#modio-feed
1 messages · Page 8 of 1
A new mod is available. :tada:
A new version is available. Version Version 8
Changelog
- Over 50 new tracks (2h 30m) have been added alongside the usual volume adjustments. There is now 423 tracks total, excluding the new Jukebox songs.
- All of the remaining Jukebox songs have been replaced with pre-console mixes of classic Crash Bandicoot songs, courtesy of Josh Mancell.
- Fire Canyon (Demo Zoomer Mix) has been converted to stereo.
- The music that plays during Anniversary events has now been replaced with pre-existing tracks. The default Jak tracks will still be used if 'Streamer-Friendly' mode is enabled.
- The Promotion Fanfare has been replaced with sounds from Jak and Daxter: The Precursor Legacy.
A new mod is available. :tada:
A new version is available. Version 1.1.2
Changelog
1.1.2
-Fixed "Journey of the Prospector" replacement track not looping.
1.1.1
-Added Noodler as Septic Spreader.
-Added Crapple as Stingtail.
-Added Inchwrap as Rockpox Larvae.
-Added Snakgrappler for Scout's Grappling Hook.
-Added Trip Shot for Gunner's Zipline Launcher.
-Added Bugsnax music to replace the new track "Journey of the Prospector".
-Fixed multiple bugs who were not saying their Bugsnax lines due to some file names being changed.
-Adjusted volumes of some music tracks be more consistent.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.3
Changelog
no longer need vanilla widgets enabled to get information
fixes for ammo information collection
fixes for health and shield information
fixes for not displaying at start of mission - hopefully
added weapon heat circle / percentage values
- known issues * weapon heat not displaying in centre properly - looking for fix (works at 75% UI)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Remasters the Zipline Launcher to use zipline length as ammo, allows grabbing pickups while using the zipline, adds terrain scanner icon for start and end location of the zipline, new shooting audio, increased allowed angle and range, new coloration.
Info
Version: 1.00
Size: 353.8 KB
Tags
1.38, Approved, RequiredByAll
A new mod is available. :tada:
A new mod is available. :tada:
Remasters the Zipline Launcher to use zipline length as ammo, allows grabbing pickups while using the zipline, adds terrain scanner icon for start and end location of the zipline, new shooting audio, increased allowed angle and range, new coloration.
Info
Version: 1.00
Size: 353.6 KB
Tags
1.38, Approved, RequiredByAll
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.02
Changelog
Added a sound class to the firing cue as it was missing due to it not being a listed "changed" value in the vanilla cue, so I had to look for certain values in the name map.
This means the firing sound should abide by settings now.
A new version is available. Version 1.03
Changelog
Hopefully the last update.
Added a balance pass to the upgrades to make the choices more competitive, as a result I lowered the stock max angle to 50 degrees instead of 60.
Ammo upgrade is still +50 (equivalent to one max length vanilla shot), angle is now +16 instead of +6, length is now +15m instead of +10.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.03
Changelog
Fixed Zipline Launcher and Jelly Fumer audio not having a sound class specified, resulting in overly loud audio.
Added new model variants for each zipline type to make them more obvious.
Tweaked Zipline Launcher upgrades and values to be better, finished up recharger upgrade.
Added custom Mission Control dialogue to Extermination for an intro.
Fixed Nemesis bomb spam not working on hazards below 5, now the Nemesis buff works on all difficulties and no longer causes an invincible, invisible and murder craving Nemesis to chase you forever.
Added new In N Out mission icon, sort of wip I guess.
Reworked the In N Out pipeline system to be longer, have proper collision for the whole pipe, new audio and visuals, can now go through terrain to make it easier to deploy / be less time consuming.
Added constant enemy pressure to the last 6 minutes of In N Out.
Adjusted In N Out objective text to take up less horizontal screen space, not sure if it will be kept that way.
Adjusted Bosco spotlight to be less of an immediate
A new mod is available. :tada:
A new version is available. Version 2.2
Changelog
Removes restrictions on Oktoberfest and Elf armor paintjobs.
Due to how the file structuring works, they are available even if you don't have the corresponding armor pieces unlocked, nothing I can do about that. Forgot that's why I didn't want to add them but whatever
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.0.0
Changelog
Major update
- Added mod hub settings page
- Added multiple custom adjustment options for forecast lines
- Added on/off functionality for individual weapons (experimental)
- Add mod hub as dependency
- Adjusted the mod's file structure to facilitate subsequent changes
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version Version X
Changelog
- Over 60 new tracks have been added along with some fan-made songs, courtesy of Chris Allen Hess, The MayneJane Game Orchestra, Philip Arduos and Raven VI.
- All of the music has been reorganized so that short tracks and song variations will not play twice in a row (e.g. If 'Citadel' plays, the next song will always be a different track rather than one of the previous song's variants)
- Two Haven City Computer voicelines that referenced Metal Heads have been removed. All of the quotes are now lore-friendly.
- The usual volume adjustments.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.04
Changelog
Reworked Elimination objectives - now Dread Cocoons will have 1/3 models that represent what they spawn. Improved the hitboxes and visuals of Dread Cocoons, made Dreads not aggro right away when the cocoon is popped to prevent early boss fights from map gen breaks. Dread random spawning is still the same but now it is shown visually on both the terrain scanner and in normal play.
- Fixed C4 falling through the world.
- Fixed Transmitter Nodes not deploying properly in Industrial Sabotage.
- Fixed some issues with other mods that use line tracing.
- Fixed Deep Dives being desynced for clients (maybe).
- Fixed Deep Dives crashing in some scenarios such as Refinery missions or just randomly.
- Fixed Deep Dives scaling past intended values, they can now scale up to 1.5x their normal value.
- Fixed Deep Dives not using some new objectives, no kill objectives are allowed now though.
- Fixed In N Out Drop Pod spawn sequence not working normally, so now you will be attached as normal.
