#modio-feed
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A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.0
Changelog
Re-Forged Open Beta Version 1.1 Changelog:
Weapons:
Minigun:
. Reduced base damage to 12 (from 15)
Deepcore AR:
. Reduced base damage to 25 (from 30)
Enemies:
Glyphid Grunts:
. Grunt base health is now 60 (from 50)
. Grunt Slasher base health is now 120 (from 100)
. Grunt Guard base health is now 200 (from 150)
Heavy Hitter class:
. With better understanding of the spawn system, rarities have been re-worked so they appear more frequently
Difficulty:
Hazard 6 - Death Wish:
. Increased the pacing so it's more aggressive and upped the spawn rate a little
Hazard 7 - Beyond Death:
. Increased the spawn rate noticeably and massively increased amount of disruptives that can spawn
Hazard 8 - Karl's End:
. Increased the spawn rate noticeably and every single disruptive enemy can be spawned
Hazard X - Run:
. Increased the spawn rate to Hazard 5 levels and every single disruptive enemy can be spawned
A new version is available. Version 1.1.1
Changelog
Re-Forged Open Beta Version 1.1 Changelog:
Weapons:
Minigun:
. Reduced base damage to 12 (from 15)
Deepcore AR:
. Reduced base damage to 25 (from 30)
Enemies:
Glyphid Grunts:
. Grunt base health is now 60 (from 50)
. Grunt Slasher base health is now 120 (from 100)
. Grunt Guard base health is now 200 (from 150)
Heavy Hitter class:
. With better understanding of the spawn system, rarities have been re-worked so they appear more frequently
Difficulty:
Hazard 6 - Death Wish:
. Increased the pacing so it's more aggressive and upped the spawn rate a little
Hazard 7 - Beyond Death:
. Increased the spawn rate noticeably and massively increased amount of disruptives that can spawn
Hazard 8 - Karl's End:
. Increased the spawn rate noticeably and every single disruptive enemy can be spawned
Hazard X - Run:
. Increased the spawn rate to Hazard 5 levels and every single disruptive enemy can be spawned
A new version is available. Version 15.0.2
Changelog
-Update 15.2 (nerfs):
Aoe Damage 12.5 (was 15)
Aoe Damage Row E now +2.5 (was +5)
Direct Damage now 25 (was 23)
-Now Breaks Terrain
Tungsten Core Rounds Max Ricochet Range: 10m
Reload Upgrade now -0.375 (was -0.75)
Rate of fire Upgrade Row A now +1 (was +2)
Rate of fire Upgrade Row C now +1 (was +2)
-Basic Weapon Maintenance:
Rate of Fire now 6 (was 6.5)
Reload Time now -0.375 (was -0.75)
Ammo +20 (was +60)
-Flash Powder Rounds:
Aoe Radius 2.75m (was 3.5)
Aoe Damage +0 (was -2.5)
Max Ammo +20
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
Converted Bosco's guns to true full-auto fire, but significantly decreased the fire rate. His overall potential DPS is decreased quite a bit, but exchanges it for more consistent DPS, since he no longer awkwardly pauses in between bursts.
Fire Rate: 15 -> 11.67
Max. Shots in Burst: 16 -> 1
Min. Shots in Burst: 8 -> 1
Max. Burst Cooldown / Min. Burst Cooldown: 0
A new mod is available. :tada:
A new version is available. Version 2.0.0
Changelog
Optimized file size (from 100 to 40)
Added more tracks (combat, ambient etc)
Reworked the entire mod to use Cue method
Added 3 loading screen tracks
Added 2 more mission completion screen tracks
Properly looped all tracks (except Paris Streets ambient and Unatco HQ theme)
Removed Jukebox music (they were never meant to be there in the first place)
Replaced Deep Dive music
Added another track to spacerig that can play randomly each time you load in
Added promotion music (haven't tested this myself)
pretty much remade this entire mod from scratch lmao
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.0.3
Changelog
- Removed 2 mission completion tracks because they kept playing during extraction sequence instead of Result screen
- Made mission completion track a little bit louder
- Added a EndWave Cue that was missing in a previous patch
This should be the last patch. Hopefully, nothing else breaks.
