Necesse

Necesse

Ranged Arsenal
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Update: 20 Jul @ 11:00am

Mod version 3.0.1 for game version 0.33.0

  • Better comparability with Jabe Archipelago mod
    • Game will no longer crash if JA is loaded after RA
    • RA Flamethrower can use JA flame ammo types
  • Better mod recipe handling for mod items

Update: 11 Jul @ 1:45pm

Mod version v2.0.0 3.0.0 for game version 0.33.0

    This mod is old. As of today's update, it's been 10 major versions since this mod was made/started (0.23). Since then, there's been huge changes to the base game (upgrade system, new biomes, lots of new content, rebalances/tweaks). Also it was my first mod, so the underlying code of the mod is... "not great".

    With 1.0 coming up soon, I'm going through and "cleaning up" the mod. I want the mod to primarily be content additions and major reworks and less about minor tweaks and changes. Some content got removed. Some things may get completely changed.

    If you liked the minor tweaks to some weapons, then I have another mod coming up soon that you may like. :)


    Additions
    Weapons
    Webbed Gun Rework
    The Webbed Gun is skipped 99.9999% of the time. While it's available before Evil's Protector, the vast majority of players fight Evil's Protector first since the first quest is to defeat it. By then you unlock the Machinegun and it becomes outclassed. After upgrades, it still doesn't stand out amongst the more interesting weapons.

    The Webbed Gun has been reworked to be a more utility-focused weapon. After hitting a mob enough times, a ground web will be spawned at their location. This web slows all mobs that walk across it. Range has been lowered to compensate.

    Bullets
    Amethyst Bullets
    Sapphire bullets are getting moved back closer to their vanilla behavior. The explosion effect that produced extra projectiles has been moved to these bullets.
    • Damage: 8
    • Sticks to targets, explodes after a delay
    • Explosion shoots out # projectiles based on crit chance and crit damage

    Changes
    Weapons
    Shard Cannon
    The Shard Cannon will now apply the crystal bullet "crystallization" effect to any bullet fired by it. This puts it almost back to how it is in vanilla, but leaves the player able to use other bullet types.
    • Returned old crystallization-on-hit effect
    • Removed alt fire
    • Removed ammo consumption changes

    Seedguns
    I made these before the vanilla Seedgun was a thing. While they are functionally identical, I'm leaving in the 3 RA seedguns as additional early/mid/late game unlocks. They have been toned down to better match the vanilla Seedgun, but still retain their original purpose.
    • Rebalanced all RA seedguns to better align with the vanilla seedgun

    Lever-Action Rifle
    The LAR is pretty good for how early on you get it. The ability is getting toned down.
    • Recipe now uses runestone instead of gold
    • Lowered ability piercing amount to +2 (from +4)
    • Lowered ability crit chance to double base crit chance (from 100%)

    Double Barrel Shotgun
    Moved to deep plains cave tier.
    • Now crafted with amber instead of mycelium, and dryad logs instead of any log type

    Cryoblaster
    Updated the freezing ability to make use of the new ice-frozen enemy effect.
    • Ability now uses the new frozen effect

    Death Ripper
    Reverted to vanilla.
    • Removed damage increase
    • Removed spread reduction

    Handgun
    Reverted to vanilla.
    • Removed knockback nerf

    Machinegun
    Reverted to vanilla.
    • Removed knockback, range, and upgrade nerfs
    • Now crafted with frost shards instead of ivy bars

    Shotgun
    Reverted to vanilla.
    • Removed damage nerf & upgrade buffs

    Livingshotty
    Reverted to vanilla.
    • Removed drop pool removal



    Bullets
    Crafting
    The whole point of adding gunpowder and extra materials was to limit how many bullets the player could make at once, so the player wouldn't be running around with 1000's of bullets so early on. It's a bit more harsh than I intended, so the recipes have been toned down a lot.
    • Replaced niter in gunpowder recipe with firemone
    • Niter can be converted back into firemone in the alchemy table
    • Reduced bullet crafting costs across the board

    Void Bullets
    The whole "issue" with void bullets is related to shotgun damage. Shotguns have an innate damage penalty per pellet, which balances out by firing multiple pellets per shot. Void bullets mess with this, as void bullets can hit every pellet in a shot and effectively "override" the damage penalty. The angle penalty was intended to counteract this, but affected other weapons slightly as well.
    • Removed angle tracking penalty
    • Removed obsidian from recipe

    Sapphire Bullets
    With the Shard Cannon getting its vanilla effects back, Crystal Bullets are being moved back closer to what they are in vanilla.
    • Lowered damage by 2
    • Increased crystallization damage slightly
    • Moved the shard explosion effect to Amethyst Bullets

    Hardened Bullets
    • Lowered damage by 1

    Fuel
    Crafting
    • Any recipe that requires a bucket of liquid refunds the bucket on crafting if an inventory slot is open or has an empty bucket
    • Cryoflame fuel now requires a bucket of water



    Fixes
    • Fixed Gunsmith shop weapons not being removed
    • Reorganized all recipes to better match with progression
    • Added a check to stop standalone ammo pouch mod from conflicting.

    Update: 10 Apr @ 11:58am

    Mod version 2.0.6 for game version 0.32.0
    Updated for 0.32

    Update: 18 Mar @ 9:32am

    Mod version 2.0.5 for game version 0.31.1

    • Added support for flamethrower fuels added by Kamikazes Arsenal.
      • RA Flamethrower can use the new fuels, but not the other way around. I can't easily patch into the KA flamer to add support for RA fuels.
    • Fixed debug ability string appearing in Flamethrower tooltip

    Update: 6 Mar @ 11:32am

    Mod version 2.0.4 for game version 0.31.1
    Updated mod for 0.31.1

      Settler weapon changes:
      • AWP: Always has the scoped buff/enhancement
      • Grenade Launcher: Self-damage disabled (they would kill themselves otherwise)
      • Produce Cannons: Always shoots pumpkins
      • Sapphire Revolver: Always uses Ruby Bullets
      • Shard Cannon: Always uses Crystal Bullets
      • Sniper Rifle: Always has the scoped buff/enhancement

      Other:
      • Fixed crash when using splintering & lightning bullets on dedicated servers.

      Update: 17 Feb @ 1:21am

      Mod version 2.0.3 for game version 0.30.0

      • Fix for outdated recipe patch for dedicated servers.

      This does not fix the crash loop when shutting down dedicated servers. That has already been fixed in an upcoming update.

      Update: 28 Jan @ 7:05pm

      Mod version 2.0.2 for game version 0.30.0

      • Fix for seedgun tooltips attempting to display in non-player inventories

      Update: 23 Jan @ 10:51am

      Mod version 2.0.1 for game version 0.30.0

      • Updated for 0.30
      • Lowered Bouncing bullet damage bonus by 2%, fixed incorrect crit bonus value
      • Bouncing bullet trails now properly update their color depending on the increased damage
      • Added beets as possible crops for Produce weapons

      Update: 23 Jan @ 8:09am

      Mod version 2.0.0 for game version 0.29.0