- Fixed some secondary objectiv
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.05
Changelog
mostly got the evolution decreaser / powerplant finished up and functional, only spawns in decontams of 12+ spikes
changed some text on the decontam tower from shield to defense since there are turrets now too
added text thing to decontam tower that points to conduit that needs repairs
fixed elimination objectives not being counted towards if a secondary
fixed twins counting as 2 kills
added failsafe randomization for dread eggs if other data is empty
added custom music handler for dreads but somehow it seems to conflict with swarm audio rarely
added visual to lithofoamed enemies
improved the spacing of decontam assets
fixed the visuals of decontam plague stuff being weird
reduced overall screen clutter of decontam plague stuff
added random rotation to the carving of dread egg goop
fixed decontam not spawning the mcr cleaning tools
fixed decontam not spawning rockpox versions of critters
fixed decontam not spawning swarmers and parasites in the beginning
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
It's meant to give an old-school FPS feel, with the gun displayed at the bottom center. I used the existing "Carry" animation in DRG as a base, and created custom animations for shooting, jumping, etc. myself.
Info
Size: 2.5 MB
Tags
1.38, Cosmetic, Visual, Animation, [AimedForVerified], Optional
A new mod is available. :tada:
A new version is available. Version Version XL
Changelog
- Every song from the series' history is now here aside from a few unpleasant-sounding track variations (e.g. 'Spider Caves (Dark Cave Mix)' is just the 'Spider Caves' track with high-pitched squeaking sounds in the background)
- Over 50 Josh Mancell tracks have been added along with songs from the Jak X: Combat Racing demo
- The volume of hundreds of tracks has been individually adjusted to ensure the mixing is nearly perfect
- The missing and scoring sound effects of the Barrel Hoop mini-game have now been replaced with the sound of Dark eco and Green eco from Jak and Daxter: The Precursor Legacy
- The Spring and Christmas event ambience in the Spacerig has now been replaced with Jak music
- 'Ram Head Battle (Unused)' & 'Mar's Tomb (Unused)' have been replaced with the highest-quality versions of the songs
- The tracklist in the Spacerig and biomes now has improved randomization.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.3
Changelog
Added:
- Saviour
- Impervious
- Uprising
- Uprising (Impervious Remix)
- Imaginary
- The Touch of the World
- Pulsar
- Ghosts
- Follow the White Rabbit
- Follow the White Rabbit (Rock Dance Version)
Additional Note:
Removed the extra note that would play in Astral Call's loop
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version PMM_4.2
Changelog
- Added reworked mission checking
- Added No collision on mules [Host Option] (only turns off collision for users with this mod)
- Added Drop Pod Emergency Open Button [Host Option] (Button only usable by users with this mod)
- Added better Host Mule button checking [Host Option]
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Don't drink and then agree to something at the same time... This is a Mod that replaces the Grunts with Ants that are also Lyra heartstring from My little pony for some reason. I don't know, I think I might need to stop drinking...
Info
Size: 3.2 MB
Tags
1.38, Cosmetic, Visual, [AimedForVerified]
A new mod is available. :tada:
A new version is available. Version 1.4.0
Changelog
Added seven new songs:
After Dark (Instrumental) - Mr. Kitty (Ambience)
Blood Machines - Carpenter Brut (Escape/ Salvage Uplink)
Color Me Blood - Carpenter Brut (Looping Wave)
Foregone Destruction (Mothership Loudspeakerz Remix) - Unreal Tournament 1999 OST (Escape/ Salvage Uplink)
Red Flag - Gawiwi (Machine Event)
Snowfall - øneheart x reidenshi (Space Rig)
Voltage - Megadimension Neptunia VII OST (Machine Event)
Adjusted the volume of some songs
Adjusted the length of some songs
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.3.1
Changelog
- Subata Homebrew Powder overclock damage range changed from x1-x1.5 to x1-x1.75
- Bulldog Homebrew Powder overclock damage range changed from x1-x1.5 to x1-x1.75
- Bulldog Chain Hit overclock changed to ricochet off any enemy body part
- Bulldog Magic Bullets overclock changed to ricochet off enemies and terrain
- Bulldog Six Shooter overclock rate of fire bonus increased from +2 to +3
- Coil Gun Triple-Tech Chambers overclock burst shot damage multiplier decreased from 0.75 to 0.5
A new version is available. Version 1.2
Changelog
added profiles
added hotkey to open wheel
added wheel to right click
added settings to toggle when wheel appears (left / right click)
added setting to toggle if ping should be placed (doesnt disable vanilla ping, only secondary from mod)
fixed not working remotely (hopefully)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.0
Changelog
Added:
- DreamScanner
- Airflow
- On Her Majesty's Executor
- Crack Party
- Revelation
- Administrative Division
- Sneer of Society
The Single/Looping Wave list was getting too large, so I have decided to split them into their respective categories.
Kingdom, Shivers, Ominous, 【クラッシュフィーバーBGM】バトル(ボス戦), Ghosts, and Follow the White Rabbit will now only play for Single Waves.
Involve, Uriel, Thunderball, I will never let you go, Reactor, Heartbreaker, Mettle, Distractor, Bogeyman, Pulsar, Follow the White Rabbit (Rock Dance Version) will now only play for Looping Wave.
Additional Notes:
Chromatic was moved from End Wave to Single Wave.
I thought 'The Touch of the World' and 'Uprising' were a bit quiet so I increased their volume slightly.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.4.0
Changelog
Increased the apply effect interval for fast ticking status effects to avoid issues with damage ticks not being counted at lower frame rates
Corrosive Sludge Pump
- Direct corrosion tick rate decreased from 0.2-0.3 seconds to 0.4-0.6 seconds and damage per tick increased from 6 to 12
- Puddle corrosion tick rate decreased from 0.2-0.3 seconds to 0.4-0.6 seconds and damage per tick increased from 4 to 8
- Fluoroantimonic Acid upgrade direct corrosion damage per tick bonus increased from +1.5 to +3
- Fluoroantimonic Acid upgrade added puddle corrosion STE tick rate decreased from 0.2-0.3 seconds to 0.4-0.6 seconds and damage per tick increased from 1 to 2
- Hydrogen Ion Additive overclock direct corrosion damage per tick bonus increased from +1.25 to +2.5
Experimental Plasma Charger
- Persistent Plasma overclock tick rate decreased from 0.2-0.25 seconds to 0.4-0.5 seconds and damage per tick increased from 8 to 16 (also applies to Breach Cutter Explosive Goodbye)
Colette Wave Cooker
- Direct radiation tick r
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.0.1
Changelog
Song list:
1.《nttld.beings》~Truthin Uncertainty~
2.AWC Music Team - LΛ8YRИTH(For AWC2024)
3.Camellia - Parallel Universe Shifter (For MWC 4K 2023)
4.ICE - Parodia Sonatina -Grande-
5.KOTDARI & RoDy.cOde & Spehs - Pure Black (For AWC2024)
6.Terminus Of The Eternity
7.Xeveir and Xeron vs. XH - Eternal SubconsciencƎ
8 Camellia - Lorelei[For AWC2023]
9 e_ku - Witch Of The Hollows
10 Frums - new mexico vs new hampshire
11 Quad Erat Demonstrandum
12 Shirai。 - Static Sta//arium (For AWC2024)
13 Tanger - ("pnfrlenm") (For splice ep)
14 XH - Secret Malware (For ATC2023)
15 Zytrx - Black Neon
16 Righten - Get Dat
17 Shirai。 - Breakthough The Mirrors
These songs have been replaced.
