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ArtiGrok VERSION 2.1.1 - ANOTHER GAMMA 0.9.3 Patch and Various Fixes
- Changed how ammo stats are displayed code-wise, allowing this mod to now be run without Actual Accurate Stats - If you were using Actual Accurate Stats and didn't experience any crashes, feel free to still use it - this is mainly meant for users who are still having crashes despite recent updates to ArtiGrok - For those of you crashing, the mod no longer has the requirement of using Actual Accurate Stats, allowing you to freely disable/uninstall it in your modlist - Removed some "prints" to console - Buffed all Explosive ammo's number of explosive frags, their travel distance, and their hit power to increase their effectiveness by roughly 50% - Included missing entries for suppressed weapons and snipers for AP calculations (credit to ATHI) - Most LMGs now receive a +3 AP bonus in damage calculations (credit to ATHI) - Fixed an issue that caused ammo with special effects from correctly introducing wear to the weapon's parts - Sometimes, it would cause the parts to revert to an older parts condition state, effectively resetting any damage it caused to the weapon parts previously - To balance this now working, more powerful ammo that degrades your parts by 3% will now only have a 5% chance on every shot to degrade a random part (previously was a 25% chance) - In turn, you will now want to keep a closer eye on your weapon's part conditions as you use special ammo - BRING REPAIR ITEMS!!! As reminder, all variant ammo has a chance to hurt weapon parts, with stronger ammo hurting condition more: - Any ammo with the following powerful effects have a 5% chance dealing 3% condition damage to a random part: - Explosive - "Grav" - Soulripper - RIP - Chaos - Lightning (not to be confused with Shock) - Dragon's Breath (not to be confused with Incendiary) - Napalm/Volcano - Acid - Headhunter - All other variant ammo (non-normal ammo) have a 10% chance dealing 1% condition damage to a random part
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