Releases: 70000hp/Hbm-s-Nuclear-Tech-GIT
tiny little update
I had to get this up to date with main somewhen
Changes:
- Soot spreads faster on rampant
- Config was added for how quickly soot spreads
- Rampant makes soot concentrate more, so glyphids can actually use 1/2 of their features
-- Soot concentration is configurable
fifty gregillion tweaks
Added
-
Pollution Multiplier config for Rampant mode
-
Instead of scouts spawning off the bat, pollution is now significantly boosted in rampant mode
-
Overall glyphid pollution requirements have been lowered to more realistic levels
Changed
- Switched about the durability of the 44 Magnum revolvers, the Novac and Pip getting the highest durability
- Made the Red Key revolver full auto, because fuck you, fuck your wrists, and fuck anything 4 miles in front of you
- Changed the Lunatic Marksman recipe to be less boring (sorry bobert)
- The Saturnite Rifle now has a ludicrous 4x headshot multiplier, and the 44. magnum revolvers now have 2.5x
- Made the Pip made from the Novac, to give more use to both
Cold fix
Added
Mare's leg (Dusk)
- two of them
Fixed
Fluid barrels being uncraftable
*insert western jingle here*
Added
Made the Mare's leg cooler
- Faster reloads & fire
- spin
Made the Novac cooler :3
- have fun and dont deafen someone plox
Made the 4 gauge flashbangs cooler
- Blinds glyphids
- New, better VFX
- Super variant sets anything in the radius on fire for 20 seconds
Added actual death messages from being killed by a behemoth and a bombardier
All 44 magnum now deals 2x headshot damage
Fixed
Scouts spawning waay too often
Big hives simply not spawning
after a long wait
Added:
Better logic to airstrike designators, removing the issue where the bomber would not spawn properly
Actual burst fire to burst fire weapons
The M1A1 Thompson and the M1928 Thompson, models made by Peny(The one who also made the Morita models)
Infested buildings now have improved spawn logic, no longer soot depedant
- Also prevents overlaps with other hives within the same building
Infested buildings now have loot within them, consisting of scrap metal and some gun parts
Reworked scout spawn logic, their spawn rate has been significantly reduced, and is now based on swarms
- This means that all scouts will be accompanied by an expansion party, as they should
- A chance based trigger per wave has also been added, incase you are having trouble with glyphid expansion rates
Fixed
Glyphid Hives will no longer appear empty on load
Cargo Shells crashing servers
Infested Buildings crashing servers
another goddamn fix
Fixes the pwr
Adds NITAN ambrosia
Adds Bolt action rifle ironsight fix
Refer to two releases ago for an actual changelog
Fixes, get them
Added:
Chlorophyte round improvements, they now penerate targets
Adjusted ammo variant crafting recipes to match the amount crafted from the stock ammo recipe
Fixed
Fixed balefire explosions bricking servers
Fixed fluid registry crash
Refer to the last release for a full changelog of features
The bugs, again!
Added:
Enhanced pathfinding and AI:
- Glyphids now use a task system to coordinate between various actions, those being:
- Calling for reinforcements to a specfic location
- Expanding the hive (used only for the scout and Big Man Johnson)
- Retreating home and calling reinforcements
- Pathfinding to a specfic location
- Terraforming, which is when scouts direct big man johnsons to explode in certain locations, which clears off obstacles, helping with pathfinding
A large hive design, with reinforced supports, can be made by glyphid scouts
- no its not an fwatz shut up
Reworked glyphid armor damage mechanics, making them signficantly less spongy
Nerfed fire damage against glyphids significantly, it still bypasses armor, but flamethrowers will not one-shot them
Glyphids now take 1.5x damage when afflicted by WP, to compensate for the fire nerf, and 2x damage from melee, if you've got the courage to get near them
Glyphids now flee from lanterns instead of becoming paralyzed by them
Rampant mode:
-
Changes glyphid behavior and spawning to be more aggressive, changes include:
- Glyphid Scouts will naturally spawn alongside normal mobs if soot levels are above a certain threshold
- Glyphids will always have the extended targetting enabled
- Glyphids can dig to waypoints, their target locations
- The Glyphids will expand always toward your base
- Scouts will spawn from the start, making glyphids start expanding off the bat
- Smokestacks have reduced efficiency, only reducing soot by 40%
-
All those changes are configurable
Added two new guns, the Morita Carbine, a 5.56 rifle with selectable fire and the Morita Assault Rifle, a 5.56 rifle with an underbarrel 4 gauge shotgun
Fixed:
Significantly reduced the lag caused by balefire
Fixed balefire explosions crashing servers
A release?
If anyone played the old fork enough to remember it? its gone
this branch is what I did to atone for my sins
Features:
The guns (just check the james fork PR i made out of all of them)
The MIRV missile, now with a changed recipe from the ruins of the olden fork
Complete rebalance of blast resistant blocks
Concrete, Concrete bricks, and several other low-tier building blocks now get damaged upon a nuke blast
Those blocks can be repaired via Quick-hardening caulk in the chemthrower
Nitan Ambrosia, a fun surprise cooked up from herbal paste and pulverized enchantment in an anvil
RF to HE converter config, straight from the ancient ruins also
Disperser canisters, produce a large mist equivalent to the fluid stored within them
Added glyphid glands, work as drops from Brenda and the behemoth, contain fluids in them and can be used similarly to a disperser grenade
Reworked how glyphids spawn, they now come in waves with randomized composistion depending on soot level
Glyphid infested buildings, self explanatory, their spawn rate scales with soot
I cannot come up with a funny title
A release with the new nuke rebalancing, check the PR on the main git for more details