歌曲清单:
1.《nttld.beings》~Truthin Uncertainty~
2.AWC Music Team - LΛ8YRИTH(For AWC2024)
3.Camellia - Parallel Universe Shifter (For MWC 4K 2023)
4.ICE - Parodia Sonatina -Grande-
5.KOTDARI & RoDy.cOde & Spehs - Pure Black (For AWC2024)
6.Terminus Of The Eternity
7.Xeveir and Xeron vs. XH - Eternal Subconscienc
A new version is available. Version 1.0.1
Changelog
Song list:
1.《nttld.beings》~Truthin Uncertainty~
2.AWC Music Team - LΛ8YRИTH(For AWC2024)
3.Camellia - Parallel Universe Shifter (For MWC 4K 2023)
4.ICE - Parodia Sonatina -Grande-
5.KOTDARI & RoDy.cOde & Spehs - Pure Black (For AWC2024)
6.Terminus Of The Eternity
7.Xeveir and Xeron vs. XH - Eternal SubconsciencƎ
8 Camellia - Lorelei[For AWC2023]
9 e_ku - Witch Of The Hollows
10 Frums - new mexico vs new hampshire
11 Quad Erat Demonstrandum
12 Shirai。 - Static Sta//arium (For AWC2024)
13 Tanger - ("pnfrlenm") (For splice ep)
14 XH - Secret Malware (For ATC2023)
15 Zytrx - Black Neon
16 Righten - Get Dat
17 Shirai。 - Breakthough The Mirrors
These songs have been replaced.
歌曲清单:
1.《nttld.beings》~Truthin Uncertainty~
2.AWC Music Team - LΛ8YRИTH(For AWC2024)
3.Camellia - Parallel Universe Shifter (For MWC 4K 2023)
4.ICE - Parodia Sonatina -Grande-
5.KOTDARI & RoDy.cOde & Spehs - Pure Black (For AWC2024)
6.Terminus Of The Eternity
7.Xeveir and Xeron vs. XH - Eternal Subconscienc
A new version is available. Version 2.08
Changelog
Removed gunk seeds from In N Out due to being unfixable.
Fixed various In N Out secondary issues regarding the custom resources.
Improved Bet-C damage feedback, improved repair system as well as made the allied cluster bombs more reliable.
Added side ledge to Kursite Grinder machine event that actually works.
Fixed chimney geysers not spawning in Crystalline Caverns.
Fixed Survival crash and enemies not being able to dig properly.
Fixed elimination dread music system in most scenarios, should inherit from modded music as well.
Fixed some crystalline cavern enemy visuals.
Added enemy kill counter to in-mission and end screen, toggle coming soon.
Potential fix for In N Out pipeline issues for clients.
Reduced exploration difficulty penalty to not get rid of all earned rewards.
Added system to sort of fix iron will in In N Out.
Added system to possibly fix Decontamination rockpox boils not working for clients.
Fixed Decontamination Spore Stabilizer power plant not working for clients.|
fix pipelines in general,
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.5
Changelog
- Stingtail stun immunity window decreased from 2 seconds to 0.2 seconds to prevent unstoppable grab attacks
Note: The attack cooldown starts when the grab attack is used even if it is interrupted by stun or fear, but the stun immunity window doesn't start until the stun wears off. This often results in Stingtails starting another grab attack the instant stun wears off and it cannot be stopped again because the immunity window is longer than the grab wind up.
A new mod is available. :tada:
A new version is available. Version 2.09
Changelog
-
Improved a few grenades to make them more interesting and have better use cases.
Cryo grenade: now leaves sticky ice for a few seconds to freeze enemies after detonation and keeps enemies frozen for longer like the snowball OC.
IFG: now has a larger radius to imitate the old AoE size to give it better use cases.
Prox Mine: now stuns targets instead of fear and has no damage falloff to compensate for explosion delay.
Plasma Bursters: now leaves behind plasma trails that damage enemies for a short period of time.
High Explosive: now has much larger carve size to be useful for digging veins and dirt. -
Added experimental personal pod system that puts players into personal pods if they were not in the Space Rig drop pod when starting a mission, it will then spawn them at a random distance within the cave and faster than the normal drop pod. May or may not work for clients atm.
-
Added experimental system to sync debris for clients to possibly fix Decontamination Rockpox Boils not working for clients who load
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.0
Changelog
Zipline:
Movement Speed: 1500 -> 2000
AccelerationAlpha: 30 -> 90 (when holding W)
DecelerationAlpha: 10 -> 30
Grappling Hook:
Max Range: 40m -> 50m
Cooldown: 2.5s -> 3s
Max Speed: 3000 -> 4000
Wind up time: 0.25s -> 0.3s
T1 Improved Recharger (Cooldown): -0.5s -> -1s
T1 Longer Cable (Max Range): +10m -> +15m
T2 Greater Cable Stretch (Max Range): +10m -> +15m
T3 Overcharged Winch (Max Speed): +1500 -> +2000
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.2.0
Changelog
Glyphid Exploder
Explosion Damage: 50 -> 75
Explosion Radius: 3.5m -> 5m
Max Damage Radius: 1.5m -> 3m
Glyphid Bulk Detonator
Explosion Radius: 8m -> 12m
Max Damage Radius: 4m -> 6m
Cluster Explosion Radius: 5m -> 7.5m
Cluster Max Damage Radius: 3m -> 5m
Cluster Min Damage: 20% -> 5%
Num Cluster Bombs: 8 -> 12
Crassus Explosion Radius: 13m -> 16m
Crassus Explosion Tickness: 25 -> 40
A new version is available. Version 5.0
Changelog
Overclock framework is now on a new framework, please make sure to download it to prevent issues.
