TeamPlanetside-Modular_Remastered icon

Modular Remastered

A remastered version of the Modular, a character who cannot use any guns other than their starter weapon, but gains unique passive upgrades. Complete with new sprites, new gameplay mechanics, unlocks and a Past to beat!

CHANGELOG

1.3.6

  • Fixed Readme.
  • Removed 1000-THR "EARTHMOVER".

1.3.5

  • Added extra failsafes to Modulars passive code to prevent it from throwing errors (even though realistically it shouldnt be throwing them ever.)

  • Fixed bug with Singularity Pulsar Weapons that made them make enemy bullets not collide with the player.

  • Fixed bug where the Shrapnel Launcher had a much higher chance of being selected by the Random Weapon button.

  • Hopefully added enough failsafes to stop a certain error from appearing.

  • Moved changelog to separate changelog file.

  • Now leave me to my lotions.

1.3.4

  • Removed some debug code that made Linux versions not be able to use the mod

1.3.3

  • Looked over and fixed hopefully all inconsistencies between the descriptions of modules and their actual ingame effects. This is also partly a nerf to some modules.
  • Tweaked the values of some modules.
  • Tweaked the values of The Hammer and Shield Generator.
  • Modules like Perfect Replica now properly display the additional stacks they provide in your inventory.
  • Updated the visual effect of Fake / Temporary modules being added / removed. This should make it clearer when new ones are added / removed.
  • Added a more visible burning trail to Hyper Propellant.
  • Removed Critical Hits as a mechanic nearly completely, either by removing modules outright or removing Crits as a secondary effect from modules. The Turkey still keeps its effect, but its item tips description has been reworded.
  • Crits were a feature I thought would be interesting but ended up adding extra "on hit / fire" modules to the pool which I wasn't a fan of, and by themselves were just lame / confusing to the player, as what they did wasn't directly evident.

1.3.2

  • Added some failsafes in the code of new guns
  • Hopefully fixed some startup errors.

1.3.1

  • Fixed potential errors on game load due to weird save data.
  • Investigating potential issues with Modular and custom chests. If you know more tell me in the Gungeon Modding Discord.

1.3.0

New:

  • Added interaction with Gun Munchers.

  • Pink Guon Stone now synergizes with Modular

  • Turkey now synergizes with Modular.

  • Elimentaler now drops a Block Of Cheese. Massive gameplay ramifications.

Weapons:

  • Random (Selects a random unlocked weapon in your arsenal)
  • ???
  • ???
  • ???

Modules:

Tier 1:

  • Temporary Shield
  • Vorpal Rounds
  • Heavy Hitter
  • Supply Drop
  • Overcharged Capacitor
  • Explosive Energy

Tier 2:

  • Pace Breaker
  • Lucky Shot
  • Sided Operation
  • Focused Retaliation
  • Solar Flare
  • Chaotic Transportation

Tier 3:

  • Pin-point Strike
  • Eternal Wrath
  • Iterated Design

Tier ?????:

  • ????? ?????
  • ?????? ?????????

Module Changes:

  • Many modules were tweaked, changed up and 1-2 were reworked. This is to combar power creep and to make certain usually less appealing modules more appealing.

  • Patient Zero can only proc its on-hit effect onto a specific enemy a maximum of 3 times. The on-kill effect does not take this cap into consideration.

Balances Changes: Synergy items that give power now give half as much power. Master Rounds are unaffected, and so are Power Cells

  • Guon Stones are no longer scrapped for 2 Scrap by default. This is a direct nerf to scrapping glass guon stones.

  • Reworked Hunter Seeker Module

  • Reworked Mirrored Software slightly

  • Adjusted module scrap costs for Crafting.

  • A pass has been done over all modules to adjust how common they are, and fix up some weights that were not applied properly.

  • Certain modules can no longer appear in Blessed Mode.

  • Certain modules can no longer appear in Rainbow Mode.