A new version is available. Version 1.7
Changelog
โข Fossil color and light method changed. Better recognizable in the light and better looking.
โข Ebonut shell glows now (only first hit). Increases visibility from sides.
โข Gunk Seed Hanger complete surface glows now. Increases visibility from sides. Lowered the extreme light from below.
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 mar 23, 2022
Changelog
Grenade changes: cluster, cryo, high explosive, ifg, neurotoxin.
- Velocity increased from 13m/s to 15m/s for all grenades.
Weapon changes: warthog, stubby, grenade launcher, breach cutter, minigun, autocannon, revolver, drak, boomstick, zhukov.
Perk changes: shield link, second wind.
A new mod is available. :tada:
Improves the user-interface for team-related and communication-related aspects. Adds louder chat alert tone. Adds team status widget. Highly configurable, enable & disable each part independently. Verified, no impact to other team members.
Info
Version: 1.0.0
Size: 3.4 MB
Tags
1.35.67712, QoL, Verified
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.6
Changelog
Gun Damage: 6 -> 5
Gun Armor Damage Multiplier: 3.5 -> 3 (Reduced back to Default)
Max. Shots in Burst: 12 -> 1
Min. Shots in Burst: 5 -> 1
Random Max. Burst Cooldown / Min. Burst Cooldown: 0
Well, just because I liked it so much, I've introduced the same true full-auto capacity that Bosco Re-armed has to this mod as well (albeit with reduced DPS, and taking away the armor damage bonus). I think there should be a more clear divide between the two mods (one is for pure damage, the other for more rounded utility).
We've gone through a lot of iterations and updates, but this I think finally seals Bosco Retooled into the complete, upgraded package I've always wanted it to be. Barring any other whims of fancy, this will probably be the true, final iteration going forward. I know I've said that before, but after testing it out on my own end, I'm really happy with how he's turned out.
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:
Would you like more unique and deadly overclocks? This package replaces 12 scout overclocks (including sounds and special effects) for some more interesting and special ones.
Info
Version: 1.0.0 Launch version
Size: 585.6 KB
Tags
[AimedForApproved], 1.35.67430, 1.35.67712, Audio, Gameplay, Visual
A new version is available. Version 4.0.0
Changelog
Feature/broad changes:
|- Removed settings page support and all related objects
| - If ya want a settings page use ModHub
|- Moved all settings to ModHub
|- Added LIB_WT_ExpandableArea
|- Updated all widget templates to use a base class
| - This includes a "Color Modifier" system that allows defining colors based on the foreground color
|- Added macro "WaitForWidgetsReady"
|- Added interface "LIB_I_DRGLib"
| - When added to an actor this interface will inform said actor when DRGLib is ready
| - The DRGLibStartupComplete event is guaranteed to only be called once per actor
|- Increased setup speed.
