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Changelog.txt
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Changelog.txt
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<--------------------------------------- 2.0a(RW 1.5 Dev) -------------------------------------------->
2.0a - 1.5 compatibility
Tweaks:
+Compatibility for RW HSK 1.5
-Moved StG 45(M) to Parabellum WT
<--------------------------------------- 1.9(RW 1.4 Dev) -------------------------------------------->
1.9 - 4 new turret, 4 new ammo, 5 new items Tweaks and Fixes
Turrets:
- Improvised 3cm Flak 103/38 autocannon: 30mm, Automatic(1/4/10), an ancient Mid War dual purpose autocannon, decent rate of fire and rather high performance againt planes and tanks, specially with the proper ammo for the role.
- 3cm Flak 103/38 autocannon(Quad): 30mm, Automatic(1/8/24), an ancient Mid War dual purpose autocannon, 4 barrels syncronized in single platform to improve it rate of fire and stability of the gun.
- SMG Sentry Turret: Any Pistol ammo, Automatic(15), An AI-controlled turret with adaptive barrel that fires pistol rounds, is not a combat turret. Requires 200 W to function.
- MMG Sentry Turret: 7.92mm Mauser Rifle ammo/7.62x51mm NATO, Automatic(10), An AI-controlled turret with adaptive barrel that fires 7.92mm Mauser or 7.62x51mm NATO rifle rounds, an actual tank machinegun turret. Requires 700 W to function.
Ammo:
- 30mm Flak ammo, Small Special Explosive shell filled with fragments, made with special fuze that detonate the warhead under specific condition and create airbust effect to maximize its effective blast range and area of effect, usually used against aircraft.
- 30mm APCR ammo, Armor Piercing, Composed Rigid ammunition ammunition for 3cm/30mm cannon, High velocity solid slug design purely for armor penetration with concentrated kinetic energy through a small impact area.
- 7.5cm Kt. Kw. K., Canister ammo, Canister ammunition for 75mm howitzer, large size buckshot for light howitzer for anti-personel defense at close range.
- 130mm HE-FRAG rocket, High Explosive - Fragmentation, Large size rocket filled with TNT explosive and fragments, though more fragments than TNT explosive.
- 130mm HEI rocket, High Explosive Incendiary, Large size rocket filled with incendiary agent and small amount of TNT explosive and some fragments.
New features:
- Mess Kit, a simple utility kit for cooking food and warming, not as efficient as standard cooking tools but is very handy for outdoor and camping, cost 12 unit of alluminium to make one in the Hand assembly bench
Food:
- Cooked Meat: Roasted meat but divided in smaller portions(like kibble), instead of 1 piece is 4 piece per bill
- Onigiri, simple salted riceball made with salt(duh), rice(duh) and algae, 2 unit per bill, pretty much Makiroll without hediff boost
- Foodcube(Mix), a mixed nutrition cube, made with mixed ingredients, can be meat or vegetables, whatever you have available
- Foodcube, a cube shaped bread stuffed with vegetables, 2 unit per bill and require Bakery research
Scenario tweak: Rifleman start
-Removed both shotgun and shotgun ammo as starting items
+Increase the ammount of money for weapon
+Increase the primary magazine each starting member carry
+Added 2 Mess Kit as starting item
+Added 80 piece of Scho-Ka-Kola as starting item
+Added 50 unit of Pervitin as starting item
+Added Cooking I as additional starting research
Tweaks:
*Simplified Anti-Concrete/AC damage
+New Flecks for nuclear weapons due recent changes
+Update for Weapon Modularization
+New and stronger fragments for any weapon using larger than 100mm size ammo and 4kg Demolition charge
+Reduced Improvised shotgun turret power consumption to 300w
-removed 88mm HEAT for RVW
-Nerfed Stalhelm Material multiplier from 300% -> 260%(for comparison Tactical Helmet is 400%+)
+Buffed Tactical Helmet blunt protection up to 60 as baseline with steel, now can fully tank 7.62x51mm NATO non AP ammo
*Removed Muzzle Flas from De Lisle Carbine
*Chnaged Bunker Storage Texture still WIP though
-Removed M34 WP grenade and anything related to it, the feature got shafted with Rimworld Gas overhaul, which in the end I decided to remove it an probably start from scratch
+Fixes for Mote to Fleck changes which cause some old weapons/turret waste all their ammo in single attack
*Remove M320 GL residual codes from the mod
+Changed all AmmoCategories/AmmoClass defName to be more unified and Localization friendly
+Fix for Smine despawn issue, supposedly
*Removed unused Flamethrower fuel
+Added few missing ammo type to existing weapon
+Fixed S-Mine despawn after crafting issue
*Also added work amount to making S-Mines
*Fixed issue with some weapon not appearing in the modification screen due WM name change
-Removed 7.92 Kurz convertion for G43 due WM change making it having weird behavior
*removed remant patch from weapon moved to Parabellum WT
+Added Parabellum Metal armor into Mending list for the early mending/repair bench
*Fixed ParentName for 9x19mm +P+ and .45 ACP Super, they should inherit their HSK ParentName properly
+Rebalanced De Lisle Carbine to more early Industrial unlock, same for the recipe and work cost, the weapon is too niche after early Industrial
+Added new AmmoSet for De Lisle Commando Carbine, now it can use 9x19mm ammo too
+Added All new late Industrial ammo to some weapon from HSK More Content
*Readjust research for following ammo recipe:
- 37mm canister shell are moved from Parabellum I to Turret I
- 75mm Canister shell are moved from Turret I to Artillery I
*Weapon rebalance:
- Carbines:
*De Lisle Commando Carbine: More niche
+Magazine size increased from 7 to 11
+Now the weapon can use both .45 ACP and 9x19mm
*Updated Texture
*M4.50 Beowulf: Carbine to Heavy SMG like
*Market Price decreased from 1700 to 1380
-ShotSpread increased from 0.058 to 0.068
-SwayFactor from increased 1.08 to 1.2
+RangeWeapon_Cooldown decreased from 0.95 to 0.62
+Bulk decreased from 9.2 to 6.8
+Mass decreased from 3.8 to 2.4
+Can be used one handed
-Recoil increased from 1.68 to 1.74
+WarmUp decreased from 0.8 to 0.5
-Range decreased from 42 to 38
-MuzzleFlashScale increased from 14 to 16
+ReloadTime decreased from 1.8 to 1.68
*Reduced the Weapon part ammount require to make the weapon, so the ammount you get recycling it
*Updated Texture
- Launchers:
*Carl Gustav Recoiless Rifle(Model Universal): Match the weight of the weapon to the IRL counter part, just that
+Mass decreased from 7 to 6.6
*Updated Texture
- Shotguns:
*DP-12 double barrel shotgun: Bullpup benefit
-TicksBetweenBurstShots decreased from 3 to 4(1200rpm to 900rpm basically)
+Range increased from 18 to 22
*Updated Texture
*HK CAWS: Bullpup benefit with extra long barrel
+ShotSpread decreased from 0.07 to 0.056
+SwayFactor decreased from 1.55 to 1.35
+Recoil decreased from 1.55 to 1.4
+WarmUp decreased from 0.95 to 0.82
+Range increased from 20 to 32
+MuzzleFlashScale decreased from 9 to 7
+ReloadTime decreased from 2.8 to 2.2
*Updated Texture
*Added Off map artillery ability to following turrets:
- Nebelwerfer(All variants)
- Raketen-Vielfachwerfer(8cm rocket)
- 8cm GrW(8cm Mortars)
- Type 63 MRL(130mm rocket)
- Morser 16 and 18(21cm shell)
<--------------------------------------- 1.8(RW 1.4 Alpha) -------------------------------------------->
1.8 - 9 New ammo type, 2 turrets, 2 grenades, 3 consumibles, 3 weapon and Fixes
SMGs:
- MP717(r): 7.63x25mm, Automatic(1/6/18), An ancient world weapon, captured from enemies hands with new assignation and familiar catridge to avoid logistic issue
Carbines:
- VG 3/45k: 7.92x33mm Kurz, Bolt Action, Gustloff Volkssturmgewehr VG 3/45k, the "People's Storm - Rifle", the last effort to increase weapon production almost in the end of the war, a very robust and cheap bolt action carabine chambered in 7.92x33mm Kurz, generally used by Volkssturm, to fight for the fatherland counter the inevitable for one last time.
Rifle:
- GrB 39: Schiessbecher rifle grenade, Level Action, An ancient mid war rifle grenade launcher convertion from an obsolete anti-tank rifle to improve its penetration effectiveness against armored vehicle, this version further reduce its weight by removing the bipod and the carry handle.
Grenades:
- M34 White Phosphorus Grenade:(Partially done)White Phosphorus grenade, releases a large cloud of volatile chemical that burns when contact with oxygen, it works for assault and defense, great for area denial and against closed space structure and fortification.
- Dirty Bomb:a.k.a Nuclear Waste Grenade or nuclear grenade, aim to irradiate the strike zone with hazardous radiation than rely on explosive blast to damage target, very unsafe to use and the effect last quite long.
Turrets:
- Dual M2 Browning HMG: .50 BMG, Automatic(1/6/20), A manned, mounted Dual M2HB Browning Heavy Machine Gun. It uses .50 BMG Bullets for ammo.
- M45 Quadmount: .50 BMG, Automatic(1/12/40), A manned, mounted Quad M2HB Browning AA Turret. It uses .50 BMG Bullets for ammo.
Ammo:
- 9x19mm +p+, Overpressure Jacked Hollow Point, increase overall bullet performance + Jacket Hollow Point for increase tissue damage after impact.
- .45 Super, Overpressure Jacked Hollow Point, increase overall bullet performance compared to standard .45 ACP.
