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This is the final build of the Rework BETA, being pushed to the main release branch. Here is an overview of SOME of the changes from Version 1.0.23 to Version 2.0: - New ammo icons to match their new effects - Ammo crafting for variant ammo is more streamlined and easier to engage with - Artefact Fragments are no longer tied to a specific type of artefact - Artefact Fragments amounts are tied to the tier of the artefact (with a few exceptions) - All non-junk artefacts + the "Bat" and the "Knot" are now crushable for Artefact Fragments - All types of Poltergeists will drop a random amount of Artefact Fragments on the location of their death - Ammo variants should now all be useful, some with new effects - Ammo effects got reworked, some with better effects: - Burn: each Incendiary-related ammo now grants stacks of Burn, dealing stacking damage over time, and spreads stacks to other targets upon death - Lightning: now causes an AoE lightning strike on all hits, but armored hits/headshots always grant stronger and larger strikes - [NEW] Shock: Shock ammo grants stacks of Shock, which erupt into a Lightning strike with enough shock stacks + disables the movement of the target hit with this Shock-induced Lightning Strike - [NEW] Grav Rounds: these rounds travel extremely fast with almost no bullet drop and experience no damage dropoff + do up to 2x more damage when hitting a target at 100m or more (pistols and shotguns start at 50m) - Acid: the base effect stays the same (each hit takes of more armor than usual), but hitting a target 3 times with this will cause itself and all surrounding targets to receive the Armorbuster effect, increasing the damage done to their armor even more, even if not using Acid ammo - Graze: a portion of the base damage of the hit will be applied to all enemies in a short radius around the target (headshots grant more of the base damage to be applied) - Chaos: these rounds now can utilize these new effects - 23x75 Eco Rounds are now insta-kills on most mutants, with Chimeras and Pseudogiants taking a few shots to die - 23x75 Eco Rounds are now usable on all weapons that use 23x75 ammo (newer modded weapons may need patching) - Momopate's 20x70 Slugs + their variants are now INCLUDED with the mod (you no longer need to download it) - Any modded weapons may need to be patched in order to utilize them, but I believe most known mods are already covered - My 9x21 FMJ/HP and .357 FMJ mods are now included with the mod (you no longer need to download them) - Any modded weapons may need to be patched in order to utilize them (most of the new revolvers that are on ModDB should have compatibility now if they use .357) - Momopate's .45 A{ "Behemoth" rounds are now included (no need to download/enable that mod) - Any modded weapons may need to be patched in order to utilize them - Basic support for .957 JDJ (from Juan's .957 JDJ sniper mod) and the Boltov (LEWD's April Fools joke weapon) are included - Support for .300 Black from Retrogue is included + has variants - Support 6.8 FURY from ATHI and his SIG SPEAR mod is included + has a variant - Support for 10mm from MrB is included + has variants - Two new weapons to use: - "Skullsmasher" - utilizing a Compass artefact, it is a melee weapon that has the Headhunter and Chaos effect - Saiga-20 "Butcher" - a Saiga shotgun chambered to use 20x70 shotgun ammo (should have basic Mags support with its own 20x70 Saiga mag)
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Original file line number | Diff line number | Diff line change |
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[ammo_950jdj]:ammo_base | ||
name = st_ammo_950jdj | ||
k_hit = 12 | ||
k_ap = 4 | ||
cost = 2600 |
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Original file line number | Diff line number | Diff line change |
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@@ -1,8 +1,19 @@ | ||
[ammo_bolt]:ammo_base | ||
name = Weaponized Bolt | ||
name = st_boltwpn | ||
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k_hit = 2.5 | ||
k_ap = 5.0 | ||
special = shock | ||
special = lightning | ||
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cost = 10 | ||
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[ammo_scrap]:ammo_base | ||
name = st_scrapwpn | ||
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k_hit = 2.5 | ||
k_ap = 5.0 | ||
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special = shock | ||
shock_stacks = 4 | ||
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||
cost = 10 |
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;;;;;;;;;;;;;;;;;;;;;;;;; | ||
;; .357 Headhunter FMJ ;; | ||
;;;;;;;;;;;;;;;;;;;;;;;;; | ||
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[ammo_357_fmj_mono_bad]:ammo_base | ||
name = ammo_357_fmj_head | ||
k_hit = 2.0 | ||
k_ap = 0.05 | ||
cost = 20000 | ||
mutant_mod = 0.95 | ||
gigant_mod = 1 | ||
special = head | ||
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dg_ammo = ammo_357_fmj_mono | ||
dg_chance = 0.95 |
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