Dev Log -19: Weapon Ammo
Ranged weapons now use ammo - bullets, energy (recharged from energy cells like other rechargeable items) and bolts for firearms, energy weapons and crossbows respectively.
First two also have limited magazines (depending on the weapon) so once you're out of bullets (or used up all the energy in case of energy weapons) you'll have to reload. The crossbows do not need manual reloading as you're effectively reloading it after every shot.
I've added magazine indicator to help you keep an eye on when you need to reload.
When the firearms are concerned you'll only be able to load the bullets of matching caliber into a gun, of course. There's also specialized ammo types such as armor-piercing and anti-personnel rounds.
This will effect the gameplay in two ways.
First, it will allow more tactical options of what ammo type to use against which opponents. For example, you'll want to use anti-personnel ammo against various critters and unarmored humans, while using armor piercing rounds to more easily destroy sentry bots and turrets. And because you're allowed a primary and a secondary weapon, you can load different types of ammo into each if you're facing a mixed crowd. Also, when out of combat, you'll be able to load your firearm bullet by bullet, setting up your magazine just right for the coming fight.
Secondly, because ammo is another resource you have to manage now, you'll be required to use it more sparingly and more intelligently. For example, you might not want to kill off each rat with your high caliber sniper rifle if whacking it with a crowbar can do the job. Remember, bullets will both cost money (or equivalent value goods) and be in limited supplies.