| - DRGLib will now be ready in the same frame as when it is spawned, assuming I understand UE execution order correctly
| - NOTE: DRGLib is one of the (Usually the) first mod(s) spawned by the game. As of yet I have not found a satisfactory way to call DRGLibStartupComplete without waiting one frame. If you require instant response (You don't, but hypothetically you might) then call "UpdateInformedActors
A new version is available. Version 2.1.0
Changelog
Updated for DRGLib V4
Now uses ModHub instead of DRGLib for a settings menu (will continue to use DRGLib functionality)
Added a preview to the settings menu (I didn't put much effort into this, but ModHub does not have the ability to move the window away from the crosshair, I will probably make this look better later)
Removed override checkbox (the preview is now always active)
changed "override" to "preview temp"
This release will be going live (most likely) later today when DRGLib V4 does
A new mod is available. :tada:
A new version is available. Version 2.1.1
Changelog
Fixed bug causing the profile selection to not refresh the settings (probably caused it to overwrite the new selection, sry if u lost settings)
Fixed bug causing the preview to break when closing the Mod Hub menu with the WHC settings page selected
There is an issue with DRGLib V4 that causes frequent crashes, this is being worked on
A new version is available. Version 1.0.1
Changelog
Fixed Space Junk Galaxy playing throughout the Space Rig instead of just the Memorial Hall
Fixed an error that caused the default soundtrack (Dance of the Dreadnought) to play instead of Factory Inspection during waves announced by Mission Control
A new version is available. Version 4.0.1
Changelog
|- [N] Corrected bug where log output text was editable
|- [-] Removed unused object LIB_W_LodDisplayPage
|- [N] Unbound LIB_WT_Combobox's OnWidgetGenerated binding
| - This is to resolve a crash that could occasionally occur
| - This does mean that LIB_WT_Combobox will not currently use the FontSize variable. A proper fix is forthcoming
A new mod is available. :tada:
A new version is available. Version 4.0.1
Changelog
|- [N] Corrected bug where log output text was editable
|- [-] Removed unused object LIB_W_LodDisplayPage
|- [N] Unbound LIB_WT_Combobox's OnWidgetGenerated binding
| - This is to resolve a crash that could occasionally occur
| - This does mean that LIB_WT_Combobox will not currently use the FontSize variable. A proper fix is forthcoming
A new version is available. Version 4.0.2
Changelog
|- [N] Fixed bug where AddActionMapping wouldn't properly overwrite input.ini
|- [I]Reorganized testing setup
| - TestMap is now inside TestMod folder
| - TestMod reorganized to be a bit more modular
| - TestInit now spawns InitCave instead of InitSpacerig actors
|
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 4.1.0
Changelog
|- [+] Added function "GetModVersion"
|- [N] LIB_WT_WarningPopup
| - Now centers popup above the center of the anchor, instead of to the right
| - Now wraps text when getting overly long
|- [N] LIB_WT_InputKeySelector
| - [N] No longer locks mouse to bounds while selecting a key
|- [N] LIB_WT_Combobox
| - [N] Completely rewrote combobox under the hood, since apparently allowing us to customize font at runtime is just too hard for epic to do themselves
| - [+] added function "SetSelectedIndex"
| - [I][+] Added MenuOptions and SelectedIndex private variables
| - [I][+] Added LIB_WC_ComboboxMenu and LIB_WC_ComboboxMenuItem
| - [+] added function "SetOptions"
| - [+] added function "UpdateDisplayedValues"
|- [N] Updated GetDRGLibVersion to pull from mod.io instead of a packed in file
| - [I]This also means DAUM has been removed from the automation folder
|- [I]Reorganized testing folder
| - Now holds TestMap instead of it being in the maps folder
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:
Deepcore GK2 -> T1: Added Subata's Improved Propellant (+1 damage) & T3: Replaced Improved Propellant (+1 damage) with Warthog's Quickfire Ejector (-0.5s reload time) / Subata 120 -> T2: Added BRT7's Blowthrough Rounds (+1 penetration)
Info
Size: 25.8 KB
Tags
[AimedForApproved], Gameplay
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 2.2.0
Changelog
Added new tracks.
Wave: Red Sea, Vitoze Aerial Defense, Magic Spear I
WaveLooping: The Final Overture
EndWave: The Unsung War
Experimental soundclass and submix mod in an attempt to fix loading music playing with mission ambience. Thanks to Kraeus for the advice!
A new version is available. Version 0.3
Changelog
Due to desyncing of mineral vein placement and Nitra chunks not being affected by gravity - removed crystal chunks, nitra chunks, and some debris models. Minerals veins and dropped minerals will no longer look like barrels.
You may still experience desyncing of mineral vein placement if you late join into a mission/force this upon people late joining into lobbies you host. I only experienced this once in my several hours of playtesting, unsure if this mod was directly the cause though.
A new version is available. Version 0.3.1
Changelog
Returned barrels to the space rig.
Due to desyncing of mineral vein placement and Nitra chunks not being affected by gravity - removed crystal chunks, nitra chunks, and some debris models. Minerals veins and dropped minerals will no longer look like barrels.
You may still experience desyncing of mineral vein placement if you late join into a mission/force this upon people late joining into lobbies you host. I only experienced this once in my several hours of playtesting, unsure if this mod was directly the cause though.
