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Implemented; if you have the quickbar UI mod you could toggle this setting. Otherwise it should, by default, disable the flashlights and lasers when the gun has no mag or when the gun is reloading.
Please report to me via the bug reports discussion forum if you don't have the quickbar UI mod and the lights and/or lasers are still on when there is no mag or the gun is reloading (while having the military flashlight equipped)
Implemented. You can now obtain an Automatic Shotgun, which is an expy of the Pancor Jackhammer, either from enemies as a rare drop or via the gun shop for 5,000 pixels.
The gun has 15 rounds and has a 22.5% crit chance with 2x crit damage multiplier, with considerable recoil. You can install a suppressor on it, too; dyk that when the Jackhammer fires, its cylinder mag presses against the breech much like the Nagant M1895 revolver?
Currently in the process of being implemented; game balance is a huge factor to consider with your request, so this might take quite a bit of time.
Currently planning the implementation - this involves reworking the augment application scripts to work off each other, so this might take some time and possibly a significant change in the mod, particularly on how the augments json files are written.
Partially Implemented; guns now spawn with their base damage, critical chance and critical damage improved to a random magnitude. Guns bought directly from the gun shop can only get up to a 50% bonus on these stats. Guns obtained via the Gun Bag or via enemy drops can get up to 100% bonus.
The bonus granted is based off (undocumented) maximum multipliers specified in the general config file; the base damage can get a maximum improvement of +60%, base critical chance +100%, and base critical damage can get at most +30%.
If a gun has, say, a 60% bonus, then (1 + 0.6 * 0.6) is granted to their base damage, (1 + 0.6 * 1) is granted to their critical chance, and (1 + 0.6 * 0.3) is granted to their critical damage. This way, a gun that has a higher bonus is a direct upgrade to that which has a lower bonus.
Wildcard stat mods now also drop from enemies. Guns still drop from enemies (already implemented in a prior update).
Spawning guns with random attachments may complicate the buildscript; until I can find a way to do it properly and efficiently, I cannot just implement guns spawning with random attachments.
for the love of god please no that is way too much change for what ultimately would end up as "grind endlessly for a gun that doesn't suck" the game