-Weapon Changes

  • The Hammer got massively buffed.
  • Slightly nerfed the Precision Rifle
  • Shrapnel Launcher now shoots 1 extra piece of shrapnel. Shrapnel spreads out in a circular formation instead of a cone.
  • Reworked Quad Burster into the Auto Burster
  • Adjusted Artemis and Apollo damage values
  • Charge Blasters small projectile now has much more force and speed

-Past:

  • Made Sentry Turret laser sight affected by collision. This means it will stop at walls / other objects.
  • Attempted fix at Laser Diode deaths breaking the AI of other Laser Diodes.
  • Fixed bug in Past boss where the landing reticle would stop rendering, making predicting where it would land very difficult.
  • Tweaked multiple rooms.
  • Fixed small visual bug related to Energy Shield enemies.

Fixes:

  • Fixed bug where the room icon for Scrap would randomly appear in a room without there actually being Scrap there.
  • Fixed bug in Patient Zero that made it not deactivate its on-kill effect when being fully unpowered.
  • Fixed Minelayer System having its mines near-instantly arm.

Misc:

  • Tweaked some of the Modulars default skin sprites.
  • Tweaked the intensity of more visual effects
  • Added more visual effects to the pool of those that can get disabled.
  • Added notifications for when new weapons are unlocked
  • Added player Scrap count to the Crafting Cores UI

1.2.9

  • Tweaked some weapons even more.
  • Made flak-shot function more intuitively.
  • Hopefully? fixed eldritch tileset bug in the Past.

1.2.8

  • Tweaked the cost of Upgrading Power.
  • Buffed Light Lance a bit.
  • Buffed Volatic Tethers a little bit.
  • very slightly tweaked the Shrapnel Launcher.
  • Tweaked code for Voltaic Tethers and Lightning Nets

V.1.2.7

  • The Hammers Active Reload should now actually work.
  • Fixed inconsistency between The Hammer variants reload times.
  • Nerfed the Scatter Blast.

V.1.2.6

Weapon Changes

  • The Hammer
  • Active reload trigger has been moved to the center of the bar. In turn, the damage has been slightly buffed.
  • Flak Cannon
  • Fire Rate slightly reduced, reduced damage and split count.
  • Kinetic Payload
  • Now has a starting penalty of -2 Power.

Module Changes

  • Flak Shot now scales less strongly.
  • Tweaked Uncontrollable Burst' stats.
  • Reduced Bifurcated Barrels Stat gains slightly.
  • Buffed Hellfire Launchers range + damage.
  • Reduced Laser Lances base damage.
  • Buffed Perfectionist Momentum
  • Greatly buffed Refunded Components
  • Greatly reduced Sticky Bombs explosive damage.
  • Increased Five-Shot Salutes stat reductions.
  • Machine Instinct now scales a bit less.
  • Nerfed The Swarm a considerable amount.

Fixes

  • Fixed some inconsistent text (Thank you Lynceus)
  • Fixed a few issues with Quantum Leap.
  • Made the game not immediately shit itself if you have Flak Shot with The Shrapnel Launcher.

V.1.2.5

  • Tweaked Flak Shot code to be a bit more synergistic with certain Modules.
  • Buffed Burning Hell slightly.
  • Fixed typo on Cleaning Protocol description.

V.1.2.4

  • Hopefully fixed language-specific mod load failure.

V.1.2.3

  • Updated code for Bifurcated Barrel And Five-Shot Salute.
  • Fixed Bifurcated Barrel And Five-Shot Salute potentially functioning in the Past.
  • Other small changes

V.1.2.2

  • Fixed bug where the Modular would get no starter weapon in their Past.
  • Added 4 new configs. Load the game once and close it to have them appear in the config manager.
  • Visual Effects: Toggles certain visual effects.
  • Important VFX Intensity: Tweaks the intensity of certain visual effects.
  • Distortion Wave Intensity: Tweaks teh intensity of distortion wave effects.
  • Afterimage Lifetime Multiplier: Tweaks the lifetime of afterimage effects.

-Note, what these configs affect isn't fully comprehensive and will be updated when required.

V.1.2.1

  • Fixed some weapon inconsistencies.

V.1.2.0

New

  • Added 2 new starter weapons.

  • Added 5 New Modules:

  • Flak Shot

  • Uncontrollable Burst

  • Tachyon Warp

  • Bifurcated Barrel

  • Quantum Leap

Changes

  • Reduced Peashooter damage from 5 -> 4.5

QoL

  • Ammo pickups sold in the shop are now turned into Scrap.
  • Added power visualisation to the Inventory. No more power mental gymnastics.
  • Added range visual indicator for Reactive Sensors.
  • Tweaked brightness of Focusing Lens & Calibrated Lens range indicators.

