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1.5 Kinda caught me by surprise- to be fair, I wasn't expecting any new updates for the game after 1.4.
As far as i'm aware, Zomuro, the original programmer for the mod, has since fully moved away from rimworld modding. I'm in the process of finding a new programmer willing to work on the mod, as I myself have no C# knowledge. The mod hasn't been updated to 1.4 yet as Zomuro was moving to other projects during this time, and I much the same was working on other projects, and didn't give much mind to it.
It is possible that, in the future, a new update may arrive- if it does, it will probably include the new content that I've been planning, but I can't make any promises.
If you're interested in picking the mod up for an update, contact me personally for details.
Thank you everyone for the feedback, it's very well received.
Unfortunately both me & Zomuro have gotten full plates on our hands with work and whatnot! We do have a planned update to bring everything to 1.4 with loads of additional content, we just really haven't had the time to work on it, unfortunately.
Stay tuned for an update!
so sad
Mod has finally been updated to 1.3, with three new weapons included!
More details in the Patch Notes tab.
working on a update to fix bad zom code and add new weapons
The thunderpound is an utility belt item, mostly because of balancing problems. I wanted to make it as fair as a weapon i could without it being too overpowered. But why belts? You see, belt items can have charges, and thus i can limit the maximum potential quick shooting ability of the Thunderpound to only a couple shells at a time, thus allowing me to increase it's power and make it more interesting.
We don't have plans to revert the Thunderpound to a handheld variety, as I said, because of balancing, and also because it would feel too similar to the EMP Grenade and EMP Launcher.
Currently, the thunderpound can be used by equipping it, it occupies the belt/utility slot, and then using it from the pawn's action buttons down at the bottom. It has 5 charges, and it can be indefinetely reloaded as long as you have enough components to do so.
I hope this clears any confusion! Thanks for using the mod :)
Cryo & Plasma are both weapons.
EMP is a belt item.