Tweaked the cooldown delay on dual heat switch, changed the name to heat reactive plasma and removed the damage bonus, penalties have been adjusted to fit the weapon better.
The slowness effect is also chance based (25% chance to proc on hit) as it felt the damage was a bit too much and the slowness was enough.
Tweaked the recoil and armor damage bonus on CQC modification as the armor damage was a bit too high now that there's an upgrade for it.
Recoil is 1.25x.
A new mod is available. :tada:
A new version is available. Version 0.3.0
Changelog
Change
Armor
Base
Health Bonus: 5 -> 15(Disabled, not working)
Tier 1
Regeneration Rate: 200% -> 300%
Regeneration Delay: 1 -> 3
Minigun
Base
Max Ammo: 4000 -> 3600
Tier 1
Max Ammo: 1500 -> 1200
Thinned Drum Walls
Max Ammo: 300 -> 600
Compact Feed Mechanism
Max Ammo: 800 -> 1200
Shield Generator
Base
Cooldown: 8s -> 10s
Carried Amount: 6 -> 5
Tier 2
Duration: 2.5s -> 2s
Tier 3
Shield Radius: 1.5m -> 1.0m
Duration: 2.5s -> 2s
NEW
Zipline Gun
Base
Min Angle: 32 -> 10
Max Angle: 32 -> 80
Min Distance: 550 -> 750
Max Distance: 3000 -> 4000
Max Ammo: 3 -> 6
Tier 1
Max Range: 10m -> 15m
Max Ammo: 1 -> 3
Tier 2
Max Range: 10m -> 15m
Tier 3
Fall Damage Resistance: 50% -> 75%
Speed at Zipline: 75 -> 250
Flare Gun
Base
Max Ammo: 12 -> 24
Duration: 75s -> 300s
Intensity: 3,5 -> 4
Radius: 35m -> 60m
Tier 1
Max Ammo: 3 -> 6
Duration: 15s -> 60s
Tier 3
Max Ammo: 3 -> 6
Duration: 15s -> 60s
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Replace Class, Mission Control icons, Assignments, Class Promotions Pop-Up & Background, Class Seasonal Challenge, and etc... with Sugar Rush band characters and background artworks. Sensei doddle as Mission Control icon.
Info
Version: 1.0.0
Size: 5.6 MB
Tags
1.38, Visual, Auto-Verified, [AimedForVerified], Optional
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version APL_2.6
Changelog
- Added ability to change the UI Background Opacity, and the Overall UI Opacity
- Added ability to use up to 20 fake bosco players to test the UI and set your layout the way you want it (Ignore their levels. I think they hacked them XD)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 5.1
Changelog
Removed HR Solution -
As cool as the concept was, I think in execution this was a nightmare to properly balance due to how it worked, especially originally when it was Triethyl.
It was stuck for a while getting nerfs and then buffs constantly due to how much of a task it is to balance it which even now, I think it is too unbalanced.
I feel if I nerf it, it will end up being too underpowered, and then if I buff it, it will be too overpowered.
Instead of repeating this cycle over and over I think it is best to cut it, though if I figure out a perfect balance somehow I will consider readding it.
Removed Devil's super glue-
Another OC that I found was too op because of how long it lasts, as well as the slowdown on sludge pump already being strong (especially with the upgrade) which causes this to slow enemies down way too much and for a much longer time too.
I will however be revisiting sludge pump to give it some OCs as I do have a few ideas, it will just take time to figure them out.
Removed Chemical X-
An
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
As a Rock and Stone spammer, I wanted to see everyone Rock and Stone when I salute. Whenever you do "Rock and Stone", it will make everyone in the room also Rock and Stone. This mod is just visual only for your screen.
Info
Version: Rock and Stone
Size: 26.4 KB
Tags
1.38, QoL, Visual, [AimedForVerified], Optional
A new mod is available. :tada:
A new version is available. Version 0.5.12
Changelog
Plataform Gun
Automatic: Yes
Tier 4
NEW Big Plataform:
Diameter: 10(Default is 4)
Ammo: Only 75%
ClipSize: Only 20%
NEW Toothpaste:
Diameter: 0,25(Default is 4)
Ammo: Only 1000%
ClipSize: Only 1000%
Fire Rate: Only 200%
Shape: Sphere
NEW Diamond:
Diameter: 5(Default is 4)
Shape: Diamond
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 5.2
Changelog
Added a new balanced Overclock for the Sludge Pump - Ultrasaturation
Tweaked Subzero Mixture's Penalties -
Removed Cold stream reach and pressure gain penalty
Added Charge up time penalty
It seemed that the penalties sometimes held the gun back too much to a point where it underperformed compared to overclocks like
flow rate expansion, so I have tweaked them a little to hopefully balance it better.
Also properly added credits to the images of the overclocks suggested by others, if I missed any feel free to let me know.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.10
Changelog
-
MAJOR rework of my multiplayer data sync asset that ensures that players have the correct mission info, without this the mod barely functions in multiplayer.
This asset now works differently but in a manner that should improve the multiplayer network bandwidth substantially to allow a more seamless experience.
I also removed an experimental aspect of it that was causing significant vein desync in missions as I was trying to figure out what controls veins to potential prevent this. -
MAJOR rework of my game changing asset that is the core of this mod, without it many core aspects of the mod does not work. It was one of the oldest things in the mod and due for a revamp. The rework simplified many things, organized many variables and functions and removed excess things that I used during experimenting.
This results in a much more fluid logic execution chain that allows me to expand upon it without clutter or chance of failure in some aspects due to logic I made year(s) ago. Effectively it is just more stab
A new version is available. Version 2.11
Changelog
-
MAJOR rework of my save game system to be immensely more performant for the game. Previously any asset that read the MCR save game was trying to find a specific actor and would bog the game down in many situations. For example, these include ragdolls or mineral chunks from Loot Bugs as each one reads save game data. The game feels much smoother now after stress testing.
