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Version 12.1 Full Changelog
SC edited this page May 9, 2023
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1 revision
- Updated Russian Localization.
- Updated Chinese Localization.
- Updated Korean Localization.
- 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)
- Vanilla Behavior
- 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)
- Added trackers for Body Expertise's stacks and Sociopath's cooldown
- Added "repeat delay" and "impact delay" as a visible stats for melee 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
- Increased the regen interval of Doctor Bags from 4 seconds to 5 seconds
- 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%
- Basic skill additions:
- Fix Mind Blown Aced not removing falloff on headshot
- Cleaner:
- Damage bonus now applies to Elites.
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Anarchist and Ex-Presidents now scale using the same "steps" that the different armor sets generally follow (1,1,1,1,2,1,2)
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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
- 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
- Basically it'll take one less kill in the order of things needed to re-trigger Sociopath's effects
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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
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Hacker:
- Slightly increased the cooldown reduction for the PECM from 2 seconds to 2.5 seconds
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Stoic:
- Slightly increased the cooldown reduction for the Flask from 1.5-3 seconds to 2-4 seconds
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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
- 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
- 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.
- 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
- 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