Fixed a potential fire interval bypass on empty weapons
Fixed a case of retrying a secondary action not working if it was denied on the same tick as a melee swing
Moonshot slow now plays the base stun sound as well as the moonshot sound, so slow application always plays a distinct sound
Jarate, Mad Milk and the Gas Passer will now only collide with allies if they need extinguishing. Otherwise, they will pass through allies.
Fixed the Gas Passer not colliding with allies if they need extinguishing (thanks Marxvee!)
Fixed some more collision and expiration bugs with the Sandman ball and Wrap Assassin bauble
Fixed trails disappearing too soon on the Wrap Assassin bauble (thanks Marxvee!)
Experimental Sandman changes:
Increased the base damage from 15 to 20
Slow now applies on hits at point blank range
Increased the base slow duration from 0.6 to 0.7 seconds
Maximum slow duration of 2 seconds unchanged
Slow duration now scales slower at close range, and ramps up to the maximum of 2 seconds at further away
Moonshots still provide a bonus 1 second slow duration
Halved the distance for a moonshot
Increased moonshot base damage from 23 to 30
Upon hitting a moonshot, Scout instantly replenishes his ball and Scout’s next ball swing or melee attack is a guaranteed critical hit
Experimental Wrap Assassin changes:
Base ornament damage remains at 15
Halved the distance for a moonshot
Shard damage now always does 4 damage, regardless of distance or direct hit. Previously, damage was inconsistent (dealing up to 14 damage) and sometimes did double damage upon player direct hit.
Shard damage now crits when the ornament crits. Note that the ornament always crits on a moonshot.
Critical shard damage applies a 5 second bleed in an AoE