-
Changed client assignment system to now progress the assignment regardless of played mission type so long as it was a successful mission. This is so that the host does not need to think about or ask clients for what mission type is needed for their assignment, just play what you want and enjoy.
-
Changed Shellback and Youngling secondary kill objectives to use vanilla assets as they are broken with the current mod template, may be fixed later but out of my control.
-
Changed Survival intro to give a more random Nitra amount and to only start spawning enemies 70s after mission start, previously they spawned shortly after Mission Contro
A new mod is available. :tada:
I saw an AK OST mod here, but I thought it was outdated and there wasn't too many songs. This one has 35 songs that mostly replace Swarm attacks, Ending music and bosses + some small things (I forgor to make a lobby theme, maybe I'll add it later)
Info
Version: 1.0
Size: 121.6 MB
Tags
1.37, Audio, Auto-Verified, Optional
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
(no, you didn't miss anything, don't ask me why I skipped "1.1")
— Changed the logic of music randomness during Swarm Attacks
- I felt like the randomness wasn't random enough, so I've decided to change some things to see if I can make it more random. If you had similar feelings, it might be fixed in this patch.
— Added new songs to Swarm Attacks
— Added lobby songs
— Added loading screen songs
— Changed some End Wave songs (the ones you hear during escape pot thingy) - Changed Sheepnado Decimated Nomadic City to The Coming of Future
- Changed Day Train to Lake Silberherze to First Crevasse of the Frozen Lake
— Added Special Event music (tbf I have no idea when it plays, but it's the GOLDEN AGE WILL RETURN AGAIN, cause you can never go wrong with that one!)
Lobby songs:
- Dormant Craving
- Echoism
- Blade Catcher
- Illuminate
- Magic Theorem
- One by One
- Thorns in You
- Undertopia
- Whistle Stop
- Merciful Broken Sun
- Il Siracusano lobby theme
Loading Screen songs:
- IS4 lobby theme
- S
A new mod is available. :tada:
A new version is available. Version 1.21
Changelog
· Slightly adjust volume of the few songs
· Slightly changed the logic of Looping Wave songs (the ones you hear when you fight off during that pipe mission and stuff like that)
- It should theoretically make so that certain queue loops, not just a single song
· Removed all Loading Screen songs except for The Coming of the Future - Honestly, I haven't gotten any other song during loading beside this one. At let's be real, it suits perfectly for loading!
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.3.0
Changelog
Enjoy this extremely late update, mainly for Hidden Dwarf lines but a few other miscellaneous lines I felt like doing (sorry I've been neglecting DRG recently):
- Hidden Dwarf Voicelines
-
- 18 Order Lines
-
- 10 Hunter Drink Lines
-
- 12 Prop Drink Lines
-
- 20 Barrel Drink Lines
-
- 16 Hunter Taunt Lines
-
- 23 Prop Taunt Lines
-
- 17 Hunter Found Lines
-
- 14 Prop Found Lines
-
12 Bosco Ping Lines
-
19 Space Rig Mouth Noises
-
13 Medbay (1st Player) Wake Up Lines
-
39 Dwarf Bobblehead Slap Lines
-
7 Gravity Recalibration Lines
-
Character Select Lines
-
- 17 Generic Select Lines
-
- 12 Driller Select Lines
-
- 10 Engineer Select Lines
-
- 10 Gunner Select Lines
-
- 11 Scout Select Lines
- 9 Mineral Trade Purchase Lines
- 46 Cosmetic Change Lines
- 28 Rockpox Biotank Tapping Lines
- 34 Smart Stout "Wisdom" Lines
A new mod is available. :tada:
A new mod is available. :tada:
Changes the color of LOK's "lock on beam" and "# of locks" HUD elements from default orange to green when a) using ECR and a target has 3+ locks on it, or b) using Executioner and the gun has acquired full locks.
Info
Version: 1.0
Size: 12.2 KB
Tags
1.38, Cosmetic, QoL, Visual, [AimedForVerified]
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version CC_1.0
Changelog
- Queue Added for Missions (Respects CC App queue limits)
- 30s mission grace period (!grace or !graceperiod commands to edit between 10-60s)
- Check Queue with !queue or !que
- Reset Queue [Remove spawns from it and send failure notification to CC] (!resetqueue or !clearqueue)
- Compatibility with SGG Spawns Expansion
- Fixed Shuffle Player mismatch
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Throw out the lure and let's support the DeepMouse together
Info
Homepage, Version: 0.3
Size: 290.8 KB
A new mod is available. :tada:
Adds: 1) a green pipe preview when placing a 8-9m pipe segment, 2) the ability to hold [Fire] to instantly place a pipe when valid, 3) assigns colors to the 3 pipes' rails for easy ID, and 4) repair HUD icons over broken pipe segments.
Info
Version: 1.0
Size: 48.5 KB
Tags
1.38, Cosmetic, QoL, Visual, [AimedForVerified], Optional
A new mod is available. :tada:
Adds: 1) a green pipe preview when placing a 8-9m pipe segment, 2) the ability to hold [Fire] to instantly place a pipe when valid, 3) assigns colors to the 3 pipes' rails for easy ID, and 4) repair HUD icons over broken pipe segments.
Info
Version: 1.0
Size: 48.5 KB
Tags
1.38, Cosmetic, QoL, Visual, [AimedForVerified], Optional
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.0
Changelog
Added several new tracks.