A new version is available. Version 1.35.67712
Changelog
Added Subata's Improved Propellant (+1 damage) in Deepcore GK2 T1
Replaced Improved Propellant (+1 damage) with Warthog's Quickfire Ejector (-0.5s reload time) in Deepcore GK2 T3
Added BRT7's Blowthrough Rounds (+1 penetration) in Subata 120 T2
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 1.2.1
Changelog
Re-Forged Open Beta Version 1.2 Hotfix Changelog:
This hotfix actually implements the changes in Version 1.2 since I seemingly didn't upload the right file?
Glyphid Swarm Tyrant:
. Fixed the issue with the death buff in which buffed enemies are immune to melee damage
Glyphid Marauder:
. Reduced base health to 1,500 (from 3,000)
. Stun duration is now 25% shorter instead of being 50% longer however the stun window of 3 seconds remain
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
I've been working on this for weeks, trying to figure out how to make this possible. But now its here, in all its glory. This mod will replace the "ExplodingSpiderTankGrowl_Cue" sound file with the infamous snoring noise known by "AUGHHH".
Info
Version: 1.0.0
Size: 3.8 MB
Tags
1.35.67430, 1.35.67712, Audio
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
Added:
-Terrain painting tools allow you to shape the terrain, paint nitra, sugar and ground materials.
Changes:
-Removed cooldowns on loot bugs.
Known Issues:
-Placement marker scale doesnt match the actual scale for certain items. This will be fixed by the next patch.
A new version is available. Version 2.2.0
Changelog
-Updated to support DRGLib 4.2
-Settings menu will now show an error message if DRGLib is not fully enabled instead of the game crashing
-Font and font size is now consistent in the settings menu
-Fixed settings not applying for some players
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.4
Changelog
Added:
โข The brightness of the primary objective Oil Shale got increased.
โข The brightness of the secondary objective Hollomite got increased.
โข The brightness of the minerals Croppa, Bismor, Magnite and Umanite got increased.
โข The brightness of the resource chunk from Red Sugar got increased.
A new version is available. Version 0.5
Changelog
Replaced the dice in the drop pod with barrels.
Replaced the bobblehead at the bar with a barrel.
Replaced the repair mallet (for building sentries, Mini Mules, etc) with a barrel.
Replaced the mission select planet hologram in the space rig with a barrel.
Replaced the mugs in the Dual Drink Drop victory pose with barrels.
As always, feel free to yell at me in the comments or let me know directly if I messed something up or if you have any suggestions!
A new version is available. Version 1.3.0
Changelog
Re-Forged Open Beta Version 1.3 Changelog:
Enemies:
Nemesis, Lord of Skulls and Empress:
. Their bodies now disappear after 120 seconds
Mactera Matriarch:
. Reduced the explosive vulnerability to 2x (from 3x)
Glyphid Marauder:
. Increased base health to 2,000 (from 3,000)
. Increased base healh of the soul to 4,000 (from 1,000)
. Increased melee weakness to 5x (from 2x)
Mactera Foulfiend:
. Significantly increased volume of the idle sounds to allow people to actually hear it coming
Glyphid Swarm Tyrant:
. Halved the bite radius to prevent kills that it shouldn't realistically get
A new version is available. Version v2
Changelog
Flipped the colors because Nitra was too easily confused with Gold. Now Nitra is inky blue and Sugar is an amber color. The light source should make it stand out regardless of biome, and it shouldn't get confused with gold due to it's size as well.
A new mod is available. :tada:
This mod package contains all of the cosmetic/visual Hololive-related mods I have uploaded to mod.io so far.
Info
Version: 1.1
Size: 29.0 MB
Tags
1.35.67712, 1.35.69455, Auto-Verified, Cosmetic, Visual
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:
Comprehensive difficulty creation mod.
