As of now I have another coder who is working on some of the problems that I have currently touched up on.
The soldier not taking certain condition (i.e. afterburn, bleeding, mark of death, jarate, slow down on hit, and etc.) from customized ranged weapon attributes on a few bosses.
Attribute cap limit for all bosses where it does not allow you to go past 8 per weapon (even with hidden attributes).
Weapons re-evaluated:
Dead Ringer (equipped) spies: don’t immediately die when hit by certain boss weaponry that do less damage overall. Especially when hit by any condition (bleed and after-burn) and die instantaneously.
Demo Knight Shields: no longer break from alternate weaponry but still block one melee strike. This was done because of the utility weapons doing 1-12 damage which is breaking the shield is appalling.
Baby Face Blaster: now have regular scatter gun stats. I’m sorry but matches between scout(s) and a boss should not take 30 minutes to kill 1 scout with this weapon. If it was more tactical in some way I would keep it. However scout players seem to constantly have the idiotic mentality with doing no damage to a boss, but playing a “keep away game” to unnecessarily prolong the match.
Mad Milk: has appropriate assisted points added for using it properly.
Euerka Effect: issue where if the boss summons a dead engineer who has it equipped, can’t simply use it when they are on Blu team to go back to Red team.