This repository has been archived by the owner on Apr 14, 2020. It is now read-only.
v.1.9
Features
- Revised smoke system.
- Smoke now confuses insects.
- Can once again select ammo with left-click.
- Added venom/poison and flaming arrows.
- Added sling stone ammunition.
- All remaining integrated ammunition types updated.
Balance
- Adjusted sharp AP for various predators, bites should now be better at penetrating clothing.
- Switched Hare bite attack from BiteBlunt to Bite, buffed damage.
- Removed melee building modifiers; structures should no longer be so unusually resistant to melee attacks.
- Revised beanbag armor penetration.
- Insect armor reduced.
- Many ammunition stack sizes increased markedly.
Misc
- Removed “Slash” attack capability (its features are now reflected within the Blunt/Sharp AP system). Use “Scratch” instead.
- Human outer layers are now “covered by natural armor,” allowing alien races using the human BodyDef to have sharp/blunt armor applied (vanilla humans still have 0 for both.)
- Electric armor restored.
- “Napalm” is now referred to as “jellied chemfuel.”
Compatibility
- New patches added for:
o Save Our Ship 2
o BB Body Type Support
o Kijin 2.0
o Medical System Expansion
o Polarisblock Core Lab
o Cybernetic Organism and Neural Network
o Xenohumans - Existing patches updated for:
o Simply More Melee
o Vanilla Armor Expanded
o Defensive MG Turret Pack.
o Rimeffect Asari
o Arache
o Spartan Armory
o Rim of Madness – Bones
Dragons: Armor value of leather fixed. - Run and Gun: Pawns will no longer attempt to reload on the move, fixing looping reloading bug.
- Cupro’s Alloys: Additionally alloys added to “steeled” category, allowing use for most armor and weapons.
- Misc Robots: Robots are now immune to smoke.
- Black Widow: Silks now have 0 heat armor.
- Advanced Bionics: Armor values adjusted, sprinter module dodge reduced, hazard module now reduces smoke sensitivity.
- Android Tiers: T5 and M7 armor, and Mastiff and Mech Blade stats adjusted. Fixed Anti-mech rifle ammo.
- Custom pawn BodyDefs fixed for:
o Rabbie
o Kurin
o Dragonian
o Androids
o Android Tiers
Fixes
- Spike traps should no longer deal high damage on deflects.
- Fixed identified cases where some melee attacks deal 216 damage.
- Escaping prisoners will no longer grab binoculars.
- Freed prisoners will no longer grab weapons.
- Pawns should now be less likely to harm themselves with their own grenades.
- Fire will now spread indoors/without wind.
- Overlooked melee tools for bows and pila updated.
- Mortars now adjust projectile speed when changing targets.
- Pawns with EMP weapons will now automatically attack targets.
- Melee hunting will now use all available attack tools.
- Javelin count for the Lost Tribe start is now reflective of their status as a consumable.
- Bulk/mass added to horns and tusks, and their descriptions have been updated to reflect that they’re no longer useable as melee weapons.
- Pawns in social fights will no longer parry/riposte with their weapons.
- Molotovs are now flagged as incendiary weapons.
- Turning off ‘Fire at Will’ now cancels current/pending attacks.
- Fixed 7.92x57mm Mauser being labelled as “7.92x51 Mauser.” Mod no longer unplayable.