- 5.56.x45mm NATO Duplex, Duplex round, Just like normal FMJ round but with extra bullet per shot, the addition of extra bullet alter the ballistic of the projectile a bit, not enough to achive the original goal.
- 7.62x39mm Incendiary, Incendiary round, Special Intermediate round with incendiary tip, designed as observation round, cause burning uppon impact.
- .303 British Incendiary, Incendiary round, Special Rifle round with incendiary tip, designed as observation round or countermeasure against Zeppelins, cause burning uppon impact.
- 7.62x51mm NATO Triplex, Triplex round, Just like normal FMJ round but with extra 2 bullet per shot, the addition of 2 more bullets alter the ballistic of the projectile even more, maybe using a shotgun instead?
- 12 Gauge 000 Magnum Buckshot, Magnum load 000 buckshot, increase pellet size and lower the pellet count, which also reduce spread and increase tissue damage and penetration.
- 61mm Grosse Panzergranate 61: Anti-Tank rifle grenade, used by Schiessbecher rifle grenade launcher, it has quite slow projectile speed and limited armor penetration, very subpar against non-armored target or moving target.
- 30mm Gewehr-Sprenggranate: High Explosive rifle grenade, used by Schiessbecher rifle grenade launcher, it has slow projectile speed and limited explosion blast range, not very effective against armored target, can also used as hand grenade.
Consumeable:
- Scho-Ka-Kola: performance-enhancing energy "sport chocolate", improve pawn's conciousness and reduce their tireness
- Pervitin: Standard issue enhancement drug, long term usage can cause severe permanent damage to health
- Panzerchokolade: Mix of Scho-Ka-Kola with Pervitin, very potent and effective for short term
Scenario:
- Rifleman start:
+5 chooseable human pawns between 18~35 years old
*Average~excelent shooting skill(8~16)
+Classic starter research
+Parabellum starter research(Parabellum and Defensive Measure I)
+1 G41(W) + 150rnd of bullet for every colonist
+Maybe grenades as sidearm
+Military gear for every colonist
+60 Survival meal and some Industrial medicine
-Fixed more Language missmatch and copy paste issue(I am tired of this shite)
-Readjust .50 Beowulf and 84mm Carl Gustav Shells bill crafting stack count
-Dropped M4.50 Beowulf Magazine size from 20 back to 12, and max burst at 4 instead of 5
-Reduced Panzerfaust 100 and Fasutpatrone 30 commonality
+Readjust weapon and ammo drawsize, they should be the same size when they are drafted and when they are not used by pawn
+Reduced 120mm Canister shell pellets to half of its original count due performance, but they deal double damage and 20% less spread to compensate
-Improved medium and large rocket texture
-New texture for M2 Browning Machinegun
-Removed 81mm mortar shell patch to prevent any future issue in 1.4
-Removed scale with toxicsensitivity for saltshot, doesn't really make sense and is not used in 1.4, so, removed
+Added FSX to ammo recipe, now it is available for every ammo recipe that only use gun powder
-4kg Demolition Charge due obvious reason no longer can use with one hand
-Panzerfaust no longer can use with one hand
*Moved TG 1918, 7.92x33mm Kurz and the 13.2mm TuP AP round recipe to Gun I research
*Added checks for Dub's Rimatomic for mod compatibility
*Readjust S84/98 III bayonet size
*Moved Scho-Ka-Kola to Candy Table
+Added Parabellum Research start
*Panzerfaust no longer inherit grenade WeaponTags
*Set some weapon back to horizontal display position
+Fixed Projectile issue for 1.3
-Removed HSKWR(Lee Enfield and AK47)
+Added Bipod function for all Machineguns and FG42
+Added support for Weapon Modulization SK
+Added 8 inch handguard for 20" shotgun barrel, since it doesn't have an exposed gas piston
*Separated grenade launcher slot from handguard due WM limitation causing any launcher that's not in the first layer stop working
+Added stack for HSK weapon crates
+Increased Machinegun crates stack from 25 to 50
-Moved M320 grenade launcher to Parabellum War Trophy
-Changed the layer of UBGL for Universal AR due another limitation of Weapon Modularization
+Added Bipod function to XM109 and GrB
*Separated classification for UniversalAR, now you have 4 classes instead of single gun due CE Extentedloadout can't register any change on them sadly
+Rebalanced all Universal AR parts to fit their separated class properly
+Added AK kit for UniversalAR, the weapon can be rechambered to soviet 7.62x39mm
*Updated Magazine behavior, now is more friendly with other weapon parts that override the weapon behavior
+Fix for latest CE update and mote to flecks issues
*Fixed UAR variant not showing up in cuztomization bench
*Changed how S-mine work for recipes and building
+Added smoke charge by converting M24Nb for future vehicle update
*Grenade pin spam issue
*Artillery issue
+Added Bunker storage(WIP)
-(1.4)Added Rifle grenade for following weapons:
+ G43
+ FG42 model F
+ StG44
+ StG45(M)
+ Kar 98 Sniper
+ VG 3/45k
-(1.4)Replaced following weapons texture:
+ G43
+ FG42 model F
+ StG44
+ StG45(M)
+ MKb42(H)
+ Kar 98 Sniper
+ VG 3/45k
+ VG 1-5
-Weapons available for Weapon Modularization:
+MKb 42(H)
+StG 44
+StG 45(M)
+VG 1-5
+VG 3/45k
+G43
+Kar 98
+Universal AR:
-SG
-SMG
-AR
-BR
*Cannon rebalance:
-3.7cm:
PaK36: SS 0.1 -> 0.08
SF 1.1 -> 1
CE x -> 0.5
Flak 41: CE x -> 0.7
-5cm:
PaK38: SS 0.15 -> 0.08
SF 1.2 -> 0.8
CE x -> 0.7
Flak 41: SS 0.12 -> 0.1
CE x -> 0.9
-7.5cm:
GebK 15: CE 1.5 -> 1.38
RT 4.2s -> 3.6s
LG 40: MV 1400 -> 1300
SS 0.18 -> 0.16
RT 4s -> 3.8s
PaK 40: MV 1600 -> 1750
SS 0.12 -> 0.1
SF 1.2 -> 0.9
CE x -> 0.9
-12.8cm:
PaK44: TL Industrial -> Spacer
SE 2.5 -> 2.8
SS 0.17 -> 0.14
SF 1.2 -> 1
CE 1.36 -> 1.28
Flak 40: SS 0.21 -> 0.18
CE 1.5 -> 1.4
<--------------------------------------- 1.7 -------------------------------------------->
1.7 - 2 armor, 1 apparel, 7 armor accesories and tweaks
Armor:
*Body Armor:
-NIJ IIA ballistic vest: - layer: Middle, coverage: torso and shoulders. A light weight ballistic vest, generally used for Law Enforcement, Guards and Mobster, made with modern ballistic material, effective protecting body shots from short barrel weapons up to 9mm and .45 ACP pistol rounds and small fragments
-Improved Outer Tactical Vest: - layer: Middle, coverage: neck, shoulders, arms, chest, torso and waist. A medium/heavy weight ballistic vest, improved version of the OTV, standard issued for the army, made with modern ballistic material, excellent NIJ IV/GOST 6-BR5 protection with decent mobility, comfort, weight and durability combination, the vest is also fast to equip and unequip with the hidden lanyard in case of emergency or when the user stuck in harsh terrain with the vest, but is quite expensive to produce.
*Armor Accesories:
-Basic Trauma Plate: - layer: Utility(belt?), coverage: torso. A soft material made insert trauma plate for body armor/vest, significantly reduce any incoming blunt force from impacts, not very effective counter sharp penetration damage
-Ballistic Plate(Metallic): - layer: Utility(belt?), coverage: torso. A hard material made insert ballistic plate for body armor/vest, specifically made to block/deflect any penetration damage till certain limit, not very good absorbing blunt force
-Ballistic Plate(ESAPI): - layer: Utility(belt?), coverage: torso. Enhanced Small Arms Protective Insert. A composite material with ceramic made insert ballistic plate for body armor/vest, effectively block sharp penetration and absorb blunt force up to NIJ IV/GOST Class 6-BR5, but is not very durable and quite expensive
-Ballistic Plate(HCPI): - layer: Utility(belt?), coverage: torso. High Caliber Protective Insert. A non-conventional hybrid composite insert ballistic plate for body armor/vest, effectively block sharp penetration and absorb blunt force beyong standard NIJ/GOST Classification(AMR Class), very expensive to produce and quite heavy to carry around
-Ballistic Neck Collar: - layer: Utility(belt?), coverage: neck and shoulder. Part of the Modular Armor System, protect the user neck area against any form of damage
-Ballistic Arms Protection Set: - layer: Middle, coverage: arms. Part of the Modular Armor System, protect the user arms and forearms against any form of damage
-LBBPS: - layer: Middle, coverage: legs. Lower Body Ballistic Protection Set. Part of the Modular Armor System, protect the user arms and forearms against any form of damage
*Extra Apparels:
-Military Boots: - layer: Shell, coverage: feet. Milspec Military Boots, durable, resistent and comfortable, very useful for moving around harsh terrain
Tweaks:
+Rebalanced following weapon stats:
-DP-12:
Warmup: 0.85 -> 0.7
*Removed recoil
Range: 17 -> 18
Sight Efficiency: 0.9 -> 0.95
-Serbu Super Shorty:
Reload Speed: 0.7s/r -> 0.5s/r
*Added Sidearm tag
*One hand weapon
-Sturer Survival Pistol:
Warmup: 0.25 -> 0.2
Range Cooldown: 0.2 -> 0.25
-Browning Auto-5(both):
*Recipe now require Heavy Component instead of Shotgun Component and reduced their weapon part requirement
*Reduced work amount slightly
-Panzerfaust(both)
*Changed their ParentName to solve the stack issue, they no longer have quality
*Changed Faustpatrone 30 stacksize: 25 -> 50
*Added Tech level tags for them
-Changed a bit 21cm shells(ACB) damage behavior, in theory should damage at least every firts tile the explosive blast touch in a shape of cross
-Changed ACB Damage behavior, in theory should damage all layer till outside(?)