Misc

  • Added item tips description to Predefined Drive.
  • Tweaked projectile stuff.

V.1.1.13

  • Hopefully added final fix to co-op stuff. If stuff keeps breaking after this I'm not sure Ill bother fixing it as I have no proper way to test co-op stuff

V.1.1.12

  • Small internal changes

V.1.1.11

  • Hopefully fixed Tank Carapace from just not working right. I still have no idea why it didn't.

V.1.1.10

  • Changed code in Singularity Pulsars rift projectiles to clear distortion if they stick to a surface via sticky projectile behaviors.
  • Fixed typo in Past Bosses dialogue.
  • Another few very small things

V.1.1.9

Changes

  • If a sticky projectile effect is rolled by Chance Bullets while playing as Modular, it should now function properly.
  • Added A

V.1.1.8

  • Hopefully fixed weird issue with somehow getting every alt weapon at once.
  • Placed alternate Singularity Pulsar variant into excluded tier.
  • Tweaked carry offset of the alternate default arm cannon.
  • Fixed several visual issues with the alternate Light Lance variant.

V.1.1.7

New

  • Added new item: Predefined Drive

Changes

  • Overhauled the first 2 rooms of the Modulars Past, with new decoratives, and other things.
  • Added a few small things. :)
  • Added some special icons in certain places, spritework courtesy of Lynceus.

Fixes

  • A few small things

V.1.1.6

  • EVEN MORE CO-OP FAILSAFES I CANT FUCKING TEST PROPERLY.
  • FUCK.

V.1.1.5

  • Another minor UI tweak.
  • A module fix.
  • Don't ever ask me to fix that god damned UI again.

V.1.1.4

  • Globalized Scrap pickups because i forgot coop players share pickups

  • Added coop failsafe to Modulars past where non-modular characters get a dart gun

  • All of modulars starters should now persist past death in co-op

  • Hopefully fixed potential visual bug if a gun that was indicated to be turned into modules was picked up by another player

  • Tweaked modular inventory size scaling based on screen resolution, hopefully for the last fucking time

  • Fixed cleaning protocol breaking the game against Dragun

  • Please never ask me about controller support. Please.

V.1.1.3

Fixes:

  • Fixed Page turn button not working due to an oversight
  • Cleaned up error from selecting modules occasionally
  • Hopefully fixed weird sprite offset with cleaning protocol
  • Fixed bug where pausing and unpausing after crafting would recraft modules for free

Misc:

  • Tweaked Nopticon body hitbox
  • Temporary Module counts are now displayed with an orange color to be more consistent with the rest of the UI

V.1.1.2

  • Kill me.
  • Fixed a thing idk im tired of this already

V.1.1.1

Fixes:

  • Fixed Confidence Drives being repeatedly encounterable in the shop as Modular.
  • Updated README
  • Fixed a bug with blessed mode modular that would remove weapons when it shouldnt
  • Hopefully fixed bug with temporary modules that makes them not go away if you got 2 of the same temporary module
  • Fixed Artemis and Apollo not scaling with fire rate upgrades like intended
  • Fixed Artemis And Apollo just, not fucking working properly at all

V.1.1.0

New Item

  • Confidence Drive (Unlocked by beating the Dragun as Modular)

New Modules

  • Heavyweight Rounds
  • Cleaning Protocol
  • Phantasm Boost
  • Heat Vectoring
  • Table Kinetics
  • Tank Carapace
  • [TO_DO, Remember to fill this one out!!!]
  • [???]

Blessed Mode

  • Now functions completely uniquely for the Modular. Give it a try!

Quality Of Life

  • Modules that affect rate of fire now affect how fast charge weapons charge.
  • Added new button to the Module Inventory that displays tips.
  • Added minimap icons for Modules, Scrap and Crafting Cores.
  • Updated gun nudge mechanic into a proper gun tethering mechanic
  • Tweaked Power Capacity text box in the Module Inventory to make it more clear that it's interactable.

