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[System Changes] - Mod scripts and systems are now patched for GAMMA 0.91 - Napalm and Explosive ammo effects have been re-worked o Both effects will trigger on both target and environment collision o Napalm can now be used almost as a "molotov" by setting targets on fire around corners o Explosive ammo now correctly damages enemies + does damage to more closely match its VFX - New effect: Basher o Similar to "Headhunter", it near ignores all armor on headshot, but any faction resistances are still in effect o Mainly meant for use for two-handed melee weapons (currently only for use with the Sledgehammer) - New Custom Weapon: "Skullsmahser" o Powerful sledgehammer infused with a "Compass" for unique and powerful effects o Slightly lower base stats, but makes use of the "Headhunter" and "Chaos" special effects o Goal is to have a strong melee weapon if the player is able to land those headshots o Can only be crafted: learned from the T3 Artefact recipe book o Credit to Desuria for giving me the idea - Artefact Crushing has received an overhaul: o Artefacts now tell you what type of Fragments they produce inside of the tooltip o "Volat Emerald" has been added to the list of crushable artefacts (yields a small amount of each Fragment type) o "Death Lamp" has been added to the list of crushable artefacts (yields a significant amount of Volatile Fragments) o Artefact Fragment amounts are now affected by the artefact's condition (lower condition = lower yield) o Max Fragment yield has been slightly increased to slightly make up for the small net loss of Fragment amount in early- to mid-game - Poltergeists now drop 1-3 of an Artefact Fragment type on kill: o Tele/Electric types: Gravitational or Electrical o Pyro/Fire types: Gravitational or Thermal o Black types: Gravitational or Volatile or Chemical o Poltergeists allow for an alternative method of getting Fragments for those who go mutant hunting - Ammo and melee weapons now have more detailed stats in their tooltips o Credit to Momopate for his work on "Actual accurate stat values" o If you use the above mod, let ArtiGrok overwrite this and remove the ammo script from Momo's mod - Cleaned up more junk files and functions [Balance Changes] - Nearly all ammo recipes that required Artefact Fragments had their Fragment crafting cost slightly increased o Typically results in need 1-2 more Fragments to craft said ammo - 23x75 "Mini Napalm" ammo had its Base Cost increased from 16500 RU to 22500 RU - 9x21 HPZM (HP variant) had their "Fragmentation" Damage Chance increased from 30% to 50% - All quality-skinning/two-handed melee weapons had their Humanoid Expansion/Full Penetration and Mutant Expansion bonuses buffed slightly - .45 "Behemoth" AP Rounds have been adjusted: o "Fragmentation" Damage Chance nerfed from 100% to 75% o Granted a 2nd Special Effect: "Armorbuster" - breaks (30% + 1 BR) more armor on non-penetrating hits - .45 FMJ+/AP have been adjusted: o Granted the "Flinch" Special Effect @ a 75% chance to stun stalkers on hit o Now requires 2 stacks of AP heads for crafting o This was done to give them a use against more medium-heavy stalkers while not stepping on the toes of .45 "Behemoth", whose base damage is more than double of FMJ+ o .45 Hydroshok had its "Fragmentation" Damage Chance buffed from 15% to 30% o .45 Hydroshok "RIP" Rounds have been granted a 2nd Special Effect: 15% "Fragmentation" Damage Chance - .357 HP had its Fragmentation Damage Chance buffed from 30% to 45% - .357 JHP/Headhunter ammo has been adjusted: o Now requires 2 Volatile Fragments, but requires 2 less stacks of pistol heads (10 -> 8) o Base cost has decreased from 35700 RU to 20000 RU (old price was much more expensive than Gauss Batteries) o These rounds were especially powerful, and the lack of an Artefact Fragment component for crafting made it a very easy choice for .357 users - 7.62x25 "Acid" Rounds have been given a 2nd Special Effect: "Cloudkill" - Enemies within a 5m radius of a successful hit now receive 20% more damage from the player and do 30% less damage to the player (damage buff for the player stacks additively and damage debuff for enemies stacks with diminishing returns) - 9x39 SPP ammo has been buffed: o Now has a Humanoid Expansion/Full Penetration bonus of 40% o Now has a Mutant Expansion bonus of 14% o Special effects are now "Armorbuster" (breaks (30% + 1 BR) more armor on non-penetrating hits) and "Flinch" (60% chance) o 9x39 ammo did not have a good intermediate round that could be used outside of a "sneaky" playstyle. This grants the caliber a bit more battle utility (shoutout to my SP-9 Magnum users). - 7.62x54 7h1 "Headhunter" ammo had its Base Cost decreased from 52500 RU to 40000 RU [Bugfixes] - "Base Cost" in the tooltips are working again after cleaning the mod - 12x76 AP Darts had their "Flinch" chance fixed from 0.85% to 85% - These ammo types now have their stats shown in the tooltip: o Gauss Batteries (normal) o 9.3x64 Sniper ammo o .458 SOCOM - Item prices at vendors no longer are mysteriously underpriced - The KS-23 "Ecolog" variant should now appear in Hermann's and Sahkarov's inventory upon reaching Trader Level 3 with them - "Shock" AoE hits and Burning hits (Dragon's Breath, Napalm, Incendiary) should now do damage correctly to stalkers
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