Added:
Perturbator - Disco Inferno
Perturbator - Messalina, Messalina
Perturbator - Birth of the New Model
Perturbator - Minuit (Ft. Dead Astronauts)
Beasuce - Flesh on Fire
Beasuce - Bloodshed
Beasuce - Power Fantasy of the Dark Gods
Vilemoral - Electric Heavy Metal
Hollywood Burns - Enter the Yakuza Club
DEADLIFE - Avenge Me
NOISECREAM - Trigger
Mega Drive - Informant
Mollusk King - 291
Dan Terminus - Cherenkov Blue Overdriver
A new version is available. Version 5.3
Changelog
Removed an Exploding Bullets penalty to better balance the weapon
- Removed stun duration penalty
Tweaked the radius bonus for shrapnel rounds to be a bit bigger - 1.6x - 1.7x
Slightly tweaked the Overcharged Coils charge rate penalty and increased it a little
0.5x > 0.75x
Added an extra blowthrough to perforating rounds - +1 > +2
Season 5 is close to release, so pump action will most likely be removed as the devs are adding their own.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
- Be Nice to Molly and Bosco are now included together! Changed around 28 separate voice lines throughout, and fixed 1 incorrect voiceline for Bosco retrieval calling for light instead. (GSG we love you, but these folder naming conventions need work lol)
A new version is available. Version 1.1
Changelog
- Be Nice to Molly and Bosco are now included together! Changed around 28 separate voice lines throughout, and fixed 1 incorrect voiceline for Bosco retrieval calling for light instead. (GSG we love you, but these folder naming conventions need work lol)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.0
Changelog
Version 2.0 now released! 6/6/2024
- Be Nice To Molly and Bosco is now standalone from the No Profanity Mod! You are welcome to install the two mods side by side, but you are no longer required to have No Profanity installed as a dependency for our mod to work. (Although we recommend it!)
- Changed some more dialouge when depositing into Molly
- Changed dialouge when calling to be completely independent of the No Profanity Mod
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
This mod replaces Wave music with smeshariki songs Этот мод заменяет музыку волн на песни из смешариков Смешарики - Научная тема Смешарики - Метеоритный дождь Смешарики - Танцор диско Смешарики - Погоня Смешарики - Рок-н-рольная тема
Info
Version: 1.0
Size: 10.5 MB
Tags
1.38, Audio, Auto-Verified, Optional
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.0.1
Changelog
OH MAN I SURE HOPE I DON`T MESS THIS UP AGAIN... I literally reuploaded the files three times so far...
Anyway... Changes lots of oopsies I have made and increased the intensity of Jadiz because god it is undetectable with LOD command line.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.12
Changelog
-
A helluva lot of changes, but they were done intermittently enough to where I forgot a number of them while dealing with irl issues.
-
Primarily a lot of bug fixes, crash fixes, lack of functionality fixes, support for S05 changes.
-
Reworked data sync logic to hopefully work more reliably in some scenarios by reordering logic execution chains to prevent unneeded changes.
-
Reworked flares again to provide better lighting for realz this time, now also has more vibrant class color lighting on the vanilla spotlights from them.
-
Added Hazards Plus as base functionality of MCR.
-
Added new detpack upgrade to synergize with multiple builds and even built in custom model and functionality changes via a new upgrade system that I made.
-
Added new visuals and audio cues to Expedited Drywash (formerly In N Out). May have an issue with it extracting early . .
-
Added new checks for required secondary objectives to multiple mission types, thus allowing other mods as well as Lithophage warnings to work properl
A new version is available. Version 3.0.8
Changelog
[+]
| -> [Core] Added new V3 UI templates
| -> [Core] Added in mission menu
| -> [Core] Added new module: Translations
| -> [Core] Added new module: AnyRep replication helper
| -> [Core] Added new module: Inputs
| -> [Core] Added new module: Notifications
| -> [Core] Added new module: Versioning
| -> [Core] Added new module: Contracts3
| -> [Core] Added automated version checks
| -> [Core] Added mod compatibility checks
| -> [Core] Added notification for when a mod is outdated
| -> [Core] Added a new menu page that is shown when a mod does not provide its own settings menu
| -> [Core] Added new patch note styles (you are looking at them right now!)
| -> [Core] Added an option to enable a hotkey to open the menu during a mission
| -> [Contracts] Added an option to add a contracts terminal next to the equipment terminal
| -> [Contracts] Added contractor license levels
| -> [Contracts] Added contract navigator
| -> [Contracts] Added unlockable contract slots
| -> [Contracts] Added new objective type: Complete in
A new version is available. Version 2.0.2
Changelog
[●]
| -> Fixed an issue that could cause extreme lag when rerolling
| -> Fixed an issue that could cause assignment to become available again after completing them in a rerolled state
| -> Fixed an issue that could cause assignments, that were already completed after rerolling but appeared available, to not give any rewards
A new version is available. Version 2.0.3
Changelog
[+]
| -> Added mission archive
| -> Added mission archive unlock contract
| -> Added new 2D menu
| -> Added the option to add more than 2 warnings
| -> Added an option to select the secondary objective
| -> Added an option to select the global, procedural and mission seed (only when using MINT)
[●]
| -> Fixed an issue that could cause the game to crash when generating a mission
| -> Fixed an issue that would cause the blacklisted anomalies to be kept even after switching to a non-sandbox save
[—]
| -> Removed 3D UI
A new version is available. Version 2.0.6
Changelog
[+]
| -> Added Core Crawler
| -> Added Stingtail
| -> Added Septic Spreader
| -> Added Stalker
| -> Added Barrage Infector
| -> Added an option that allows using any image from your computer as the killfeed icon
| -> Added an option to set the max allowed killfeed entries
| -> Added an option to set the border color of each individual enemy
| -> Added an option to set the max duration before an entry is discarded, if it is not already shown
| -> Added an option to set the offset for both normal missions and missions with warnings / anomalies
[●]
| -> Offsets no longer use percentages
| -> Switched to V3 UI templates
| -> Entries now have a minimum width
| -> Entries now automatically scale up when the minimun width is exceeded
