the prison of the Hell Citadel. You may have to regen the world a few times if it doesnt spark.
The doomguy start is called āthe last marineā and the profession can be taken alone without the doom_X start, but cost 10 points for the guns and skills (2 guns, 1 shotgun, 1 dodge, 1 firstaid) and traits (psycho, Terrifying).
Speaking of, Ive buffed the number of allowed hell_X structures in an effort to make them spawn. How occurrences work is, it seems, that each max occurrence allows a āchanceā for the item to spawn. Each guaranteed is, well, guaranteed to produce one.