-Nerfed armor Material Multiplier, now is more Base value dependable than material effects
+Now the 6B5 Body vest also protect the waist(Utility?) and renamed the xml file to BallisticArmor
*Added new ThingCategories for Parabellum Apparels
-Fixed a Typo from VG 1-5
*Changed S&W.50B Revolver smelting product from weapon parts to Components
+Reduced .50 Beowulf round mass(Took me time to make that investigation)
-Removed AN-94 ammoType from the Sturer Pistol, since in conflict with the normal 5.45x39mm ammoType
-Increased M960(M) Calico Carabine spawn chance from 40% to 50%
-Reduced Complex Cannon Crates mass and bulk from 2000 -> 500
<--------------------------------------- 1.6 -------------------------------------------->
1.6 - 3 weapon, texture improvements and tweaks
Shotguns:
- Browning Auto-5: 12 Gauge, Semi-Automatic, recoil-operated semi-automatic shotgun, decent RoF, magazine capacity, subpar accuracy and effective for Riot control
- Browning Auto-5(sawed off): 12 Gauge, Semi-Automatic, with sawed off stock and 10 inch short barrel, increased RoF and small enought to carry with one hand, the downside is, more spread, less accurate and effective range reduction
Launchers:
- Faustpatrone 30: 100mm Faustpatrone Warhead, Single Shot, a very simple, cheap and easy to use anti-tank weapon, not very ideal trying to hit moving target with it
Tweaks:
*changed advanced launchers(RL and GL) weapontag so other advanced factions can spawn them
*slightly changed the north and south view of the SN-46 Breast Plate texture to fir the breast portion
+Buffed HSK Tactical Helmet with patch
*Reduced the amount of material return when smelting RGO grenades
*Reworked Panzerfaust, now it behaves more like a single use weapons(like grenades), greatly reduced its marketvalue, and the weapon no longer need to reload
*Increased the research points requirements for early Parabellum Researchs: 1000 points for Parabellum, 500 points for Defensive Measure I
*Inverted Shotgun Range Cooldown value with Warmup value
*Changed Winchester M1897L stat: Range Cooldown 1.1 -> 1, Warmup 1.2 -> 0.86
*Moved 7.92X57mm BP rounds from Research Rifle II to Rifle III
*Reduced Ballista Minimium range from 10 to 1, and increased Ballista bolt sharp penetration from 6.9mm to 8mm
+Rebalance the 10 Gauge after further investigation:
Market Value: 1 -> 1.2
Mass: 0.05 -> 0.06
Bulk: 0.07 -> 0.08
Pellets: 7 -> 11
Spread: 12.5 -> 18.5
Cost(Crafting): 13 -> 15
+Buffed MGs withing Laffete Tripod mount:
-MG34z: Recoil 0.78 -> 0.64
-MG42 MMG: Recoil 0.66 -> 0.4 Sight Effectiveness 1.6 -> 1.8
-MG 08 MMG: Recoil 0.86 -> 0.7
*Changed the VG 1-5 Stats slightly:
*Sight Efficiency: 1.05 -> 1
*Spread: 0.04 -> 0.08
*Changed Gewehr 88 stats slightly:
*Spread: 0.08 -> 0.06
*Commonality: 0.7 -> 0.8
*MarketValue: 650 -> 580
*Changed the Stalhelm with Stimpanzer following stats:
*Mass: 3kg -> 6kg
*Bulk: 5 -> 4
*Blunt protection: 20 -> 18
*Global work speed: -2% -> -5%
*Move Speed: -0.04 -> -0.08
*Commonality: 100% -> 40%
*Suppressability: -0.06 -> -0.1
*Mental Break Threshold: -0.08 -> -0.04
*Rebalance projectile speed with CE formula: IRL projectile speed(m/s) * 0.2 = Speed
7.63x25mm Mauser - 140 -> 88 <441m/s>
7.92x33mm Kurz FMJ - 146 -> 137 <685m/s>
AP - 152 -> 142
J - 160 -> 150
8x57mm P88 FMJ - 125 -> 128 <639m/s>
7.92x57mm SP FMJ - 175 -> 176 <878m/s> DMG 24 -> 25
KP AP - 178 -> 184 <920m/s>
BP HET - 181 -> 182 <910m/s> DMG 25+9 -> 26+10
13.2x92mmSR TuF - 160 -> 157 <785m/s>
13x64mmB HET - 160 -> 150 <750m/s>
.50 Beowulf FMJ - 96 -> 110 <550m/s>
HP - 92 -> 108 <540m/s>
API - 102 -> 116 <580m/s>
25x59mm HVG - 87 -> 85 <425m/s>
3.7cm Pzgr. APHE - 118 -> 153 <762m/s>
3.7cm Gr.Sprgr HE - 108 -> 140 <700m/s>
3.7cm Pzgr 40/37 APCR - 159 -> 206 <1030m/s>
5cm Pzgr 39 APHE - 129 -> 167 <835m/s>
5cm Sprgr 38 HE - 85 -> 110 <550m/s>
5cm Pzgr 40 APCR - 182 -> 236 <1180m/s>
7.5cm Pzgr 39 APCBC-HE - 122 -> 158 <790m/s>
7.5cm Sprgr.Patr.34 HE - 85 -> 110 <550m/s>
7.5cm Pzgr 40 APCR - 153 -> 198 <990m/s>
7.5cm Gr.Patr.38 HL/B HEAT - 69 -> 90 <450m/s>
66mm TEA rocket TEA - 52 -> 23 <114m/s>
88mm RPzB GR.4992 - 30 -> 28 <140m/s>
8cm Raketen Sprgr HE - 63 -> 58 <290m/s>
120mm M1028 shell Casnister - 192 -> 282 <1410m/s>
12.8cm Pzgr.40/43 APC - 129 -> 190 <950m/s>
12.8cm Pzgr. 39/43 APCBC-HE - 125 -> 184 <920m/s>
12.8cm Sprgr. L/5 HE - 120 -> 176 <880m/s>
12.8/8.8cm Pzgr. Ts APCR - 167 -> 246 <1230m/s>
15cm NbW - 74 -> 69 <342m/s>
21cm - 85 -> 110 <550m/s>
APHE - 87 -> 113 <565m/s>
21cm NbW HE - 69 -> 64 <320m/s>
28cm NbW HE - 31 -> 29 <145m/s>
32cm NbW I - 31 -> 29 <145m/s>
30cm NbW HE - 50 -> 46 <230m/s>
<--------------------------------------- 1.5 -------------------------------------------->
*New Update for RW HSK 1.3
*Note:
-5cm PaK 38/L60 and 5cm Flak 41/L67 crates no longer exist in this update, so make sure you delete those crates in your map before installing the mod to prevent missing stuff error, else, save the game then load it, it usually fix the issue
-Not entirely sure how the mod work in 1.2 currently, please report any issue you found playing the mod in HSK Master Branch
The mod officially support russian translation
(it covers most of the feature, except the new one yet)
The following features need playtesting, since is a Beta launch and there is stuff in WIP, so if you encounter any issue, please report it, thanks
1.5 - 31 Weapons, 5 Apparels, 15 Turrets, 1 trip mine, 25 new ammo type, 3 new research, new balance, texture improvements, and more tweakings(pretty much the basic routine of each update)
Apparels:
*Head gear:
+ Standard Stahlhelm - layer: Head(Outer?), coverage: ears and head, cheap piece of 40s~60s military metallic helmet, offers decent protection counter small fragments and some pistol round with the the basic steel variant
+ Sturmtooper Stahlhelm - layer: Fullhead, coverage: the entire head portion and neck, reinforced variant of the basic Stahlhelm, comes with face plate and extra metallic plate in the forehead part, capable to protect rifle rounds with increased protection but is bit more bulkier, heavier and expensive as trade off
*Body Armor:
+ Sappenpanzer - layer: Shell(Outer), coverage: neck, shoulders, chest and torso, modernized body armor, cover the body center mass, capable to deflect small fragments, some pistol rounds and maybe some rifle rounds
+ SN-46 Breast plate - layer: Shell(Outer), coverage: neck, chest and torso, 50s Post War body armor, cover the body center mass, capable to deflect small~medium size fragments, most pistol rounds and some rifle rounds
+ 6B5 Ballistic Vest - layer: Middle, coverage: neck, shoulders, chest, torso and waist, 90s~2000s ballistic vest, capable to deflect large size fragments, and probably up to 5.56x45mm NATO AP rounds
Melee:
- S83/98III Bayonet: Stab/Poke/Cut, standard issued bayonet of the old empire, decent for stabbing soft target, terrible for anything else
Pistols:
- Mauser C96 pistol: 7.63x25mm Mauser(9x19mm,.45 ACP), Semi-Automatic, one of the earliest semi-automatic pistol, 10-round internal magazine, decent fire rate and low damage
- M712 "Schnellfeuer" Pistol: 9x19mm Parabellum(7.63x25mm, .45 ACP), Automatic(1/2/5) automatic convertion of C96, with detachable box magazine, high rate of fire and low damage
- SW.50B: .50 Beaowulf, 5 shots Single/Double Action, a pocket handcannon chambered in .50 Beowulf rounds
Shotguns:
- Winchester 1887 "Mare's Leg": 10/12 Gauge, Level Action, compact shotgun, a Pop cultural shotgun, you can use it with one hand
- Winchester 1887: 10/12 Gauge, Level Action, classic level action shotgun, designed to fit the company's title and support the Law Enforcement
- Winchester 1897 Standard Grade(30 in): .12 Gauge, Pump Action, classic pump action shotgun, with extra large barrel for trap shooting and hunting
- Winchester 1897 Trench Grade(20 in): .12 Gauge, Pump Action, aka the Trench Gun, with 20 in barrel, heatshield and a bayonet, complete package for Urban/Trench warfare
SMGs:
- Bergmann MP 18: 9x19mm Parabellum(7.63x25mm, .45 ACP), Automatic(1/4/10), one of the earliest SMG created for trench warfare, very effective in CQC range
Carabines:
- Karabiner Model 1890: 8mm Mauser, Bolt Action, carabine version of Gewehr Model 1888 for Cavary
- Mauser Karabiner 98k: 8mm Mauser/7.62x51mm NATO, Bolt Action, one of the latest Mauser Rifle, accurate and somewhat long range
- G41(W): 8mm Mauser Rifle Catridge, Semi-Automatic, mid war semi-automatic rifle, slow reload due the weapon use large internal magazine
- G43: 8mm Mauser Rifle Catridge, Semi-Automatic(1/2/3), mid-late war semi-automatic rifle, improved in most aspect and use detachable box magazine
- Gustloff VG 1-5: 7.92x33mm K, Semi-Automatic, late/post-war last-ditch carabine, very robust and cheap to produce
Rifles:
- Gewehr Model 1888: 8mm Mauser, Bolt Action, standard Rifle for Ancient Military formation, perfect weapon for Trench Warfare(from a trench shooting to other trench, no so much for assault)
- Mauser 1918 T-Gewehr: 13.2x92mmSR TuF, Bolt Action, one of the First AT Rifle in combat, can knock out Light armored vehicles of its time without any issue
- FG 42 Type F/II: 8mm Mauser Rifle Catridge, Automatic(1/3/7), one of the most advanced weapon of its era, it serve 2 purpose, almost accurate and light as the Mauser K98k with close both and capable to achive open bolt automatic fire like the MG 34 does but in a smallet package, while the paratroop can carry them when they paradrop
- MkB 42(H): 7.92x33mm K, Automatic(1/3/6), early modern assault rifle concept, included a bayoned lung to attach bayonet for assault role
- StG 44/MP 44: 7.92x33mm K, Automatic(1/3/8), late-war modern assault rifle, simplefied and reduced production cost
- StG 45/MP 45(M): 7.92x33mm K, Automatic(1/3/5), late/post-war modern assault rifle, further simplefied and reduced production cost
LMGs:
- MG 08/15: 8mm Mauser Rifle Catridge, Automatic(1/25/50), LMG convertion of the MG 08 MMG, quite big, heavy and very sturdy
- Madsen LMG: 7~8mm Rifle Catridge, Automatic(1/5/25), first LMG produce in quantity, magazine fed, decent accuracy but rather expensive
- MG 30 LMG: 8mm Mauser Rifle Catridge, Automatic(1/3/10), modernized LMG, magazine fed, light weigh and less bulky than most LMGs
- MG 34 GPMG: 8mm Mauser Rifle Catridge, Automatic(1/5/10), early GPMG, Drum fed(LMG), successor of the previous LMG, carry more ammo and can be used in multiple role
- MG 42 GPMG: 8mm Mauser Rifle Catridge, Automatic(1/7/19), Mid war GPMG, Drum fed(LMG), simplified version of MG 34 GPMG, carry even more ammo, cheaper, and increased RoF
- MG 45/MG 1 Hybrid GPMG: 8mm Mauser Rifle Catridge / 7,62x51mm NATO, Automatic(1/12/24), Box fed(LMG), simplified version of MG 42 GPMG, carry 120 round modern ammo box, a lot cheaper, lighter, less bulky and further increase the RoF
Sniper Rifle:
- Mk.12 SPR: 5.56x45mm NATO, Semi-Automatic(1/2/3), Special Purpose Rifle, relative fast RoF and light weight to carry around for marksman
- Mk.12 SPR(B): .50 Beowulf, Semi-Automatic, the same weapon with heavy Beowulf barrel, improves its stopping power
- Mauser 98k with Zielacht 8x: 8mm Mauser/7.62x51mm NATO, Bolt Action, one of the latest Mauser Rifle, accurate and somewhat long range, now with High Power Optic scope for sniping
Mines/Traps:
- M67 Mine: Anti-Personnel trip mine, explosive charge with large amount of fragments, capable to load inside of an 155mm artillery shell for long range rapid deployment
Grenades:
- RGO Impact Grenade: baseball size grenade with impact fuse, specialized for room cleaning and breaching, compared to other grenade type, it's relatively safe to use for the user
- Panzerwurmine: Anti-Tank Impact Grenade, designed to destroy armored target by converting the PzF warhead to a grenade, due the weight and size of the grenade, is hard to throw it like stick grenades does
Turrets:
- MG 08 MMG: 8mm Mauser Rifle Catridge, Automatic(1/10/25), early concept of machine gun, quite heavy and bulky, the slow rate of fire make it excellent for prolonged suppressive fire
- Maxim Quad AA gun: 7.92x57mm Mauser/7.62x54mmR/.303 British, Automatic(12/44), Quad AA Machinegun, by combine 4 Maxim MMG with a AA platform
- MG 18 TuF HMG: 13.2x92mmSR TuF, Automatic(1/3/10), early concept of heavy machine gun, an upscale MG 08 loaded with 13.2mm TuF for AT and AA purpose
- MG 34z MMG: 8mm Mauser Rifle Catridge, Automatic(1/10/40), 2 MG 34 GPMG mounted on a tripod, double the RoF for rapid suppression
- MG 131 HMG: 13mm HMG Catridge, Automatic(1/5/15), a redesigned MG 34 to chamber 13mm rounds, mainly 13x64mmB HE-T rounds to increase is AA capability
- MG 131z HMG: 13mm HMG Catridge, Automatic(1/10/40), the AA convertion for ground troops and some planes, by combining 2 MG 131s, double the RoF
- PaK 36/L45 ATG: 3.7cm cannon shell, Single Shot, early war Anti-Tank Gun, aka. the "DoorKnocker" due its versatility and mobility
- Flak 37/L89 AA: 3.7cm cannon shell, Automatic(1/3/6), early war AA gun, relatively low rate of fire but very effective counter light armored target
- 8cm GrW 34: 81mm mortar shell, Single shot Muzzle fed, standard medium infantry mortar, medium effective range and not very accurate
- Kurzer 8cm GrW 42: 81mm mortar shell, single shot Muzzle fed, lightened version of the GrW 34, short effective range, not very accurate, improve mobility and RoF
- 7.5cm GebK 15: 75mm cannon shell, Single Shot, Late War Light mountain gun, designed to provide ligh artillery/indirect fire support for mountain troops.
- 7.5cm LG 40: 75mm cannon shell, Single Shot, Mid War Light mountain/paratrooper gun, designed to provide ligh artillery/indirect fire support for mountain troops, also provide direct fire anti-tank role, not very efficient one but it gets the job done.(Require open roof to shoot HE shells)
- 7.5cm PaK 40: 75mm cannon shell, Single Shot, Mid War Medium anti-tank gun, designed to deal with medium to heavy armored target of its time, relatively bulky and heavy cannon piece but it has high accuracy and decent RoF.
- 21cm Mörser 16: 21cm Howitzer shell, Single Shot, Heavy Siege Artillery designed to destroy fortification and large structures, very powerful, also very heavy, slow and expensive
- 21cm Mörser 18: 21cm Howitzer shell, Single Shot, Improved/Updated version of the previous one, improved reload speed, range, and accuracy
Ammo:
- Shotgun SaltShot round, Rock Salt, custom made less-than-lethal round for shotgun, cause lots of pain and blindness when manage to damage the target, very ineffective counter armored and thick skin target, even worse for Mechanical pawns
- 8x57mm Patrone 88(FMJ), first generation smokeless propellant cartridge, not as powerful as modern catridge but is a step up from black gun powder catridge
- 7.92x57mm S Patrone(FMJ), standard rifle catridge, powerful as modern rifle catridge with better ballistic than previos one
- 7.92x57mm K Patrone(AP), Armor Piercing catridge, use hardened Tungsten core to increase the bullet penetration
- 7.92x57mm B Patrone(HE-T), High Explosive - Tracer round or "Observation" round for planes and Sharpshooters to guide their shot or indicate where the bullet landed
- 7.63x25mm Mauser(FMJ), standard high velocity pistol rounds for Mauser pistols, improved penetration and bullet travel speed, but lacks stopping power
- 7.63x25mm Mauser(HP), modified Hollow Point round of 7.63x25mm Mauser, increase stopping power but reduce the projectile speed and penetration
- 7.92x33mm K(FMJ), standard intermediate catridge for early modern Assault Rifle, stronger than pistol ammo but weaker than Rifle ammo
- 7.92x33mm K(AP), Armor Piercing round, use hardened Tungsten core bullet and increased projectile speed to increase its armor penetration
- 7.92x33mm K(J), Jaggerpatrone, overcharge sharpshooter round, increase its overall performance
- 13.2x92mmSR TuF(AP), Armor Piercing, a scale up Mauser catridge for AT and AA purpose for early HMGs and AT Rifles
- 13.2x92mmSR TuF(APHE), Armor Piercing High Explosive, same TuF catridge with modified bullet fill with small amount of explosive
- 13x64mmB(HE-T), High Explosive-Tracer, commonly used by mid-late war CAS for strafing run and groud AA defense
- 10 Gauge Shotgun ammo, Buck shot, less pellets more damage, early shotgun shell(only available for Winchester 1887 for now)
- 3.7cm Pzgr.Patr.mit Bdz. 5103º(APHE), Armor Piercing High Explosive round, early war small cannon shell, good enough to destroy light armored vehicle, the projectile contain small amount of explosive and fragment
- 3.7cm Gr.Sprgr 40 mit A.Z.39(HE), High Explosive round, standard AA round, very effective counter light armored/soft target
- 3.7cm Pzgr 40/37(APCR), Armor Piercing Composite Rigid round, hardened Tungsten core, a solid slug for maximize penetration and projectile travel speed
- 7.5cm Pzgr 39(APCBC-HE),Armor Piercing Capped Ballistic Cap - High Explosive, mostly metal slug and some explosive charge, capped with ballistic cap to increase its trajectory stability
- 7.5cm Sprgr.Patr.34(HE): High Explosive, standard ammo type for heavy Flak guns, big enough to damage medium and even heavy armored target with direct hit
- 7.5cm Pzgr 40(APCR),Armor Piercing Composite Rigid, designed to increase anti-tank penetration more than average AP shell does, which sacrifice its fragmentation capability and being more expensive to produce
- 7.5cm Gr.Patr.38 HL/B(HEAT), High Explosive Anti-Tank ammunition for light artillery and assault gun, usually short barrel cannon, to give them anti-tank capability during unexpected encounter with armored target.