| -> Entries no longer show the "!" icon if no detailed kill info is available
| -> Fixed an issue that would cause the killfeed to not appear when modifying the offset
| -> Fixed an issue that would cause the killfeed to be invisible
A new version is available. Version 2.0.1
Changelog
[+]
| -> Added trigger selector
| -> Added biome selector
| -> Added an option to use any file from your computer
| -> Added an option to use any file from a mounted .pak
| -> Added an option to set the song volume individually
| -> Added an option to set the weight of each individual song
[●]
| -> Fixed an issue that could cause no audio to play
| -> Fixed an issue that would cause a few songs to not be registered as triggers
| -> Split custom and vanilla music into individual lists
A new version is available. Version 2.0.1
Changelog
[+]
| -> Added an option to exclude enemies from being spawnable by the mod
| -> Added an option to add any EnemyDescriptor or ENE_ actor as a spawnable
| -> Added an option to select the amount of enemies to spawn
| -> Added an option to select the weight of each enemy
| -> Added an option to allow chaining multiple enemies together
| -> Added an option to select how many groups to spawn
| -> Added an option to select how long to wait between groups
[—]
| -> Removed the option to keep the pod doors closed whilst an enemy is still alive
A new version is available. Version 2.0.5
Changelog
[+]
| -> Added new terminal model
| -> Added M.U.L.E. beacon
| -> Added Drilldozer
| -> Added Drilldozer garage
| -> Added Droppod
| -> Added Refinery
| -> Added Refinery pipes
| -> Added Pumpjack
| -> Added Minehead
| -> Added Drillevator
| -> Profiles can now be filtered by biome, played class and mission type
| -> Added sound effects to new terminal
| -> Added new 2D UI
[●]
| -> Moved interaction collider
| -> Fixed an issue that would prevent settings from saving correctly
| -> Fixed an issue that would cause players to become stuck between the terminal and the table next to it
| -> Fixed an issue that would cause a Core Stone Pod thruster to be floating in the middle of the terminal
[—]
| -> Removed old terminal
| -> Removed 3D UI
A new version is available. Version 2.0.1
Changelog
[+]
| -> Added a settings menu
| -> Added mutator specific settings
| -> Mutators can now be toggled on or off (takes effect after the mission map rerolls)
[●]
| -> Switched to V3 UI templates
| -> Mutators can now appear immediately after game start and no longer require a full map rotation
| -> Fixed an issue that could cause a crash when the third player joined during a mission that has the "Light Carrier" anomaly
| -> Fixed an issue that could cause resupply pods to always target 0,0,0 on missions with the "Frequency Disruption" warning
| -> Fixed an issue that would cause an image from the last mission to stick to the terrain scanner on missions with the "Frequency Disruption" warning
| -> Fixed an issue that would allow Mission Control to be audible for a short moment on missions with the "Frequency Disruption" warning
| -> Fixed an issue that could cause Spitballers to be scaled incorrectly on missions with the "Toon Bugs" anomaly
[—]
| -> Removed "Heavy Equipment"
| -> Removed unused prototypes
A new version is available. Version 0.9.9.3
Changelog
-Season 05 compatibility
-Added 16 new materials (including slag - vanilla bulk material)
-Added 1 enemy to the projectile list
-Fixed issue with crashing when using this mod as a client
-Fixed spread on projectiles and changed from limited selection to any integer up to 64
A new mod is available. :tada:
A new version is available. Version 2.4.0
Changelog
With the new season comes a new version for this mod!
Added:
- Boss: "OST 212"
- Swarm(single): New Easter Egg for Unwelcome School(you probably already know which one this is)
- Swarm(looping)/Caretaker: "OST 207"
- End Wave: "OST 202"
- Space Rig: "OST 209", "OST 210", "OST 220"
- Deep Dive: "OST 219"
Moved:
- "OST 137" moved to Swarm(single) from End Wave
Changed:
- Changed a lot of OST's name to their new official name in the mod's description (ex. "OST 164" became "kitsunebi")
That's that then, back to hibernation
A new version is available. Version 2.0.4
Changelog
[●]
| -> Fixed an issue that would cause the clickable area of the "Incoming mission request" notification to be too small
| -> Fixed an issue that would cause mission requests to not switch to the correct UI page
| -> Fixed an issue that would cause the length / complexity selector to not actually select the first entry after switching to a different mission type
| -> Fixed an issue that would cause the "Confirm Mission" button to not unlock immediately after switching to a different mission type
| -> Fixed an issue that would cause the settings page to not revert to your own settings after denying a mission request
A new mod is available. :tada:
A new version is available. Version 3.0.9
Changelog
[+]
| -> Added a slidein notification to indicate module startup failure
| -> Added timeout on module startup time. If certain modules fail to start within 5 seconds of level load StageInit is forced
[●]
| -> Fixed an issue that could cause the in-mission menu to become unresponsive
| -> Fixed an issue that could cause the dynamics generator to not start correctly
| -> Fixed an issue that would cause the Spacerig menu to not be initialised, causing you to become stuck after interacting with any of the terminals
| -> Fixed an issue that could cause the Spacerig menu to become stuck open
| -> Rescheduled startup sequence to skip full module init before running PreInit
A new version is available. Version 2.0.6
Changelog
[+]
| -> Added a "Selection only" checkbox that will only show materials that are currently applied to the selected object
[●]
| -> Fixed an issue that would cause the "Favorites only" checkbox to not display anything if no text was in the filter input
| -> Fixed an issue that allowed the Drillevator Engine slot to sometimes show materials that are not suitable for morph targets
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 5.0
Changelog
Updated for the release of Season 5.
Falloff / Attenuation Radius: 21m -> 22m
Light Intensity: 30 -> 20
(NEW) Third Person Flashlight:
Inner Angle: 10 -> 21 (matches first person flashlight)
Outer Angle: 15 -> 30 (matches first person flashlight)
Color: Yellow -> Warm Orange
A new mod is available. :tada:
A new version is available. Version 5.0
Changelog
Updated for the initial release of Season 5.
Moderate changes have been made to this version from the previous ones.
