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Version 12.1 Full Changelog

SC edited this page May 9, 2023 · 1 revision

Localization

  • Updated Russian Localization.
  • Updated Chinese Localization.
  • Updated Korean Localization.

Extra Options

  • Added a multichoice option for viewmodel movement (weapon movement as you look around), options are:
    • Vanilla Behavior
      • Weapon will lag behind/pull ahead of your point of aim as you look around based on OVERKILL's feelings when they set these values
    • Weapon Drags Behind
      • Consistently makes all weapons lag behind your point of aim as you look around
    • Weapon Leads Ahead
      • Consistently makes all weapons pull ahead of your point of aim as you look around
    • Static (No Movement)
  • Added a multichoice option for weapon renames, options are:
    • Resmod Names
    • Resmod Names (No Nicknames)
      • i.e. Bootleg > SG 416c, Lion's Roar > HVH-2
    • Real Weapon Names (DMCWO port, WIP)
    • Vanilla Names (not implemented yet)

HUD and UI

  • Added trackers for Body Expertise's stacks and Sociopath's cooldown
  • Added "repeat delay" and "impact delay" as a visible stats for melee weapons

Weapons

  • Sped up the OVE9000's reload
  • Increased the reload speed bonus of short magazine mods i.e. the Vintage Mag for AR-15s
  • Increased the pickup rate of <60 damage weapons
  • Increased HE shell (and explosive arrow/bolt) range from 1.5 meters to 2 meters
    • Removed the shooting movement penalty from HE shells
  • Increased the stun (vomit) chance of Tombstone Buckshot
    • Similar to other ammo types that deal indirect damage, Tombstone Buckshot can no longer be paired with suppressors
  • Increased the ignite chance of Dragon's Breath
    • Reduced the RoF penalty of Dragon's Breath for gas/recoil operated semi/auto shotguns
  • Slightly reduced the Vector's stats
  • Added support for the new DLC weapons
    • Added the Adverse Gas System to the ChainSAW
  • Added the Tekna Burst Kit to the USP
  • Added the Avelyn Kit to the Light Crossbow
  • Added an extendo clip to the PM9
  • Reintroduced the Akimbo Uzis (the full sized ones)
  • Gave the SR-2M armor piercing; adjusted ammo accordingly
  • Changed up the SAA's fanning mode to be continuous instead of in fixed 6-round bursts
  • Gave the SAA some muzzle options
  • You can rapid fire lever action rifles at the expense of ranged effectiveness
  • Anti-Materiel rifles' total ammo has been halved to account for their 2x headshot damage, similar to how the P90 and MP7 see reduced ammo despite their base damage.
    • >:3's Musket does not have this total ammo reduction as it does not deal bonus headshot damage; it has been moved to the "heavy sniper" buy menu category instead as a result
  • Adjustments for the iron sight alignment for the Scout, AUG, MP7, Glock 26 and P08
  • Fix FMG9 exclusive kit not overriding some muzzle devices
  • Gave the slower/longer melee weapons wider hit detection; their description will mention this
    • Inversely, the nailgun (any any melee based on it) is more accurate and you're less likely to "graze" things
  • BeardLib custom weapon support:
    • Kalidor's Madness Combat Binary Blade
    • Hybrid's Cyberpunk 2077 Thermal Katana
    • >:3's Far Cry 3: Blood Dragon Fazertron
    • >:3's DUSK Weapon Pack
    • >:3's DOUK NOUK KEM 1911
    • RJC9000 and PlayBONK's MW2022 AR57
    • RJC9000 and PlayBONK's M4 URGI
    • Zdann and Cpone's keyboard gun
    • Tangerine and PlayBONK's Sierra .458
    • Updated support for Gambyt's Vanilla Mod Pack to v23.3 v8