- 155mm ADAM: Area Denial Artillery Munition, loaded with 36 M67 Anti-Personnel Mine to perform Area Denial task(make sure you claim them when the spawn, also, try not walking above them)
- 21cm Gr 18(AC), Anti-Concrete round, primitive bunker buster round, designed to specifically to destroy fortification and large structure
- 21cm Gr 18(HE), High Explosive round, a large size High Explosive shell filled with TNT and fragments, the size of the shell and its payload is powerful enough to put most land unit out of compat with direct hit
- 21cm Gr 18 Be(APHE), High Explosive Anti-Concrete round, Improved version of the previous one, with larger explosive payload and fragment but it reduce the direct impact damage
New Research:
+ Parabellum
Unlocks:
-Gewehr Model 1888 (Rifle)
-Karabiner Model 1890 (Carabine)
-Winchester M1887(L) (Shotgun - available in Breechloading if you have Vile's Preindustrial enabled)
-Winchester M1887 "Mare's Leg)(Shotgun)
-10 Gauge Buckshot shell(only available for Winchester M1887 for now - available in Breechloading if you have Vile's Preindustrial enabled)
-12 Gauge Buckshot shell(for any shotgun)
-8x57mm Patronne 88 (Rifle Round)
*Located next to the Bow II line, if you have Vile's Pre-Industrial it connects with Breachloading research
+Defensive Measure I
Unlocks:
-Simple Cannon Crate recipe(for cannon of early-mid Industrial stage)
-3.7cm PaK 36/L45 ATG(Light Anti-Tank Gun)
-37mm cannon ammo recipe(APHE, HE and APCR)
-21cm Mörser 16(Heavy Artillery)
-21cm Siege Artillery Ammo(Gr 18 AC and Gr 18 HE)
-8cm GrW 34(Medium Mortar)
-81mm Mortar Shells(HE)
-MG 08 MMG(Machinegun Turret)
-Vickers .303 British MMG (Machinegun Turret)
*Located in the Siege Artillery Line (Same research if you have Vile's Pre-Industrial, since he keep the name intact)
+Defensive Measure II
Unlocks:
-MG 18 TuF HMG(Heavy Machinegun Turret)
-MG 131 HMG/Autocannon(Heavy Machinegun Turret)
-MG 131z HMG/Autocannon(Heavy Machinegun Turret)
-5cm PaK38/L60(Medium Anti-Tank Gun)
-50mm cannon ammo recipe(APHE, HE and APCR)
-7.5cm Leichtgeschütz 40(Light Mountain/Paratrooper Gun)
-7.5cm GebirgsKanone 15(Light Mountain Gun)
-75mm cannon ammo recipe(HE and HEAT)
-88mm Raketenwefer 43 (88mm HEAT rockets)
-88mm RPzB GR. 4992 HEAT rockets recipe
-RPzB Crate recipe
-Kurzer 8cm GrW 42
*Located in the Siege Artillery Line before Turret Research
Tweaks:
*changed 12,8cm and 120mm cannon shells research from Range_C2 to Artillery_II, when you actually unlock the cannons
*changed Mine traps ParentName from "TrapIEDBase" to "SK_TrapIEDBase", both of them work just fine, just to make sure to use the SK one to prevent any future issue
+Added explosive damage for 4kg improvised mine(the damage is same as the demolition, since is literally the demolition charge with a trip mine delay fuse), it no longer use the default explosive damage for IED mines
*Mine cost rebalance: Fragmentation mines now its material calculation is based on the quantity of fragment it produce when explode, then compare it to the shotgun buckshot shell cost(7 steel -> 40 shells * 9 pellets per shell = 360 pellets/fragments) + 2 extra piece of alloy and other stuff for other parts of the mine
+Rebalance all the grenade recipe, now grenades with wooden stick do need an extra piece of wood to craft it, also added how much work they require to craft
*Increased .50 Beowulf ammo cost about 60% more than originaly it is, now it cost more than 7,62x51mm NATO, also now the EMP ammo cause small amount of damage counter non-conduitive pawn(no bionic, cybernetic part, mechanic lifeform), and moved the ammo to Gun II Research
+Increased Vickers MMG RoF to 500 rpm and moved the weapon building from "Machineguns" to "Machineguns(P)"(New building slot for machineguns)
*Moved Vickers from "Turret" Research to "Defensive Measure I"(New) Reseach and its recipe is crafteable in the Hand Assembling Bench
*Changed Vickers crate to "Machinegun Crate" to share it useage with other machineguns turrets, but still, their cost is varied by how complex they are
*Organized a bit AmmoCategories files by separating them with green text
+Added Vile's Pre-Industrial mod to mod loading order list(Now my mod Load after it when press Auto Sort)
*Added "<tradeability>None</tradeability>" to every Turret gun, to make sure they don't spawn in the trader list, it doesn't happen during my playtest, just to make sure it never does in the future
-Moved Huot Automatic Rifle from "Rifle I" Research to "Gun II" due new balance, available for tier "RF2" too
*Inverted Mk.18 Mod.0 GL Warmup time and RangeCooldown
+Added extra ammo patch for HMC More Content ammo, now all weapon that use 7.62x25mmTT can also use 7.63x25mm Mauser
-Nerfed a bit Lewis LMG to fit more current content's early LMGs(Sight Efficiency 0.95 -> 0.8, Range Cooldown 0.8 -> 1.2, added global work speed and move speed reduction), but now it cost way less than originaly was
-Moved shotgun shell to new Early tech: Parabellum, right before Gun I
*Pushed Nebelwerfer 1 tech later due the raid system is too stupid and can't differentiate Mediaval and Industrial stage, or stupid tribals and medieval cavary are not suppose to use any Industrial tech weapons
+Rebalanced De Lisle Carbine, now it cost less to either build or buy, unlockable in Gun I, also increased its Hunting Stealth from 85% -> 95%
+Rebalanced Panzerfaust 60 and RPzB 54/1, now it cost less to either build or buy, reduced their forced radius to: PzF -> 0.2, RPzB 54/1 -> 0.6
+Texture Improvements for RPzB 54/1
*Modified the Weapon crafting bench to work without power, but the efficiency drop to 60% when working without power
*Another buff for the Panzerfaust, increased the weapon accuracy and completely disabled force miss radius(but still the weapon is barely accurate in skilled hand so you need to get close to your target)
+Slightly increase the projectile speed of 25x59mm grenade(85 -> 87, the calculation is done by 425(XM-109)/853(M82A3)*175(ingame .50BMG speed) = 87)
*Tweaked 50mm cannon shell, speed value using 129(APHE 835m/s) as base speed, HE 86 -> 85, APCR 160 -> 182, reduced the amount of explosives(Gun powder/FSX) need to craft the ammo for the new balance(and some error): APHE 100 -> 25, HE 60 -> 32, APCR 42 -> 18
+buff 5cm cannon, Range: PaK 38/L60 87 -> 92, Flak 41/L67 87 -> 96
*Moved 5cm Flak 41/L67 from "Autocannon III" Research to "Wunderwaffen I" Research due latest autocannon addition(3.7cm Flak 37/L89)
*Changed 5cm cannon building recipe, now they no longer use specified crate but a generalized one, now ancient cannon use either "Simple Cannon Crate" and/or "Complex Cannon Crate" to build them, and those crate can stack up to 25 units each
*Added Heavy component recipe for the Hand Assembling bench, now require Gun I research to unlock
*Moved 5cm PaK 38/L60 from "Artillery I" Research to "Turrets I" Research, so for its munitions, also reduced its outline after comparing with other turret
+Buff 120mm Wombat RATG range 80 -> 90
+Increase the visual size of the 12.8cm PaK 44/L55 and 5cm Flak 41/L67 it just feels wrong comparing its size with other cannons
*Increased slightly the explosive radius of 5cm APHE and HE, 120mm HESH and 12.8cm APHE shell, but reduce their damage after comparing them with 30mm, 90mm and 120mm shells
*Reorganized the build Gizmo/Drop-down menu/Subcategory, now XM-307 ACSW goes in "Mortal", SPG-9 and SPG9M goes in "rocket launchers"
*Now you can use any metallic to build S-mines and M67 Mines instead of steel alloy only
*Replaced LMGs Mechanism cost with weapon parts
*Vicker MMG texture Improvement
+Increased G43K RoF(36 -> 45) RC 0.7 -> 0.65, G41(W) RC 0.8 -> 0.7
+Added a patch to add .44 Rimfire(Vile's Pre-Industrial) to Medusa Survival Revolver
*Rebalanced both survival pistols, they no longer require weapon part and leather to craft and pistol component is craftable when unlock "Gun_I" Research
*Reduced Survival pistols smeltProduct drop to at least 1 pistol component and the Medusa Survival Revolver Bulk 1.8 -> 1.4
+Added .50-70 Government to the Sturer Survival Pistol
*Reduced Medusa Survival Revolver Range Cooldown(0.4 -> 0.34) and fixed a typo
*Experimental: Added Interaction sound for StGs
*Changed 88mm Raketenwefer 43 description and moved the RPzB crates to "Defensive Measure II", now the recipe is available in the Hand Assembling bench
*Changed Suomi/MP18 fire sound