Module Changes

Machine Instinct
  • Lowered Risk buildup speed
  • Increased ability cooldown from 5s => 10s
  • (Note: 5 seconds was too low what was I thinking lol)
The Scavenger
  • Replaced extra scrap from scrapping mechanic with the ability to scrap guns.
  • Reduced movement bonus from 5% => 2.5%
  • (Note: This module was always a free take as it benefitted you 99% of the time. By giving you a choice it should now be less of a guaranteed pick, and actually gives a bit of extra thought to scrapping.)
Laser Lance
  • Increased Laser Lance laser damage
  • Removed 1 Bounce
Burning Hell
  • No longer reduces clip size.
  • Added new Accuracy bonus
Rubber Fillings
  • Increased bounce count from 1 (1) => 2 (2)
  • Added slight accuracy penalty
Repair Kit
  • Damage reduced back to 15% (15%)
  • Energy cost lowered from 1 (0.5) => 0.5 (0.25)
Aggresive Reload
  • Can now push away projectiles, with precise timing.
Reactive Sensors
  • Can now push away projectiles, with precise timing.
One Shot
  • Fixed rounding in the stat processing, should now consistently apply its +1 Clip size benefit.
Sticky Bomb
  • Tweaked detonation time to be more true to its description.
Recycling Nanites
  • Should now have a sound effect and visual effect when triggered.
Impact Power
  • Increased bounce count from 1 => 2
Glass Generator
  • Grants a small fire rate bonus per Glass Guon Stone.
  • (Note: This module is good, but was always left off until needed. This incentives keeping it active a bit more.)
Mercy Rounds
  • Now spread the slain enemies debuffs when the enemy is killed.
  • (Note: This module was always very niche, but along with a new module and this buff it should see more use now.)
Patient Zero
  • Added effect blacklist to its hit-effect
  • (Note: The blacklist was present for the on-kill effect, but not the on-hit. Oops.)
Misc.
  • Altered the rarity of some special modules.
Past
  • Increased Past boss HP from 550 => 675
Fixes
  • Fixed the weapon crates hitbox being stupidly large.
  • Fixed weird sprite offset with Burning Hell module.
  • Fixed Regenerative Plating having its effect values switched around. It should now give stacking armor per floor and a consistent 1 Armor when scrapping.

V.1.0.11

  • Fixed Mirrored Software picking modules that the player did not have active, negating Mirrored Softwares effect completely.

  • Perfect Replica has had some VFX added.

  • AAAAAAAAAAAAAAAAAAAAAAAAAA

V.1.0.10

  • Removed weird screenshake from the Hammer hopefully kill meeeeeeeee

V.1.0.9

Fixes

  • Pea Shooter now gives the intended 1 Additional Power instead of 2. (Note: It used to be 2 while in development but I decided to change it to one at some point, but forgot to update the weapons power stat.)

  • Gone over every module necessary and added a check to hopefully prevent them from breaking on the Dragun fight.

  • Laser Lance lasers should now follow sticky projectiles properly.

  • Sticky projectiles with bouncing properties should hopefully not act weird anymore when hitting a wall sometimes.

  • Voltaic Tethers should hopefully no longer throw out errors.

  • Aggressive Reload should now have a sound effect, like it was always supposed to have.

Module Changes

  • Monetary Value

-- Casings gained per floor no longer scales with the amount of stacks of Monetary Value you have.

-- Casings gained per floor increased from 1.2x -> 1.25x

-- Note (As funny as this module is, it gives very easy multiplicatively growing power for very cheap)

  • The Scavenger

-- Readded the damage bonus. Now gives 5% (+5%) damage per Scrap.

-- Additional Scrap gains no longer scale with how many stacks of The Scavenger you have.

-- Clip size bonus now works like other clip size multipliers.

-- (Note: with how good it was on release, and with how many times I've changed it already, I dont want it to be an instant take, but also dont want it to be hot garbage, so I readded the damage up to counterbalance all other nerfs it has gotten. Though it'll likely still stay an instant-take by most. :P)

  • Regenerative Plating

-- Armor gain when scrapping pickups no longer scales with the amount of Regenerative Platings you have.

-- (Note: the change to Regenerative Plating giving Armor when scrapping was done very late, and I forgot to consider that players will end up scrapping a lot more than floors they clear. This change still makes it usable but now Regenerative Platings main feature IS the armor per floor.)

  • Repair Kit

-- Damage bonus increased from 15% (15%) to 20% (20%).