Deployables

  • Increased the regen interval of Doctor Bags from 4 seconds to 5 seconds

Skills

  • Body Expertise:
    • Reduced the amount of kills needed to reach max stacks from 5 to 3
    • Increased the reset delay from 1 seconds to 1.5 seconds
  • Haunt:
    • No longer subject to Sociopath's cooldown
    • Increased Panic range to 12 meters
  • OVERKILL:
    • Limited activation range to only go as far as 6 meters, kills beyond this range will not trigger OVERKILL
    • Explosive and DoT based kills will no longer trigger OVERKILL, only direct damage will
    • Extended the duration from 2-8 seconds to 3-9 seconds (Basic/Aced)
  • Shockproof:
    • Basic skill additions:
      • Prevents the forced shooting that occurs when being electrocuted; recoil and accuracy penalties still apply
      • Knockback from enemy gunfire is reduced by 30%
    • Aced skill additions:
      • Reduces the strength and duration of the slowdown effect done by Titan Tasers by 50%
  • Fix Mind Blown Aced not removing falloff on headshot
  • Cleaner:
    • Damage bonus now applies to Elites.

Perk Decks

  • Anarchist and Ex-Presidents now scale using the same "steps" that the different armor sets generally follow (1,1,1,1,2,1,2)

  • Sociopath:

    • Melee kills double the Panic chance
    • Increased Panic range to 12 meters
    • Getting a kill that would set Sociopath's cooldown to 0 will now re-trigger it
      • Basically it'll take one less kill in the order of things needed to re-trigger Sociopath's effects
        • This unfortunately has the side effect of rendering PocoHud's cooldown tracker for the perk partially non-functional; advise you disable PocoHUD's tracker for the perk in favor of Resmod's if you want a tracker for it
          • If you're not using Resmod's HUD then sorry, you'll be left without a working tracker
  • Gambler:

    • Increased the max cooldown reduction from 3 seconds to 4 seconds
    • Increased the max HP regen from 5-6-7 to 6-7-8
  • Hacker:

    • Slightly increased the cooldown reduction for the PECM from 2 seconds to 2.5 seconds
  • Stoic:

    • Slightly increased the cooldown reduction for the Flask from 1.5-3 seconds to 2-4 seconds
  • Copycat:

    • Fixed its version of Infiltrator
    • Its version of Gambler now provides health on ammo pickup; amount is reduced and cooldown is longer compared to normal Gambler

Difficulty Tweaks

  • Elite enemies are now markable similar to specials.
  • Removed Marshal Shields from assaults entirely (They may still spawn as scripted in some custom heists)
  • Unique OMNIA Tasers can now spawn alongside Spring on DW (They can also spawn on DS replacing Titan Tasers if Budget Costs mutator is enabled)
  • Made scripted Blue SWATs more common on Very Hard and below
  • Lowered head health on most enemies on lower difficulties. DS mostly unchanged.
  • Titan Machine Gunners and Shotgunners have a more noticeable presence on the field to make them higher priority targets:
    • Titan Shotgunners now use concussion rounds in their shotguns that disorientate players; getting hit by one within 10 meters will apply a concussion effect and knock you out of ADS
    • Titan Machine Gunners have greater suppressive capabilities; Getting hit by one within 15 meters will apply knockback as well applying a temporary ADS accuracy penalty on you

Enemies

  • Updated various assets for:
    • AKAN Containment Team Units (Also added their specific weapons such as AK17 for Rifleman, Argos III for Shotgunner and RPK74 for Elites)
    • ZEAL Light Units
    • NYPD Grenadier (Updated their design to match with the rest of NYPD's specials)
  • Gave Reaper Cloakers and their Titan counterparts unique blue colored night vision goggles
  • Added Riflemen to Blue SWAT Tier
  • Potential Fix for custom enemy VO being too loud.

Heists

  • Fixed scripted Bulldozers unable to deploy the Crate Turret in Hostile Takeover Heist
  • PONR stuff are now handled in map luas and no longer triggers via specific dialogues (Also prevents skipping PONRs by disabling contractor voices :>)
  • Tweaked scripted Titan spawns in Lab Rats to prevent possible Headless Dozers spam

Other

  • Fix potential playertased crash
  • Fixed NPC version of Bernetti missing flashlight
  • Fixed Marshal Marksman's Hat having missing material when shot off
  • Removed our version of explosive hit detection to fix explosive hit detection against bulldozers
  • Fix pcall error when killing turrets
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