Necesse

Necesse

Ranged Arsenal (killed by steam)
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Update: 23 Jan @ 9:04am

Mod version 99999 for game version 0.29.0

This version will prevent clients from running the mod anymore.

Update: 23 Jan @ 8:10am

Killed the mod. Steam support has been outsourced and genuinely does not give a shit anymore.

Update: 23 Jan @ 8:05am

revert back to 6.4

Update: 23 Jan @ 8:04am

1.0.4 rever 12:08AM

Update: 23 Jan @ 8:02am

1.0.4.1 revert 12:06AM

Update: 23 Jan @ 8:00am

debug revert to 1.0

Update: 23 Jan @ 7:57am

Mod version 6.4 for game version 0.29.0
debug upload

Update: 16 Jan @ 9:58pm

Mod version 6.3 for game version 0.29.0
Because it's STILL sending out the 0.24 version.

Update: 9 Jan @ 5:28pm

Mod version 6.1 for game version 0.29.0
Pushed version update due to catastrophic workshop failure

Update: 8 Jan @ 8:11pm

Mod version 6.0 for game version 0.29.0

    Changes
    Hardened Bullets end up being the default choice for the majority of play time. The secondary bullet types have received a handful of buffs to make them more viable/useful.
    • Increased damage of Flame Bullets by 1 and fire DoT damage by 1
    • Increased damage of Frozen Bullets by 1
    • Increased damage of Blunt Bullets by 1
    • Blunt bullets deal +50% damage to crystal enemies
    • Increased damage of Splintering Bullets by 2
    • Increased damage of Sapphire Bullets by 1
    • Increased damage of Ruby Bullets by 1


    Bouncing Bullets are a bit too powerful when used efficiently, especially when combined with the Gel Casing. Damage has been lowered, but range has been increased to allow for more bounces overall.
    • Bouncing bullet bonuses lowered from +15%/+4% to +8%/1%
    • Lowered damage of Bouncing Bullets by 1
    • Increased range of Bouncing Bullets by an additional 100%


    Lightning Bullets are just a bit broken on worm-type enemies. Lightning bolts are not supposed to do damage to the initial target they spawn from, but this does not function correctly as worm enemies are technically multiple separate targets bundled together. Instead of outright blocking damage on "bundled" targets (which I should to be consistent with other enemies), individual targets hit by the bolts will gain increasing damage resistance to lightning bolts for a brief amount of time. The length of the bolts are also decreased per enemy to account for the total number of bundled targets. This decreases the total number of hits per target. The enemies this affects are:
    • Swamp Guardian - 50% length
    • Pest Warden - 50% length
    • Sage - 80% length
    • Grit - 80% length
    • Crystal Dragon - 100% length
    • Slime Worms - 100% length
    • Sand Worms - 100% length
    This stops Lightning Bullets from outright deleting certain enemies in seconds, while still making them the superior ammunition type against them.


    Breaching Shells are the best way to clear caves, as they are faster and have more range than bombs, despite being unlocked around the same time as bombs. The recipe has been lowered to match the number of bombs used.
    • Lowered Breaching Shell crafted amount to 5


    Crafting fuel sucks with how much liquid is required. The crafted amount has been doubled, but the ammo consumption chance has been raised to compensate.
    • Doubled the crafted amount of all fuels
    • Increased base ammo consumption chance by 10% (65% -> 75%)


    • Lowered number of Tungsten Bars required for Incendiary Shells by 1


    Fixes
    • Fixed shells bouncing off walls when using the Gel Casing
    • Fixed flames bouncing off walls when using the Gel Casing