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Version 12.2 Full Changelog
Noep edited this page Sep 16, 2023
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39 revisions
- Updated localization files
- The multi-choice option for weapon renames is now functionally complete ("Real Weapon Names" is still a WIP) and you can now switch to using vanilla names/utilize your own weapon renaming mod(s)
- Split "Super Cereal Mode" into separate weapons/gameplay and text toggles labelled "Super Cereal Weapons" and "Super Cereal Text", respectively
- Added a Sub-Menu to force enable certain easter egg texts
- Forcing easter egg text overrides "Super Cereal Text"
- Added a toggle only HIDES foregrips in the blackmarket weapon modding UI and does not remove them from being usable attachments.
- Do note this hides ALL "vertical_grip" type attachments regardless of source and applicable weapon
- Firemode display in Blackmarket UI now considers attachments that alter possible firemodes
- Weapons that fire multiple individual projectiles per shot (excluding weapons that only have multishot when switching off the initial firemode like the Hailstorm Mk.5) now mention how their damage is divided.
- Shotguns now to use a per-pellet damage model as opposed the the vanilla "1 pellet = full damage" system
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Shotgun damage is greatly increased but now auto/light/heavy shotguns only benefit from 50/65/80% of an enemy's headshot multiplier
- Calculation goes as: ((X - 1) * Y) + 1, where X = enemy headshot multiplier and Y = the shotgun's enemy headshot multiplier (0.5/0.65/0.8)
- If using an auto shotgun (0.5x/50%) and an enemy's headshot multiplier was 2.5x, the final multiplier would be 1.75x
- Calculation goes as: ((X - 1) * Y) + 1, where X = enemy headshot multiplier and Y = the shotgun's enemy headshot multiplier (0.5/0.65/0.8)
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While firing multiple projectiles: hipfire spread is slightly more accurate, ADS spread is slightly less accurate
- Auto and Heavy shotguns see less of the beneficial changes
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Shotgun damage changes
- Auto shotguns go from 90 damage to 240*; 80 total ammo to 60**
- Light shotguns go from 120 damage to 360*; 60 total ammo to 40**
- Heavy shotguns go from 180 damage to 600*; 40 total ammo to 24**
*By default damage is divided across 9 pellets
**Secondary shotguns have half the total ammo
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Total ammo for shotguns now exceeds the standard total ammo rules (they now how 2x the ammo vs damage, same as LMG/MMGs) to help counteract the inconsistencies of a per-pellet system
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Ammo changes
- 000 Buck
- Increases max damage by 120; minimum damage is unchanged
- Total ammo and pickup is reduced
- Stronger falloff past max damage range
- Projectile count is reduced from 9 to 6
- Flechettes
- Halves base damage but Increases headshot damage by 100%; effectively this means that only bodyshots see the damage reduction
- Enemy headshot multiplier penalty is removed
- Minimum damage is increased
- Hipfire spread is reduced by 35%
- Projectile count is increased from 9 to 12
- Pickup is reduced
- Dragon's Breath
- Reduces base damage by 80/120/200 for auto/light/heavy shotguns
- Slightly extends max damage range
- Reduces minimum damage range and minimum damage can reach 0
- DoT effects are unchanged
- Tombstone Buckshot
- Reduces base damage by 80/120/200 for auto/light/heavy shotguns
- DoT effects are unchanged
- Slugs
- Trade the damage spread of buckshot for a single high powered slug
- Auto shotguns:
- Gain 75% AP and can pierce walls and enemies
- Light shotguns:
- Gain 100% AP and can pierce shields, walls and multiple enemies
- Heavy shotguns:
- Gain 100% AP and can pierce shields, titan shields, walls and multiple enemies
- Total ammo is halved and pickup is reduced to counteract the consistent damage output
- FRAG-12
- Trade the damage spread of buckshot for a single high explosive slug
- Cannot headshot
- Total ammo is halved and pickup is reduced to counteract the consistent damage output
- 000 Buck
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- Increased the headshot damage of the P90, MP7 and Five-seveN
- Buffed DMRs:
- ADS speeds have been sped up
- Max damage range is increased
- While on semi-auto range is increased by 15% and damage through armor is increased by +25%
- Slightly increased the fire rate of semi-auto snipers
- LMG and MMG changes:
- Faster ADS speeds
- Reduced movement penalties
- Better recoil control
- Slightly better hipfire spread
- Slightly boosted their optic magnification recoil reduction to 2%
- They only benefit from 50% of an enemy's headshot multiplier
- Calculation goes as: ((X - 1) * 0.5) + 1, where X = enemy headshot multiplier
- If an enemy's headshot multiplier was 2.5x, the final multiplier would be 1.75x
- Calculation goes as: ((X - 1) * 0.5) + 1, where X = enemy headshot multiplier
- Re-enabled the use of the Cash Blaster, Flintlock Rifle and HAM-er