Base Stats:
- Mining Radius: 1.25m -> 1.35m
- Default Mining Speed increased by 30%
- Movement Speed: 6.25ms -> 6 m/s
- Movement Acceleration / Deceleration: 10 m/s -> 24 m/s
Combat (Guns):
- Engagement Range: 12.5m -> 14m
- Fire Rate: 7.5 shots/sec -> 7 shots/sec
- Gun Behavior: Burst -> Full Auto
- Armor Damage Multiplier: 4 -> 5
- Explosive Damage Radius: 0.45m -> 1m
- Penetrating Shots: Removed
- (NEW) 5% chance to stun for 0.5 seconds
Rockets (Base):
- Damage: 80 -> 120 (Default)
- Damage Type: Fire -> Kinetic
- Damage Radius: 3.6m -> 4m
- Max Damage Radius: Always Matches Damage Radius (No Damage Falloff)
- Stun Duration: 3 seconds -> 2.5 seconds
- Armor Breaking: 100% -> 400%
- (NEW) No Friendly Fire
Rockets (Cryo)
- Damage Radius: 3m -> 5m
- Max Damage Radius: 2.4m -> 2m
- Friendly Fire: 10% -> 50% (Danger)
Upgrades (Tier 1):
- +1 Revive
- +100% Mining Speed
U
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.6
Changelog
- Updated for compatibility with season 5
- Acid Spitter projectile damage changed from 100% DMG Poison to 50% DMG Kinetic and 50% DMG Poison
- Septic Spreader projectile damage changed from 100% DMG Poison to 50% DMG Kinetic and 50% DMG Poison
- Q'Ronar Shellback projectile damage reverted from 100% DMG Poison to vanilla (changed to 50% DMG Explosive and 50% DMG Poison for season 5)
- Flammable cloud health decreased from 100,000 to 20,000 so it can be removed by the Bulk Detonator death explosion
A new mod is available. :tada:
A new version is available. Version 2.0.5
Changelog
[+]
| -> Added Haz5+ modifier selector to main mission configuration page
| -> Added Haz5+ modifier display to mission request page
[●]
| -> Fixed an issue that would cause the Mission Archive to crash the game when playing on Haz5
| -> Fixed an issue that could cause the Mission Archive to not archive any missions
| -> Fixed an issue that would cause the selected difficulty to sometimes use the wrong index
| -> The difficulty selector is no longer hidden when the beta version of CustomDifficulty2 is enabled
| -> The Haz5+ modifier selector will now appear below the hazard level selector if a difficulty that supports Haz+ is selected
A new version is available. Version 3.0.11
Changelog
[+]
| -> Added a failsafe to all contract objectives that will cause them to be skipped should they become uncompletable
[●]
| -> Fixed an issue that would cause various contract objectives to start at MaxINT
| -> Fixed an issue that would cause various contract objectives to cause an integer overflow after finishing the first mission
| -> All contract objectives that in some way count progress now clamp their progress (this will reset your progress to 0 should it have gone into negative values before)
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.5.0
Changelog
- Updated for compatibility with season 5
- Pump Action overclock damage bonus decreased from +5 to +4 to offset the base weapon damage increase
- Pump Action ammo penalty changed from x0.67 to +18 and then x0.648 to keep total ammo an integer multiple of magazine size
- Stubby Hollow-Point Bullet upgrade weakpoint damage multiplier bonus decreased from +0.5 to +0.4
- Hyperalloy Assembly overclock weakpoint damage multiplier bonus increased from +0.3 to +0.4
- Hyperalloy Assembly magazine size penalty removed to offset the removal of the Magazine Capacity Tweak upgrade
- SmRt Trigger OS overclock lock-on time bonus decreased from x0.05 to x0.1 to offset the base lock-on time decrease
- Autocannon Feedback Loop upgrade damage bonus at max rate of fire increased from +10% to +20%
- Mortar Rounds overclock direct damage penalty decreased from -14 to -13 to offset the base direct damage decrease
- Mortar Rounds overclock friendly fire modifier decreased from x0.35 to x0.05
- Mortar Rounds overclock vertical spre
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.4.1
Changelog
Part 2 of the newest update!
Added two new categories:
- Core Stone: "Underwater Jungle", "Step of Terror"
- Arcade: "Unwelcome Guest (8bit)", "Endless Carnival (8bit)", "PRST Academy (8bit)", "Kaiten Screw!!! (8bit)"
Sorry in advance if you already had a mod installed for Arcades, but this is something I wanted to do for a long time (I just didn't know how to until now)
Also the "victory" and "game over" tracks on the Arcade are still the default ones, because there are no proper official BA tracks to replace them with. It is what it is.
Anyway, hope you guys are enjoying the new season and the new updates to this mod, back into hibernation I go (for real this time)
A new mod is available. :tada:
A new version is available. Version 1.2.0
Changelog
- added some new voiceline, including the famous bonk and boinked
- spider swarmer bite now changed to scout voice
- changed in air voices to scouts
- overall improvement and no spider sounds
note: might affect dreadnought bite as swarmer bite in located in dreadnought folder for some reason. just keep that in mind
A new mod is available. :tada:
A new version is available. Version 3.0.12
Changelog
[●]
| -> Fixed an issue that could prevent menu tabs from being registered
| -> Fixed an issue that would cause the SMPostInit event to fire twice
| -> Fixed an issue that would prevent the achievements menu from showing up when using official mod support
| -> Fixed an issue that would prevent the resources menu from showing up when using official mod support
| -> Fixed an issue that would prevent the console hotkey from working when using official mod support
| -> Removed Hollomite from all "Collect resource" contract objectives
| -> Fixed an issue that would cause the "Collect resource" contract objective to not display the resource name if the "Title Plural" property was empty
| -> Fixed an issue that would cause contract nodes in the contracts navigator to be displayed as unavailable even if they had previously been completed
A new version is available. Version MPB_3.0
Changelog
- [Host Setting] Added ability to have an additional matrix core terminal spawn for completed machine events with > 4 players (+1 Terminal per additional 4 players)
- Added infinite boots to Drillevator on mission completion. Boots vanish, but interactable remains active. (No dwarves left behind)
- Fixed some chat messages
A new mod is available. :tada:
A new version is available. Version 1.1.1
Changelog
-Added new voice lines and changes to walk, idle, heavy tank, and others
-Removed unwanted files.. (sorry with the 13mb before hehe)
-Updated the file to new version of game
-Fix sandbox issue (My dumb ass forgot to delete some files that triggers sandbox)
A new mod is available. :tada:
A new version is available. Version 3.0.0
Changelog
This took a while, sorry...
This update includes 300 files added into the mod folder, it contains everything related to the new season 5 particles and also some other modified and old particles that I have passed on without removing due to human error when working on the mod.
- Most if not all of the season 5 particles has been removed.
- Beer particle effects have been removed.
- Removed crawler`s death puddle and added a stronger light emitter in its place instead so there is barely a disatvantage.
- Due to the removal of the Remove Flares mod, it has been integrated to this mod.
- Plasma Carbine bullets has been brought back after a fix.
- Caretaker projectiles has been removed after accidentally bringing it back.
- New overclocks particles has been removed (experimental).
- And many other stuff I forgot about :P
Thank you for your patience and hope you enjoy your time in season 5!