*Decreased Nebelwerfer 28cm and 30cm HE spawn chance: 28cm 0.75 -> 0.6, 30cm 0.45 -> 0.3, also slightly increase their cost: 28cm 280 -> 320, 30cm 340 -> 400, 32cm 300 -> 340
+Increased De Lisle Commando Carabine Hunting Stealth 85% -> 95%
+Increase a bit .50 Beowulf API damage 18 -> 20
*Changed Suomi/MP18 fire sound
*Decreased Nebelwerfer 28cm and 30cm HE spawn chance: 28cm 0.75 -> 0.6, 30cm 0.45 -> 0.3, also slightly increase their cost: 28cm 280 -> 320, 30cm 340 -> 400, 32cm 300 -> 340
*Moved 81mm Mortar shell to "Defensive Measure I"
*Now NbW rockets require proper research to unlock the recipe, which is "Rocket I" and "Rocket III"
+Now light Turrets can be unistall/undeploy faster
+Now 88mm RPzB GR. 4992(Frag) is capable of direct fire
+Inverted the Warm up and Range Cooldown of all machineguns, rifles, carabine and Rocket Launchers
+Reduced M320(K) sway from 1.8 -> 1.6, Cost from 1500 -> 1200
+Removed some unused features from Rockets launchers and grenade launchers
*Reduced cost for following weapon to make them available for raiders: CGRR(M) 5000 -> 4200, M202 FLASH 7000 -> 5400, RPzB 54/1 1800 -> 1500, Thompson M1928A1 1600 -> 1200, De Lisle CC 640 -> 380
+Texture Improvement for Thompson M1928A1, reduced its RoF from 900 -> 720, Recoil 1.5 -> 1.4, Fire mode 1s 5b 10a -> 1s 5b 13a
*Changed "Complex Cannon Crate" Research from "Artillery II" to "Turret I" due latest change
*changed simple cannon crates weight from 400kg -> 200kg
*Readjusted Mk.18 Mod.0 GL Outline
*Fixed a Typo from the 3.7cm Flak 37/L89 AA gun
*The M960(M) Calico will no longer spawn as SMG but Carabine like the Beretta Cx4 Storm and UMP 45
*Lowered the skill requirement to build both 12.8cm cannon: 12.8cm PaK 44 HATGP 15 -> 14, 12.8cm FlaK 40(z) HAAP 18 -> 16
*Slightly modified FG 42 shooting sounds
+Buff RVW MRLP range from 158 -> 180
+buff 12.8cm PaK 44/L56 sight efficiency from 220% to 250%
*Adjusted Recipe Output stack for 120mm, 12.8cm and 155mm shells
+More metallic material options available to craft weapons
*Fix some Typo for the English language file
*Updated the Mod load order setting in About.xml
*M24 grenades no longer available for medieval stage raider, hopefully, the Splitter ring variant now should be available for spacer tech
*Most Grenade recipes are moved to Weapon bench, also added production count adjustment for them
+Buffed M4.50 Beowulf SC magazine capacity, now holds 20 rounds instead of 12, while also increased its reload time from 1.68 -> 1.8 and the firemode from 1s2b4a -> 1s2b5a
*Changed the 40x46mm special grenades old ParentName, and buffed the 40mm Flechette round damage from 8 -> 10, doesn't makes sense it cause the same damage per pellet as the 12 gauge buckshot peellet
+Changed how the 25x59mm HEI, M202 FLASH and 32cm Nebelwerfer Incendiary Rockets work, now it ignite the fuel puddle the moment it explode
+Reduced M202 FLASH bulk size from 19 -> 17
+Buff for the Stielhandgranate, the M24 basic variant damage from 50 -> 90, the bundle variant from 350 -> 630, and the 4KG demolition charge from 700 -> 1000 DMG, so their respective price
*Resize of PaK 40, PaK 44 and Flak 40z, also increased the outline of PaK 44 and added outline for Wurfrahmen
+Changed the mass and bulk of 25x59mm grenade round after further investigation, now is ligher to carry around
*Increased C96 and M712 pistol outline also reduced 25% their resolution
*Readjusted the cannon, autocannons/HMG, grenades(Grenade Launcher) and rocket recipe workspeed, now is no longer the default 3000 workAmount for everything
*Due some god awful unknown reason that broke the Nebelwerfer rockets storage list, I merged both rockets(21 and 32) in a single list, shouldn't break anything, hopefully doesn't happen ever again
*Modified following weapon spawn chance:
- Hawk MM-1 40% -> 20%
- RGS GL 60% -> 30%
- M320(K) 40% -> 60%
*CGRR m/42 ATG no longer require plastic to craft it, consider the weapon doesn't have any plastic parts, now require wood and leather instead, increased its bulk from 14 -> 14.6 and reduced its sway from 1.4 -> 1.28
+Rebalanced 12.8cm cannon shell recipe cost: Explosive(FSX/Gunpowder) +1 component
*APC: 8 -> 5, *APCBC-HE: 11 -> 6, *HE: 12 -> 7, *APCR: 8 -> 5
+Rebalance NbW recipe cost:
Explosive(FSX/Gunpowder)
*21cmHE 14 -> 8, *15cmHE 6 -> 7, *15cmNb still 6, 7 *15cmHED 8 -> 7, *28cmRHE 22 -> 9 *30cmRHE 30 -> 10 *32cmRIncendiary 24 -> 10
Alloy
*21cmRHE 31 -> 34, *28cmRHE 32 -> 38 *32cmIncendiary 20 -> 34
Components
*21cmRHE 2 -> 3, *28cmRHE 2 -> 4, *30cmRHE 2 -> 4, *32cmRIncendiary 2 -> 4
-Now 5cm cannon shell require 1 component per round(10 rounds = 10 components) and nerfed their sharp penetration due using the wrong penetration table: APHE 100 -> 75, APCR 130 -> 111
*Rebalance 5cm cannon shell cost:
Alloy
*APHE 40 -> 50, *HE 35 -> 44, *APCR 40 -> 50
Explosive(FSX/Gunpowder)
*APHE 25 -> 17, *HE 32 -> 22, *APCR 18 -> 12
+Rebalanced 12.8cm cannon shell recipe cost: Explosive(FSX/Gunpowder) +1 component
*APC: 8 -> 5, *APCBC-HE: 11 -> 6, *HE: 12 -> 7, *APCR: 8 -> 5
+Rebalance NbW recipe cost:
Explosive(FSX/Gunpowder)
*21cmRHE 14 -> 8, *15cmRHE 6 -> 7, *15cmNb still 6, 7 *15cmRHED 8 -> 7, *28cmRHE 22 -> 9 *30cmRHE 30 -> 10 *32cmRIncendiary 24 -> 10
Alloy
*21cmRHE 31 -> 34, *28cmRHE 32 -> 38 *32cmRIncendiary 20 -> 34
Components
*21cmRHE 2 -> 3, *28cmRHE 2 -> 4, *30cmRHE 2 -> 4, *32cmRIncendiary 2 -> 4
-Now 5cm cannon shell require 1 component per round(10 rounds = 10 components) and nerfed their sharp penetration due using the wrong penetration table: APHE 100 -> 75, APCR 130 -> 111
*Rebalance 5cm cannon shell cost:
Alloy
*APHE 40 -> 50, *HE 35 -> 44, *APCR 40 -> 50
Explosive(FSX/Gunpowder)
*APHE 25 -> 17, *HE 32 -> 22, *APCR 18 -> 12
*Rebalance for the cannon:
-3.7cm Pak 36: range 82 -> 96 WarmupTime 1.4 -> 1.2 Research: Defensive Measure II -> Defensive Measure I
-3.7cm Flak 38: range 88 -> 115 Ammo 12 -> 18(extra clip)
-5cm Pak 38: range 92 -> 125 WarmupTime 1.8 -> 1.4 Research: Turret I -> Defensive Measure II
-5cm Flak 41: range 96 -> 181
*Added Buff patch for HSK cannon/autocannon turrets:
-90mm Flak: range 125 -> 182
-120mm ATG: Sight Efficiency: 1.8 -> 2.8
-20mm Oerlikon: range 75 -> 77 Firemode s1 b6 a12
-20mm Vulcan: RoF 1200 -> inf Firemode b12 a60 Magazine Size 200 -> 300 *Removed recoil and single shot(Don't worry, still have spread)
-30mm GAU-8: RoF 720 -> 3600 Firemode b7 a35 Magazine Size 200 -> 300 *Removed recoil and single shot(Don't worry, still have spread)
*Rebalance for NbW rocket projectile speed: (RPG-7 Rocket speed = 300m/s -> 65 speed)
-15cm: 342m/s --- 65 -> 74
-21cm: 320m/s --- 61 -> 69
-28/32cm: 145m/s --- 28 -> 31
-30cm: 230m/s --- 44 -> 50
*Rebalance for RPzB rocket and PzF projectile speed: (RPG-7 Rocket speed = 300m/s -> 65 speed)
-88mm Gr.4992: 140m/s --- 37 -> 30
-8cm RVW: 290m/s --- 58 -> 63
-PzF 60: 45m/s --- 15 -> 10
-Changed slightly the .50 Beowulf projectile speed:(Around 550~580m/s vs 948m/s of 5.56x45mm NATO)
-HP 106 -> 94
-FMJ 102 -> 96
-EMP 102 -> 96
+Texture Improvements for:
- M4.50 Beowulf SC
- Hawk MM-1
- Suomi KP-31
- Mk.14 Mod.0
- Huot Automatic Rifle
- Lewis
- RGS
- Thompson M1928A1
<--------------------------------------- 1.4 -------------------------------------------->
*Added separated mod package(Parabellum - Earned in Blood & Parabellum - Hold the Line) for who only want handheld weapons or defensive turrets and explosives, not both of them
*Last update for RW 1.2 HSK
1.4 - 3 Weapons, 5 Turrets, 8 new ammo type, Texture improvements and more Tweaks
*Note: delete all 120mm ID ammo in your map to prevent any error, this ammo type no longer exist, deleted due how pointless is using it for the 120mm Cannon
Shotguns:
-Serbu Super Shorty: .12 Gauge, Pump Action, super compact shotgun, perfect weapon for self defense and CQC
Carabines:
- M960(M) Calico 9mm Carabine: 9x19mm Parabellum, Automatic, light weight high capacity cylinder magazine, good for supression fire
Launchers:
- M320(K) Grenade Launcher: 40x46mm grenades, Single Shot, compact multipurpose grenade launcher that only work in close range, something between shotgun and handcannon(capable to shoot in point blank range and will auto target hostile AI within range, so keep an eye when you assign them this weapon with explosive round)
Turrets:
- Improvised Automatic Shotgun Sentry Turret: Automatic(4 shots each time), short range stationary sentry turret dedicated for pawn control, awkward to reload and rather inaccurate, require 500W power
- Anti-Riot Sentry Turret: Automatic(3 shots each time), short range less lethal sentry turret dedicated to pawn control, rather precise and easy to use, require 500W power
- 12,8cm PaK 44/L55 Heavy Anti-Tank Gun Platform: Single Shot, long range stationary heavy anti-tank weapon
- 12,8cm FlaK 40/L61 Heavy Anti-Aircraft Platform: Automatic(1/2/4), long range stationary heavy AA gun, take time to reload completely(also manning it only load 1 shell till you force them reload manually multiple times, so keep it fully loaded when is not in combat)
Specials:
- SOFLAM: Special Operations Forces Lacer Acquisition Marker, automatically target any hostile foe withing range, require 100W power to work
(Experimental stuff, just don't check the dummy ammo, it can spam red errors cuz CE is having a stroke reading their own projectile)
Ammo:
*Note: "Non-Lethal" and "Less-than-Lethal" ammo still can kill pawns or cause serious damage with excessive usage, keep that in mind
- 40x46mm Stun Grenade: Stun/Concussion Grenade - Non-lethal round, capable to stun most pawn within the blast radius
- 40x46mm Foam Grenade: Foam Grenade - Non-Lethal round, capable to extinguish fire, longer range than throwing foam grenades but with less effective radius due the grenade size reduction
- 12,8cm Pzgr. 39/43 APCBC-HE: Armor Piercing Capped Ballistic Cap - High Explosive, mostly metal slug and some explosive charge, capped with ballistic cap to increase its trajectory stability
- 12,8cm Pzgr. 40/43 APC: Armor Piercing Capped, solid metal slug with small ballistic cap, same as above but this one has null fragmentation effect, ligher and bit faster projectile speed
- 12,8cm Sprgr. L/5: High Explosive, standard ammo type for heavy Flak guns, big enough to damage medium and even heavy armored target with direct hit
- 12,8cm Pzgr. Ts APCR: Armor Piercing Composite Rigid, compose of a single piece of 88mm slug fixed with 2 rings for stabilization, supercharged by 128mm case, not entirely an APFSDS but close
- 120mm M337 Stun: Special Less-Than-Lethal Stun, The cartridge creates a flash, bang and blast effect used to deter violence
- 155mm W48/XM454 AFAP: Artillery Fired Atomic Projectile - low yield nuclear artillery shell created to fit in any 6.1"/155mm Howitzer for tactical nuclear strike, the strike zone will produce temporal EMP effect + relatively long lasting radiation area
*it depends Rimatomic stuff, mostly the effects, the cook off shell has more area coverage than direct impact in my latest testing
Tweaks:
+deleted Icon texture cuz is pointless to have it, since the ammo icons are replaced by projectile icons to keep the file size small
-Nerfed S-Mine explosive radius(2.2 -> 1.6), making it more anti-personnel focus than explosive one, the trade off is reduce the gunpowder need to build it from 4 -> 2
-Reduced 120mm Canister Shell spread from 46.2 -> 37.8, to guarantee their effectiveness atleast till 20~40 tiles range, also increase its pellets speed from 155 -> 192 and reduce its usage chance to 40%
+Increase a bit 5cm Flak 41 AA gun top size and reduce the base size a bit
+changed 40mm grenade name(when select ammo type for the weapon), make it less confusing when use with multiple ammo supported weapons
+Due some weird issue happens, AI pawns can spawn with Turret weapon(not just from my mod, it apply for base HSK and other mods that add artillery and turrets), so just in case, I disabled their spawn chance in my mod
+Typo correction(the casual routine)
-Most modern weapons no longer need Leather to craft them, add few extra piece of plastic and metal as exchange
+Slightly texture change for RPzB 54/1(also resize and display)
+Adjust few weapon display(it only work when equipped by any pawn)
*Add Recoil for RGS and Hawk MM-1 and increase their sight effectiveness a bit
*changed PaK38 sound file name to "shot_50mm" and "50mm"
+Added FSX to 50mm ammo crafting recipe(Did I forgot to add it?)
-APCR ammo now require small amount of Tungsten instead of any metal from heavy category
-Changed any german gun from "mm" to "cm", cuz german, don't worry, just the description
*Changed some AmmoCategories shortlabel and label
+Fixed Sturter Survival Pistol bug(due some moronic miss placement)
+Better compatibility with HMC More Content ammo(no longer require to remove any patch)
+Reduced the flammability of the mines, to make them more resistant from getting roasted by lighting(yep, my minefield got hit a lot with pin-point accuraccy by lighting, even with low HP doesn't instantly destroy them, but it ignite fire and damage them slowly, seriously RNG, what in the actual fu...)
-Increased the delay fuse of mines to maximized the group damage(let enemies horde step further in the lethal zone): S-Mine(20->25) and Improvised 4kg Mine Trap(30->50)
+Readjusted 40mm grenade rounds cost(did I mistake Flechette round with Bean Bag cost?), Flechette round damage(6->8), a little more blunt pen(2->4.2), reduce bit of its spread(42.6 -> 40.5), added different speed(30 from standard 40mm Grenade rounds to 54 of Flechetter convertion)
+Remade 90% of the texture of 40mm Grenade rounds(only the box is almost the same), Flechetter round no longer looks like standard 40mm grenade
*Experimental: Added shield break chance for EMP ammo but they doesn't really work that well
-Replaced 120mm ID with 120mm Stun round due how impractical is the ID round is
+Increase the size of 120mm HESH icon, also changed Wombat default projectile to HESH instead of HEAT(since the idea of the projectile comes from that weapon)
-change the amount of shells you get from crafting 5cm/50mm cannon shell from 20 -> 10 due is not that much of a good idea waiting for 100 gunpowders/FSX for 20 shell and mess with the crafting priority when having other bill that require less resources
+2 New Research Trees(more feature will be available in the future)
*Reorganized all the texture files(99% of them are turrets textures), now they are separated in 5 different folders:
+Artillery - Self Explanatory
+Base - Turret Base/Platform
+CMHT - Crew Manned Heavy Turret
+CMLT - Crew Manned Light Turret
+CMMT - Crew Manned Medium Turret
+Sentry - Self Explanatory
<--------------------------------------- 1.3 -------------------------------------------->
1.3 - 2 weapons, 8 Turret, 6 new ammo type, and lots of tweaks
SMGs:
-Suomi KP-31 SMG: 9x19mm Parabellum, Automatic, Good for suppression fire
Launchers:
-Panzerschreck / Raketenpanzerbüchse 54/1: Single Shot, Early-Mid game Rocket Launcher, relatively cheap but quite heavy and bulky
Turrets:
-Type 63 Multi Rocket Launcher Platform: Full/4 Burst rockets Salvo, 19 tubes Long Rage stationary Rocket Artillery <- use Default 130mm rokets
-50mm Pak 38/L60 Anti-Tank Gun: Single Shot, medium range stationary light anti-tank weapon
-50mm Flak 41/L67 Anti-Aircraft Gun: Automatic, medium range stationary auto-cannon
-SPG-9M Recoiless Anti-Tank Gun: Single Shot, medium range stationary light anti-tank weapon
-SPG-9M Recoiless Anti-Tank Gun(Double Barrel): Single/Double Shot, medium range stationary light anti-tank weapon
-RPzB 54/1 Multiple Anti-Tank Rocket Launcher: 1/3/6 Rocket burst, short-medium range stationary heavy anti-tank weapon
-88mm Raketenwerfer Anti-Tank Rocket Launcher: Single Shot, medium range stationary light anti-tank weapon
-Raketen-Vielfachwerfer MRLP: 24 rockets/6 rockets burst salvo, 24 rail(48 rockets, 2 rockets per rail) Medium Range stationary Rocket Artillery
Ammo:
-50mm Pzgr 39(APHE): High Explosive Armor Piercing shell, more metal slug than explosive, produce small quantity of fragment when impact the target
-50mm Pzgr 40(APCR): Armor Piercing, Compound Rigid shell, high velocity solid metal slug, minimal explosive effect when impact
-50mm Sprgr 38(HE): High Explosive shell, standard Explosive shell, is small and rather weak but it get the job done
-88mm RPzB Gr. 4992 HEAT Rocket: High Explosive Anti-Tank, standard RPzB rocket, not strong as modern rockets but good enought counter armored target, only effective with direct hit
-88mm RPzB Gr. 4992 Frag Rocket: Fragmentation(Anti-Personnel), modified RPzB rocket, very weak explosive effect and poor penetration, but it has considerable high fragmentation effect