- BeardLib custom weapon support for:
- PlayBONK and Mira's Night Hawk .50C
- RCJ9000, PlayBONK and Captain Hamerica's MW2022 RM77
- RCJ9000, PlayBONK, Offyerrocker and Nakima's Cyberpunk 2077 Malorian Arms 3516
- >:3's AMR-2
- >:3's M712
- Hoppip's Megumin Staff
- NotSoIrish's Jagdkommando Tri-Dagger
- Added a... few weapon colors; their icons are marked with a dark Resmod "2" logo:
- Black Gold (Based off Gold Plated)
- Clean Gold (Based off Zink)
- Camo Gold (Based off Desert Operation/Ocean Operation/Crypto/Leaf)
- Haze Gold (Based off Purple Haze/Heavy Rust)
- Digital Gold (Based off Conifer/Desert Pixel)
- Splinter Gold (Based off Narva)
- Urban Gold (Based off Urban Abstact/Blood Sunset/Rain Forest)
- Ceres Gold (Based off Gold & Fauna)
- Phased Gold (Based off Line Phased)
- Abstract Dark Gold (Based off Abstract Red/Green)
- Abstract Light Gold (Based off Abstract Black/White)
- Pearl Gold (Based off Pink Pearl Grey)
- Fleur Gold (Based off Regal Wallpaper)
- Blue Gold (Based off Blue Iron)
- Liquid Gold (Based off Liquid Geode)
- Carbon Gold (Based off Diagonal Carbon)
- The following require the mentioned DLC due to using DLC-only assets to some degree; this is at the request of OVERKILL. Resmod custom colors that require a DLC will instead have a light Resmod "2" logo on their icons:
- Tiger Gold (Based off Storm; Requires Weapon Color Pack 2)
- Pink Devil (Based off Friend; Requires Weapon Color Pack 2)
- Topography Gold (Based off Topography; Requires Jiu Feng Smuggler Pack 1)
- Warfare Gold (Based off Topography; Requires Jiu Feng Smuggler Pack 1)
- Shotgun Impact
- Shotgun Impact Aced has been changed to instead increase the minimum damage of your shotgun as the original effect of gaining more pellets would reduce the amount of damage dealt per pellet
- Pigeon Shooter:
- Moved the 50% ADS strafe speed bonus to Moving Target Basic
- New Basic effect grants shotguns +25% Armor Piercing (stacks with other AP skills/ammo, caps at 100%) and the ability to shoot through 1 enemy per pellet
- Moving Target:
- Basic now also provides a 50% ADS strafe speed bonus
- Bullet Proof:
- Removed bonus armor on CTV/Flak for Bulletproof basic.
- N/A
- Updated the More Donuts+ mutator.
- It now features restored unused Reaper LPF that spawns in Russian/Mexican heists as well as Zombie LPFs in Halloween heists.
- Updated Budget Costs mutator.
- Captain Winters now spawn with unique OMNIA Shields (replace Phalanx Minions) and Grenadiers (replace Titan Snipers)
- Added some of the Crime Spree modifiers to mutators including:
- Dodge This! (Vet Cops now dodge all of your bullets)
- Сonjurer (Cloakers melee attack now cuff you)
- Fast Response (Police Assaults now start at maximum intensity)
- Taser Overcharge (Tasers no longer have an aim delay when attempting to stun players)
- Kamikaze (Grenadiers now explode on death)
- Dazzling Ninja (Cloakers have a chance to drop a flashbang when they dodge)
- Pesticide Supplies (Smoke grenades are now replaced with tear gas)
- Rabid Shooters (Titan Snipers and their equivalents will now fire their rifles on full auto at close range)
- Eagle Eye (Snipers now aim their rifles 100% faster)
- On Death Sentence, Heavy Shotgunners now carry semi-auto Benelli shotguns
- Unique OMNIA Blackdozers can now spawn in Spring's squad on Mayhem-DW (Bendozers still spawn on DS)
- Spring's minigun now has knockback bullets
- Tasers electrocution attack no longer downs the last man standing
- Captain Autumn no longer melee-cuffs the last man standing
- Captain Summers has been reworked; he is no longer (effectively) invincible while any member of his crew is alive and instead has incredibly high damage resistance that scales down as each member of his crew is killed off
- Slightly tweaked assault force curve.
- This gets tweaked a lot, but normal is lower and it gradually increases is the gist of it.
- Made White Titandozers use Grenade Launchers when playing on Russian/Mexican heists (Mostly for Holiday Effects and consistency with factions)
- Reworked Bulldozers to be unique and have their own abilities:
- Black and Medicdozers now move faster than any other dozer types
- Skulldozers have 25% increased HP (Up to 12500 HP on DS), can push back players (on DW and DS) but move as slow as Titandozers
- Added a delay to spawns in Pipe Arena in Crude Awakening Heist
- Fixed some stuff with Rats Heist
- Updated for U240.1
- Fix the A5 scope for the Repeater 1873 missing a zoom description
- Fixed firing an open bolt weapon on full auto with only 1 round in the magazine locking you out from some inputs
- Fixed possible LOD issues with Reaper faction on DW and above
- Fixed Reaper Cloaker's light being green up close for clients
- Fixed a contour issue with Reaper Bravo's glowing eyes
- Fixed Clone Army Mutator crashing on lower difficulties while having Grenadiers/Medics to spawn
- Fixed Clone Army and BBF Mutators crashing while having Dozers in LAPD/FBI Faction on Mayhem and Death Wish
- Fixed some Crime Spree modifiers not working as intendent like Taser Overcharge or Dodge This
- Fixed Texas Bronco Cop having vanilla model for clients