Info
Homepage, Size: 166.1 KB
Tags
1.35.67712, Approved, Gameplay
A new version is available. Version 2.25.4.8
Changelog
-Reorganizes sliders in clearer categories for easier navigation
-Fixed swarm delays never going below 1x
-Fixed pressing "E" in front of a terminal opening that terminal and locking the interface
-Added a few presets
-Updated tooltips for better clarity
-Moved presets to the top, in expandable box
-Added improvements under the hood
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 4.2.1
Changelog
|- LIB_WT_InputKeySelector
| - [N] Fixed bug where it wouldn't print overlapping custom inputs properly in AllowOverlaps mode
|- LIB_F_Input
| - [N] Fixed bug where remapping custom input wouldn't properly update custom input list
|- LIB_DEB_W_HudProfiles
| - [+] added button that creates an empty profile
|- LIB_W_LogSettingsPage
| - [N] Improved performance of logging by updating log output widget by having it only update while visible
|
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 apr 10, 2022
Changelog
Pickaxe hit rate doubled (for mining only), making it faster to mine dirt doors and all resources. Hits needed to mine other level geometry have been proportionally increased and the time to mine them should remain the same as before. However, there's no way I changed every single relevant file correctly on the first try, so let me know if any rock and stone can be mined too fast.
A new mod is available. :tada:
A new version is available. Version 0.5.1
Changelog
Removes the model that changes Enor Pearls - this model is also used by the Spitballer's crit spot and does not have collision, meaning you can't even shoot it. Rather than figure out how to properly fix this, I've removed this model in the meantime. Thanks for the bug report,
JackO2635nPxpk7QUSQ!
This mod is slowly decreasing in scope due to me breaking the game in various ways, sorry guys!
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 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
In case you've ever wondered why music from Yakuza: Like a Dragon wasn't included in the mod. The main reason was that I felt it's style of music was too different from the other Yakuza games to fit. But the actual reason was that I hadn't played through the game yet and didn't feel like blindly checking through an entire soundtrack for the 5th time. Nevertheless, I finally bothered to go through the soundtrack (although I've yet to still play the game) and pick some songs that fit. I also added more songs from Yakuza 6, Lost Judgment and Yakuza 1. Doubling the amount of end wave and boss songs previously in the mod.
Added Fist Law, Theory of Beauty, Bloodstained Philosophy and Through from Yakuza 6, For Who's Sake from Yakuza 1 and Viper from Lost Judgment as boss music.
Added The Way of Life and Lots of Lights from Yakuza 6, Final Destination (Game version) from Lost Judgment, Hasty Spirit from The Kaito Files and Receive You The Hyperactive and REIWA LABYRINTH from Yakuza: Like a Dragon as end wave music.
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 1.0.0
Changelog
Added wave tracks that will play during announced waves and events like the heartstone fight.
Added 2 songs hidden somewhere. You'll find them eventually!
Got off my lazy butt and updated almost all existing tracks to have MUCH higher quality versions of the 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 version is available. Version 1.0.0
Changelog
Drastically reduced the file size. I was an idiot and didn't know I was supposed to remove these large shader files when I compiled mods. Also because I don't plan on messing with spin up anymore cause it sounds fine, this is the full release.
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:
Adds the trail duration buff that the Hellfire Overclock is supposed to give, according to it's changed stats list. Update 36. Mod will be taken down if/when Devs fix this, do not expect this mod to exist for very long.
Info
Version: 1.0.0
Size: 2.1 KB
Tags
[AimedForApproved], 1.36, Gameplay, 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 0.8.6
Changelog
Fixed the spacerig ambient track to use the correct soundclass (meaning it will now mute for the jukebox/memorial hall track)
FIXED THE MEMORIAL HALL TRACK AND ITS WORKING LETS GOOOO
Minor preparations for season II
Dwarfwave Volume II will be coming out within (at most) a week of season II
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 1.3.0
Changelog
New Song - Horrors of Hoxxes
Memorial Hall music should play inside the hall now, along with an experimental change to the soundcue file that may or may not break it.
Messed with some songs, better starts and ends for looping purposes.
(Lost all the account details to the Soundcloud page, so Horrors of Hoxxes won't be there. A new page will be created in the foreseeable future.)