-8cm Raketen Sprgr(HE) Rocket: High Explosive, modified small size rockets, decent explosive damage, some fragmentation effect and capable of damage light/medium armored target
Tweaks:
+slightly increased 120mm Wombat drawsize
+Nebelwerfer crate now are stackable up to 6 max
+Moved 120mm WombatRATG to new Architect tab: Anti-Tank Guns(P)
+Renamed Architect tab of "Artillery(Parabellum)" to "Rocket Artillery(P)"
+Changed both Nebelwerfer 21 and Nebelwerfer 32 tech level from "Industrial" to "Spacer" scale, Wurfrahmen still remain at Industrial
+Changed XM-307 ACSW tech level from "Industrial" to "Ultra" scale, and its crate from "normalcrate" to "Rarecrate" (what a major fked up I forgot here)
+Separated most ammo in the Resource Readout list(the one on the upper left side of your ingame screen) with their own icon instead of too many ammo with the same base HSK ammo icon
+Nebelwerfer rockets now are only craftable in the Electric Machining Table
+Panzerfaust warhead now are only craftable in the Ammo Bench
+Rename most turrets with long names to make then fit better in the HUD
+Changed some barebone description, mostly turrets one
+Buff M202 FLASH TAE Rockets damage, now is bit more effective counter armored target such as centipede(you still need atleast 4 rockets to deal with one of those, pray RNG God for that)
+Simplified M202 FLASH TEA rocket ammo, now use HSK M72 LAW rocket base
+Buff Panzerfaust 60 accuracy, to compensate better the projectile speed and the range of the weapon
+Shortened few ammo description to make them fit in the selection HUD
+Fixed some typos(still working on those)
+Changed most ammo spawn chance for AI
+Changed Nebelwerfer accuracy, trajectory and fragment type
+Increase Vickers long burst from 10 shots to 25 shots
-Increased M1928A1 Thompson recoil and spread a bit
-Following Weapons now require wood to craft them, reason - they have wooden parts:
-Huot Automatic Rifle
-De Lisle Commando Carbine
-Lewis LMG
-Thompson M1928A1 SMG
-Sturter Survival Pistol
-Medusa Survival Revolver
Note: been tinkering the rocket launchers, atleast for the Multiple Rocket Launcher I have added for my mod, now their stats doesn't use base HSK reference, and they behave lot different, still need more extensive playtesting to make them fun and practical to use, atleast, server their purpose
<--------------------------------------- 1.2(Combind with 1.2A) -------------------------------------------->
1.2A - 2 Turrets, 8 new ammo types, more tweaks and research tree changes
*1.2 - 5 Grenades, 1 turret, 3 new ammo type, more tweaks, texture improvements, proper research tree and designate bench for all weapons
Turrets:
*(Nebelwerfer rely a lots of explosive material, such as gunpowders and FSX, since they are not mean to be precision artillery)
-Nebelwerfer 32cm: 28cm/30cm/32cm Nebelwerfer Rockets, 6 barrel/rail rocket launcher(manned - selective fire), Short Range and low projectile velocity for artillery with massive damage
-Wurfrahmen: 28cm/30cm/32cm Nebelwerfer Rockets, Single Rail rocket Launcher(Manned - Single Shot), Short Range and low projectile velocity for artillery with massive damage
-Nebelwerfer 21cm: 21cm/15cm Nebelwerfer Rockets, 5 barrel/rail rocket launcher(manned - selective fire), Medium Range rocket artillery, capable of directfire(with certain ammo type)
*-120mm Wombat Recoiless Anti-Tank Gun, Single Shot, short range stationary light Anti-Tank Weapon
*Mines/Traps:
*-S-mine: Anti-Personnel trip mine, explosive charge with lots of fragments
*-Improvised 4kg Mine: Explosive Trip mine, large explosive radius and decent amount of Fragments
*Grenades:
-Model 24 Stielhandgranate, standard High Explosive stick grenade, no fragmentation, increased throwing range, low damage with slightly more blast radius, cheap to mass produce
-Model 24 with Splitterring, like above, but with splitter frament cover on the warhead, reduced blast radius exchanging fragmentation damage.
-Model 24 Nebelgranate, use modified warhead to produce smoke screen.
-Model 24 Bundle Charge, 6 + 1 warhead, 7 times the explosive damage, so for the cost, due the increased weight, the throwing range is reduced drastically.
-4kg Demolition Charge, a heavy piece of demolition satchel charge, as soon as you throw it, run for your life.
Ammo:
-28cm High Explosive Nebelwerfer Rocket, large explosive blast radius with lots of fragmentation and blast damage
-30cm Improved High Explosive Nebelwerfer Rocket, Improved projectile speed, massive explosive blast radius with even more fragmentation and blast damage
-32cm Incendiary Nebelwefer Rocket, massive explosive blast radius with flame damage, can cover a large zone with fire.
-21cm High Explosive Nebelwerfer Rocket, better projectile speed, due the scale down and modification it weaken the damage effects
-15cm High Explosive Nebelwerfer Rocket, even better prejectile speed, but it performance is weaker than average 155mm artillery in single shot
-15cm High Explosive Nebelwerfer Rocket(D), Direct Fire of previous rocket type, reducing the travel time and more accurate with direct targeting, can't aim at targets behind cover though
-15cm Smoke rocket, produce temporary smoke screen to either disturb enemies accuracy or to push and assault.
*-120mm Canister, equivalent of shotgun buckshot but for 120mm gun, lots of spread
*-120mm HESH, High-Explosive Squash Head, high explosive damage with penetration effect, but offers less penetration and fragmentation effect
*-120mm Low Velocity High Explosive, use for indirect fire support, with the same payload as HE shell
Tweaks:
+ Texture Improvements for CGR ammo(no longer small sprites)
+ Updated SK Research Tree adaptation(mostly for turrets, since small fire arms are tied to benches than research trees)
*+ Texture Improvement for XM-307ACSW(remake the entire weapon texture, mostly the turret base)
*+ Texture Improvement for Nebelwerfer(15cm/21cm), now have a bit shiny surface
*- Nerfed Lewis LMG to be more like between the L-15 LMG and Huot AR
*+Changed Mk.14 Mod.0 to behave more like an Late/Endgame Marksman/Battle Rifle rather than a better version of SCAR-H, now with less spawn chance and it performance should be between AR and SR...
*+Increase NbW32 blast Radius and damage, but now they are lot less accurate
Note: version 1.2A still in testing phase, so any error or weird stuff you encounter, please report it to me
*Tech Tree inclusion: --format: weapon name -> research name(DefName)-- (the DefName is kind of confuse as fk, so any error I made here, I am truly sorry)
*Pistols:
-Medusa SR -> Pistol I(Gunsmithing)
-Sturer SP -> Pistol I(Gunsmithing)
*SMGs:
-M1928A2 Thompson -> SMG I(BlowbackOperation)
*Shotguns:
-DP-12 -> Shotgun I(GasOperation) LOL
-CAWS -> Shotgun II(Shotgun_C2)
*Carabines:
-De Lisle Commando Carabine -> Rifle I(Rifles_C1)
-M4.50Beowulf SC -> Rifle III(Rifles_C3)
*Sniper Rifle:
-XM-109 AMPR -> Sniper Rifle III(Sniper_Rifles_D1)
*LMGs:
-Lewis -> Rifle I(Rifles_C1)
*Launchers:
-Hawk MM-1 -> Grenade launcher II(Grenade_launchers_C2)
-RGS -> Grenade launcher I(Grenade_launchers_C1)
-Carl Gustav fm/42 Recoiless Anti-Tank Rifle -> Heavy weapons I(HeavyTurrets)
-Carl Gustav Recoiless Rifle Model.U -> Rockets II(Rockets_C2)
-M202 FLASH -> Rockets II(Rockets_C2)
-Panzerfaust 60 -> Gun I(Machining)
*Grenades:
-Model 24 Stielhandgranate -> Grenades I(Grenade_C1)
-M24 Nebelgranate -> Grenades I(Grenade_C1)
-M24 with Splitterring -> Grenades I(Grenade_C1)
-M24 Bundler Charge -> Grenades II(Grenade_C2)
-4kg Demolition Charge -> Grenades II(Grenade_C2)
*Mines/Traps:
-S-Mine -> IED I(IED_I)
-Improvised 4kg Mine -> IED I(IED_I)
*Turrets:
-Vickers .303 MMG -> Turrets I(Turrets_31) ???
-XM-307 ACSW -> Heavy turrets III(Heavy_turrets_C3)
-Wurfrahmen -> Rockets I(Rockets_C1)
-Nebelwerfer 28cm/30cm/32cm -> Rockets III(Rockets_D1)
-Nebelwerfer(15cm/21cm) -> Rockets III(Rockets_D1)
-120mm Wombat RATG -> Artillery I(Mortars)
<--------------------------------------- 1.1 -------------------------------------------->
1.1 - 7 weapons(5 portable and 2 turret), 10 new ammo type, few tweaks, typo fixes and new mod banner
Pistols:
-Sturer Survival Pistol: Most Rifle Catridge, single shot
*Include HMC more content most Rifle Catridge, can be really overwhelming using multiple ammo of the same ammo type(ex. 5,56 FMJ and 7,62 FMJ, when you switch ammo only show FMJ)
-Medusa Survival Revolver: Most Pistol Catridge, 6 shots double action