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c:

Definitely going to have more standard difficulties (as in prefixes), though in the future i'm planning to let the player fine tune both enemy damage and rate of fire to their liking, while still keeping the prefixes for lazy players. Current list in mind:

Baby Mode :c - 30% damage, 75% dakka
Easy - 60% damage, 90% dakka
Normal - 100% damage, 100% dakka
Hard - 150% damage, 110% dakka
Nightmare - 200% damage, 120% dakka
Rude Awakening - 500% damage, 130% dakka
Dammit Developers - 1000% damage, 140% dakka
EPIC MAN MODE >:C - 2000% damage, 150% dakka

Just to have some variety, and to be able to say that there are 4 difficulties above Hard. :U

Also, MORE NEWS:

A: The game now runs with a variable frame rate. That means you're no longer constrained to the choppy 30 FPS of the past, now you could theoretically run 3 million FPS if you so pleased. I'm going to set the default at 60 though, because above that it tends to slow down during intense moments (even though 120 FPS is god tier smoothness). 60 FPS is quite smooth too, so don't worry about it. And on top of that, smooth slowmo/fast forward is now possible as well, just because it's fun to fuck with time.

B: REFLECTIONNNNNNNNN



Blam's suggestion of a reflection delay made it possible to have boolits reflected by multiple ships and still cause damage to other ones, so that's nice. And yeah, those ships do get damaged if you hit them in the hull, though i still have to tweak the detection slightly.

And with those things out of my mind, i can finally begin thinking of the skill system.
<Blam|Homework> oiubt veubg
various places to find me lol