Finetuning:×× Adjusted maximum scope extension ranges of the Marine Sniper Rifle, Stalker Boltgun, and Thunderstrike Missile Launcher.
×× Further finetuned the scripts for the MSR/Stalker/TML, so they'll zoom in and out in much smoother steps than they did before.
×× Finetuned Autocannon offsets.
×× Faffed about with the Plasma Impact FX. Less 'burst of particles everywhere' more 'glowy flash'.
×× Finetuned the Lascannon Blast FX to be somewhat similar to Plasma Blasts. No more particles spraying everywhere!
×× Finetuned muzzle offsets for Las weapons.
×× Toned down the plasma cannon blast sounds a bit.
×× Las weapons generate zero recoil, by way of RecoilTransmission tweaking.
×× Reduced the amount of energy transferred to Storm Shield holders.
×× Increased the vertical speed of Drop Pods. They dig into terrain a bit more now (especially soft terrain!) but arrive much more... dynamically. No more slow, gentle arrival or anything. Straight down, quick brake, deploy. Be careful, or the cargo actors might get hurt by the arrival/deployment!
Balance:×× Increased the size of the target area of Whirlwind missiles, increased the number of missiles fired (+6) to compensate.
×× Made drop pods free.
×× Removed the plasma cannon submunitions, since they tended to just smack straight into terrain instead of threatening enemies. Rebuffed the cannon's blast radius and damage.
×× Reduced the GibWoundLimit values on Guardsman and Kasrkin Helmets.
×× Frakked about with plasma weapons some more. I think I've done all I can to make them as lethal as humanly possible by reusing the Bolter scripts again.
×× Tweaked how Lascannon blasts work. If you hit too close to friendlies you
will hurt them. So be careful!
×× Reduced Stalker mag capacity back down to 10, but it now fires two-round bursts if you hold the trigger down. You can still do rapid semiautomatic shots.
Fixes:×× Fixed the Assault Cannon not animating properly, and fixed the dynamic sharpness script.
×× Thunderstrike no longer tries to lock onto allied units despite the missiles being unable to hit them.
×× Moved Loadout enabling into the main Factions.ini, less files to edit when enabling/disabling factions.
×× Finally (I hope) nailed the plasma weapon deflection problem. For serious this time. Whilst I was at it, I made the rifle/cannon glows and muzzleglows a bit bigger so they're easier to tell apart. Plasma weapons have even more blast area now, as befits weapons that unleash vast amounts of thermal energy.
×× Fixed initial launch velocities for slug/frag rounds causing them to sometimes go unusually wide.
×× Fixed Space Marine Helmets being made out of Military Stuff rather than Ceramite.
×× Fixed Bolter rounds being able to harm friendlies and the user, to cut down on stupid AI-controlled troopers shooting their own legs off.
Inferno rounds will still set allies ablaze if you're not careful.Other:×× Finally finished the -ing laser sight overhaul, resulting in the standalone UltraLight mini-module. Note that this mod
is not reliant on UltraLight, you don't need to download anything else.
××× Tweaked laser sight ranges all over the place as a result. Check the
recomp balance sheet for the new ranges, if you care. It also has proposed stats for the autogun weapons now, in italics.
××× Added blue laser sights to the Plasma Pistols and Plasma Rifle. They're quite short ranged, since plasma shots drop quickly. Cannon gets no sight because... y'know,
ballistics.
××× Added a sight to the offhand Bolt Pistol, to emphasise how inaccurate dualwielding Bolt Pistols is.
××× Made the Hellgun sight orange. Because I can.
×× Made las weapon flashes draw when the beam draws with Cave's help, rather than a split second before. Looks nicer now!
×× Completely removed all signs of (and references to) the Terminators until updated sprites are completed.×× Made Plasma weapons animate properly using animated magazine trickery, courtesy of fancy scripts from Cave -- again.
New Stuff:×× Added Melta-Cutter. Very short range (150px) compared to other Melta weapons, and inferior damage (though still quite dangerous!) but vastly superior and neater terrain-cutting capabilities. Short range reduces chance of collateral or unwanted damage.
××× The Cutter is much cheaper and reloads faster, making it ideal for gaining access to fortified installations without shelling out for a full Meltagun or MultiMelta. You can quickly punch a narrow hole through a floor or ceiling to drop a grenade down, through a wall to make a firing port, and so on.
×× Added Cluster Mortars and Cluster Mortar Designator. This calls down a walking barrage of heavy shells, which split into a bunch of bomblets before hitting the ground! Cheap and effective against massed infantry.
××× Why two anti-infantry strikes? Simple - the Thudd barrage is long-lasting and covers a wide area. This is great if you need to 'suppress and forget', but not if you need to move up quickly. The Cluster Mortars can quickly clear a path without too much terrain damage.
×× Reworked the internals 'n' guts behind the Orbital Plasma Cannon shots so they look on par with Plasma Cannon shots.
×× Finally added/readded/fixed/whatever some experimental new Proximity Shells for the Astartes Autocannon. Best used against dropships.
×× Added updated Kriegsman helmets.
×× Added 'impact' sounds for the Lascannon.
Weapon/Item Store List:××
Completely overhauled how the mod loads weapons, entirely seperating them from their ammo and loading them last of all (prior to actors/loadouts/etc.), so you can very easily reorganize the shoplist according to your own preferences without breaking anything else.
×× I've taken the liberty of reorganizing the list again -- I've also included a couple of alternative loading indices as examples. The new standard list organizes things roughly by size and purpose - pistols first, then standard weapons, then specialist weapons, then heavy weapons, and in rough order of power/type.
×× "Classic" is the list shown in the 'Item List' spoiler.
×× "Type" organizes them all by type; all laser weapons are together, all bolter weapons are together, etc.
×× "Backup" should be self-explanatory.