A new version is available. Version 1.3.0
Changelog
New Song - Horrors on Hoxxes
Memorial Hall music should now play inside the hall itself, not in the corridor towards it.
Messed with some songs, better starts and ends for looping purposes.
(All the account details for the Soundcloud page have been lost, so Horrors on Hoxxes will not be there. A new page will be created in the foreseeable future.
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 - beta
Changelog
since I'll be too busy with Stanley Parable Ultra Deluxe by the time Season 2 is out, I decided to prepare a beta version of the update early
this DOES NOT work on any Season 1 builds
- more profanity variations (i.e. "oh shit!", "help me you fuckers", "fuckin piece of... grr")
- generally reduced profanity frequency, except for friendly fire, that has more unique lines
- a bonus unused line put into Saluting, felt that it fits this mod's vibe
- 4.25 > 4.27
A new mod is available. :tada:
A new version is available. Version U36_0.0.1
Changelog
[o]
| -> Updated to Season 02
| -> Switched to DRG interaction system
| -> Switched to UI only mode
| -> Pressing "MenuBack" or "MenuButton" now causes the menu to close correctly without getting you stuck in the ESC menu without a cursor
|
[-]
| -> Removed old input system
A new version is available. Version U36_0.0.1
Changelog
[o]
| -> Updated to Season 02
| -> Enemy tracking now uses events instead of polling for untracked actors every second
|
[+]
| -> Added separator lines to the tracked creature list to make selecting / deselecting them easier
| -> Added replication. Clients should now see the correct information being displayed as long as the host also has the mod installed. Otherwise it will behave as before
A new version is available. Version U36_0.0.1
Changelog
[o]
| -> Updated to Season 02
| -> Updated the way a spawn location is selected. Dreadnoughts should no longer spawn directly in your face
|
[+]
| -> Added a new setting to keep the doors of the Droppod closed as long as a dreadnought is alive. This is enabled by default
A new version is available. Version 4.3.1
Changelog
|4.3.1 changes:
|- [I]LIB_DEB_A_AdvancedWatches
| - Fixed bug where default profiles wouldn't populate into overlay menu
|
|
|4.3.0 changes:
|- Updated for compatibility with U36
|- Added new JSON library, courtesy of AssemblyStorm/Trumank
| - Can serialize to/read from strings
|- Added new line trace debug visualization, courtesy of LesnovBrascovitch
|- Added new custom save object using JSON
| - This means that the settings can be saved to the disk as JSON, making it much easier to edit large numbers of values on or distribute specific configurations
| - Long term, the intention is to create a widget that automatically generates an appropriate settings page for a given save object
|- Polished many widgets
|
|Detailed changes:
|- [+] LIB_F_Trace
| - contains function "LineTraceByChannel(Niagara)", which allows for visualizing a line in the 3D space of the game
|- [+] LIB_SAV_E_PropertyType.uasset
| - Used by the custom save system to denote if a given property is string/int/float etc.
|- [+] LIB_SAV_F_
A new mod is available. :tada:
A new version is available. Version 2.0
Changelog
v2.0, updated for Season 2.
NOTE: Bare minimum compatibility update here. There's a bunch of new voice content for S2 that I need to handle, so you'll hear some new dorf lines for now! This might be a good thing since it'll give me some time to figure out what lines work best as replacements. Before long I'll fix all the older issues I identified previously, too.
A new version is available. Version 2.0
Changelog
v2.0, Updated for Season 2!
Note: S2 may have some new briefing audio; I haven't had a lot of time to explore it all yet. But this should make the mod work as it did before for the older stuff at the very least. Just saying it may need another update soon, but if it does, I'll take care of it before long.
A new version is available. Version 2.0
Changelog
v2.0, Updated for Season 2!
Note: there may be new dwarf audio in S2 that could use the repetition reduction treatment. However, I exclusively use the Tourettes Guy Dwarves mod at this point, so I most likely won't know about those lines! If you have requests for lines that could use a frequency reduction, just let me know and I can make further updates to this mod.
A new version is available. Version 1.3.0
Changelog
Updated version for Season 2.
Will become the live release once the update comes out.
New Song - Horrors on Hoxxes.
