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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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40 lines
3.2 KiB
Plaintext
40 lines
3.2 KiB
Plaintext
## Changed
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* Any bullet that can ricochet (or at least runs the code for it) can now also break glass, as well as destroy red barrels
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* Removed three old achievements which no longer work due to the gun changes
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* AJR armor plating now uses niobium instead of saturnite, and yields twice as many items per recipe
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* Due to the gating change, the saturnite anvil now has a tier equivalent to a bronze anvil
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* Doubled the liberator's base damage to be on-par with the lever action shotgun in order to offset its poor performance due to the reload speed
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* All non black powder shotgun shells now have some amount of damage threshold negation in order to not immediately become useless when used against early power armor
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* Obviously shot will always fare worse against higher tier armor, in those cases either use flechettes, slugs, any of the high tier rounds or a different caliber entirely
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* Bombers and cargo planes now use interpolation, making their movement smoother and fixing potential desyncs due to TPS
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* Trenchmaster armor no longer displays benefits that no longer exist
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* Legendaries are no longer found in red rooms, rather they have a whole new system of being discovered and crafted
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* "Recipes" are still subject to change, but the base system is final
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* There will some day be a completely new dungeon for those, but for now I used what I had
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* Glyphids now make use of the same resistance system as armors, their armor is no longer completely ignored by the new guns
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* Different damage types have different resistances
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* Damage resistance remains the same, while damage threshold is determined by the glyphid's armor - breaking the armor off will decrease the damage threshold
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* Balancing might still be off, however glyhids shouldn't be too tanky
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* I still haven't bothered to fix the bolter. It's like the son I don't love
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* Changed some of the sounds of the guns that still used the default black powder noise
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## Fixed
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* Fixed 9mm soft points being called ".9mm"
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* Fixed missing localization for the hard plastic and PVC autogen materials
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* Fixed the fat mine's crafting recipe still using the deprecated ammo item
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* Removed legacy ammo items and guns from all remaining item pools
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* Fixed the rubber grip not having a recipe
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* Fixed the coilgun and bolter not being classified correctly
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* Fixed new death messages not working
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* Fixed none of the armors having fall resistance
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* Fixed survey scanners not picking up nether depth rock
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* Fixed FMJ, AP and DU rounds not having damage threshold negation, making them worse against most armored targets compared to JHP
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* Fixed autgen items made from unsmeltable materials being smeltable in the crucible
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* Fixed 240mm shells not being visible in creative
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* Fixed JHP's negative armor piercing value not being counted right, breaking the "armor is worth more" system
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* Fixed the second UZI dealing more damage than it should
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* Potentially fixed an issue where artillery rockets would sometimes get stuck mid-air
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* Fixed the artillery rocket turret's grace range not being 250 as advertised
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* Fixed black powder shotshells using smokeless powder instead of smokeful powder
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* Fixed the ballistic gauntlet not working with the new system
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* Since base damage is now bound to weapons, the ballistic gauntlet now has a base damage of 15 |