diff --git a/src/content/rambles/config-snippets.md b/src/content/rambles/config-snippets.md index 0851f86..b741c14 100644 --- a/src/content/rambles/config-snippets.md +++ b/src/content/rambles/config-snippets.md @@ -3,7 +3,7 @@ title: "Config Snippets" date: "2024-04-09T18:38:46+02:00" author: "$HUMANOID" tags: ["xmonad", "haskell", "nix"] -description: "I have quite a few things in my config are worth highlighting." +description: "A few things in my config worth highlighting." toc: true --- diff --git a/src/content/rambles/deadlink.md b/src/content/rambles/deadlink.md index 1d4c92e..a9efd09 100644 --- a/src/content/rambles/deadlink.md +++ b/src/content/rambles/deadlink.md @@ -21,11 +21,11 @@ in my path, largely without a care in the world. Or rather, that's how it feels. Where Deadlink succeeds- and Doom Etenral fails is the implementation of weakspots. In Eternal, if you want to shoot a weakspot, you don't have much of a -choice but to switch to the machinegun or not-railgun; those being the only -precision weapons. In Deadlink, if you manage to shoot some poor dude's head -with a rocket launcher, the game will still give you the weakspot damage -- -despite normal enemies being able to withstand about a quarter of a rocket to -the feet at most. +choice but to switch to the machinegun or not-railgunb (I forget its actual +name); those being the only precision weapons. In Deadlink, if you manage to +shoot some poor dude's head with a rocket launcher, the game will still give you +the weakspot damage -- despite normal enemies being able to withstand about a +quarter of a rocket to the feet at most. Another big mistake that Eternal makes is the tutorialising every restrictive mechanic that it introduces, while Deadlink lets the player largely figure out