-Disabled Dampeners

-- Made its recoil scale a lot less with your projectiles damage.

-- (Note: I don't expect people to always genuinely consider taking this module, but it should hopefully be a bit more usable now.)

  • The Swarm

-- Stacking should now provide a tighter turn angle and detection radius

  • Redirect System

-- Projectiles fired with Redirect System now have a "dead time" of 0.15 seconds when they spawn where they cannot be affected by redirects.

-- (Note: this change will only really be noticeable with shotguns, as it prevents the projectiles from clustering up into a ball.)

  • Voltaic Tethers

-- Changed max connections from 2 -> 3

  • Laser Lance

-- Should now function more intuitively with sticky projectiles.

  • Recycling Nanites

-- Damage increase per hit increased from 3.3% -> 5%

V.1.0.8

  • Fixed the Past having no music because Gungeon code is stupid.
  • Tweaked RNG Manipulation.

V.1.0.7

  • Fixes

  • Fixed Monetary Value literally not doing anything

  • Module Changes

  • Disabled Dampeners

  • Reduced recoil from Disabled Dampeners

  • Buffed reload time decrease from 10% to 12.5%

  • Hyper Propellant

  • Rewritten the air ignition code, ignition effect should now consistently ignite the air regardless of projectile speed

  • Radar Scanner

  • Now reveals secret rooms if you are in an adjacent room to it

  • Concussive Tips

  • Fixed inaccurate knockback stat description

-Tweaked a couple of descriptions.

V.1.0.6

  • Hopefully prevented the starter active item from every being dropped. The work around is kinda jank and may break so tell me if it does and how.

V.1.0.5

  • Modules Changes

--Overclocked Magazines -Reduced spread multiplier from 3x -> 2.5x

--Five-Shot Salute -Buffed stacking effect from +1 Projectile to +2 Projectiles

--Voltaic Tethers

  • Added ability for projectiles to pierce enemies
  • Added ability for projectiles pierce small debris
  • Tether nodes can only have a MAXIMUM of 2 Connections, to prevent lag.
  • Buffed damage from 12 DPS -> 15 DPS
  • Increased node-to-node range

--Lightning Nets

  • Slightly increased tether range
  • Tethers can now only have a MAXIMUM of 3 Connections, to prevent lag

--Mercy Rounds

  • Buffed damage donus from 33% (+33%) -> 50% (+50%)

--Impact Power -Fixed incorrect scaling damage value in its description.

--The Marksman

  • Fixed incorrect Ammonomicon entry.

  • Fixes

  • Hopefully fixed flickering in the UI when picking up casings.

  • Hopefully made the cursor visible on controller in the Gun Selection UI

V.1.0.4

  • Features

  • Added new synergy with the Sprun.

  • Module Changes

--The Swarm

  • To slightly compensate for a fix, The Swarm has recieved a very minor damage buff.

--Ultra Ricochet

  • Now doubles player projectile speed.

--Bubble Blast

  • Projectiles will be reduced to 6.66% of their base speed instead of 10%.
  • After reloading, projectiles will be 25% faster than their base speed.

--The Scavenger

  • Removed damage bonus completely.

  • Increased energy usage from 1 (0.5) to 2 (1)

  • Reduced movement speed bonus from 10% to 5%

  • Changes

  • The game can now be paused in the Inventory UI. This will automatically close the UI.

  • Changed some text to fit more appropriately to what the story of the Modular is.

  • Fixes

  • Fixed Modules not being lost when entering the Past, hopefully.

  • Fixed Regenerative Plating from not granting the armor bonus when scrapping pickups or items.

  • Fixed Ultra Ricochets explosions from dealing damage.

  • Fixed unintentional damage scaling with The Swarm.

  • Fixed a grammatical error in Emergency Reponse

V.1.0.3

  • Fixed a small oversight that could prevent certain inventory-based UI elements from disappearing properly.
  • Added the ability to pierce through small debris objects to various unlockables.
  • Added basic item tips support, mostly for some certain synergies.

V.1.0.2

  • Improved pickup detection logic for the Scrapper.
  • Fixed the effect of a module from causing game-breaking errors.
  • Removed some debug logging where there shouldn't be.

V.1.0.1

  • Updated README.

V 1.0.0

  • Initial release.