Messed with some existing songs, better starts and ends for looping purposes.
(Horrors on Hoxxes will not be on the Soundcloud page, as I have lost the account details. A new Soundcloud page will be posted in the foreseeable future.)
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 1.2
Changelog
Updated for U36 / Season 2.
Now natively spawned, does not override hex mods affecting Player Character unless they edit the Movement Component Air Control value.
Rejoice, this means that this mod is now compatible with flashlight mods, health and shield mods, movement mods, etc.
A new mod is available. :tada:
A new version is available. Version 3.36.70633.0
Changelog
- Due to changes in stock Bosco the light improvements have been reworked. The light upgrade is worth taking now.
- Due to changes in stock Bosco the upgraded digging speed is a tiny bit slower.
- 3 base revives instead of 2.
- The second revive upgrade is 4 additional revives instead of 5.
- The retargeting time is a little bit longer than before to keep Bosco's ability to target non-enemy bugs (lootbugs, fleas, etc).
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.0
Changelog
- Updated to DRG Season 2 - v1.36.7
This version is NEEDED for the mod to work. Installing any versions before this one will most likely crash your game.
Please leave any comments if the mod still doesn't work or if you have any suggestions.
lord have mercy on my soul
A new mod is available. :tada:
A new version is available. Version 1.3
Changelog
Added repeating check to change air control to make it more reliable, will only affect clients who install the mod, I think (need to test). So if you don't want this and the host is running it, you won't get affected unless you download it (optional).
A new version is available. Version 1.3
Changelog
Made the mod natively spawned so it does not affect other mods editing Drop Pod Base or Mining Pod values except for certain values (Min Distance Moved, Frequency, Time To Drop, Target Drop Time).
Added a check for players who might be stuck in the drop pod hole and will teleport them to the host to prevent players being stuck (happens with ping in vanilla).
Prevented clients from trying to edit the Drop Pod.
A new version is available. Version 1.4
Changelog
Made the mod natively spawned so it does not affect other mods editing Drop Pod Base or Mining Pod values except for certain values (Min Distance Moved, Frequency, Time To Drop, Target Drop Time).
Added a check for players who might be stuck in the drop pod hole and will teleport them to the host to prevent players being stuck (happens with ping in vanilla).
Prevented clients from trying to edit the Drop Pod.
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 1.1.1
Changelog
There seems to be drops in fps when playing multiplayer and firing the gun. I suspect it's related to the debris spawning from bullets hitting the wall, so I've cut back on the debris in an effort to salvage some FPS. This is a speculative fix, I can't replicate the FPS drops when in singleplayer.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Dynamically Changes the cost of Resupply Pods based on number of players currently in the session to try and balance the ammo gained. (I also added a little to the solo cost because you get a lot of ammo when alone).
Info
Version: 1.36.2
Size: 31.4 KB
Tags
1.36, Approved, Gameplay, Optional, QoL
A new mod is available. :tada:
A new version is available. Version 1.4
Changelog
v1.4 TLDR: ddetonators are a little worse to deal with now
- bomblets are more numerous, make a weirder carve, and bounce real good off a gunner shield
- crassus detonator makes a bigger carve, but thinner layer of gold (comes to about 1.6x more, but it's a pain to acquire, so all told fairly well balanced)
- damage radius increased to encompass more, but not all, of the increased carve
- ddetonators are now sensitive to explosive damage, rather than resistant
A new mod is available. :tada:
A new version is available. Version 0.2.0
Changelog
- Updated for U36.
- Swithced to use DRGLib's input key selector widget. Since now you don't have to start a new scene to make the keybind change take effect!
- Solo/friends-only checkboxes hidden in the UI since they didn't work properly. May be they will be back if I find a way to fix them.
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 2.0.1
Changelog
v2.0.1, Hotfix: Renamed the FIX_SpiderGruntStabScream_Cue to just SpiderGruntStabScream_Cue to match the Season 2 assets. Looks like the devs did a bit of cleanup and took off that FIX_ prefix, but otherwise it's all the same. Stab laughter should be working again!
A new mod is available. :tada: