
The Amiga gets some love this week in the form of Battle Chess, courtesy of Fuley-la-joo, immediately following that, kendotlibero brings us more Beetmania, SteamyJ adds a bunch of Bomberman Land 2 to the mix, and trainboy2019 provides sheets from Ace Attorney Investigations 2! And don't forget the handful of customs that always show off the hard work and dedication of our community, as well as the rest of the content in this week's update that I couldn't list out individually because as always, there's plenty more to see. The Run And Gun Mod works very well with Giddy-up! Battle mounts, as it allows pawns to shoot while riding.Hey everyone, and happy Halloween! It's been quite a while but I'm back once more to bring over 250 new sheets for you to enjoy today! There doesn't seem to be much Halloween representation this year (though this dinosaur skeleton kind of counts, right?) but that doesn't mean it's not worth taking a look below as there's still plenty to see. RunAndGun can be forbidden for certain weapons in the mod settings though.
By default, RunAndGun can be activated with any weapon. However, the chance that they do this can be configured in the mod settings. Enemy pawns will also run and gun while fleeing. What is considered a heavy/light weapon can be configured in the mod settings. Light weapons get a lower movement penalty compared to heavy ones. The movement penalty depends on the heavyness of a weapon. The accuracy penalty is only applied when pawns with RunAndGun enabled are actually moving, so don’t bother disabling RunAndGun every time a pawn stands still while shooting.
So don’t bother disabling Run&Gun every time you just want your pawn to walk somewhere.
The movement penalty is only applied at the moment the pawn is actually shooting or cooling down after shooting.
Run&Gun mode can only be enabled when the pawn is drafted, and is carrying a ranged weapon in its hands. Firing manually will cause the pawn to stop running. This can be disabled in the mod settings if that is too intimidating for you. PC pawns are also capable of Running and Gunning. But during later games it makes large raids much more chaotic and harder to handle. At its default settings RunAndGun may make the early game easier as it makes kiting easier. Also, don’t forget enemies also run and gun. This makes saying that this mod is overpowered is as silly as saying your television is too loud because you never figured out how to tweak the volume. Overpowered? Please, take a look at the mod settings, you can make RunAndGun as useless or as OP as you want.