Lightning Shock v1.1.0.6

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Lightning Shock v1.1.0.6

Lightning Shock v1.1.0.6

What if the storm were no longer just a visual effect?
Lightning tears across the sky and thunder shakes the countryside—but this time, something else is happening. This mod goes beyond lights and sounds: the storm actively interferes with the gameplay, forcing you to adapt.

GIANTS once rejected one of my ideas simply because I dared to create something unusual. This time, I’m not going to explain myself.

I’ll let the storm answer for me.

V1.1.0.6
– Main channel: 96 control points and 520 segments.
– 15–20 densely curved side branches.
– 190–260 searching steps per side branch.
– 76–112 steps per child branch.
– Branches repeatedly alternate their turning direction.
– Branches cannot travel parallel to their parent channel.
– Faster side- and child-branch growth.
– Branch endings progressively fade to transparency.
– Wandering main channel has a 40% activation chance.
– Breaks out from the lower third at 80° for 30–40 metres.
– Must continuously move away and cannot turn back.
– Target priority: power pole, elevated structure, building.
– Cannot strike terrain, trees or vegetation.
– Develops 7–11 side branches with child branches.
– Secondary impact occurs after a random 220–420 ms delay.
– Both impacts receive separate flashes, particles, thunder and gameplay effects.
– Primary target-search radius: 250 metres.
– Active-view vehicle strike chance: 10%.
– Other AI vehicle strike chance: 25%.
– Updated power outage, LED, barrier and production shutdown documentation.
– Documented performance caching and signed-manifest verification.


Author: B O X E R
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