Mycopunk
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130
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0
Size
69KB
Dependency string
Sparroh-AntiMaterialRifle-1.2.2
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Changelog

1.2.2

Reload feel

  • Single-round reload chambers on shell finish (not mid-anim), so cancel no longer grants free ammo
  • Soft-cancel: fire during reload finishes the current shell, then stops the tube chain (empty → stops at 1)
  • 0.5s bolt-close only when the tube sequence ends or is canceled (not after every shell)

Fixes

  • Custom gear no longer resets to CartridgeSMG / BounceShotgun after main-menu relaunch (persist catalog id after spawn stamp)
  • Heavy Grain no longer double-applies damage (was squared, then stacked hard with Subsonic)
  • Reserve Load no longer double-applies ammo capacity; unequip no longer wipes other GunData mods
  • Death Mark no longer re-applies from its own blast / AOE chains
  • On-hit upgrades ignore DamageOverTime and AOE (Shock DoT no longer retriggers them)
  • Scouter uses a short pulse highlight instead of a long near-continuous ping
  • Spotter/Scouter highlights no longer wipe each other or NRE on bad meshes
  • Myco Splash applies Rot via overlap damage instead of null-VFX explosion spawn

1.2.1

  • Hand wrote the descriptions because AI is stupid and adds flowery language.
  • Also cleaned up the structure of the mod, no functional changes to the weapon (other than upgrade sizes being smaller for now).

1.2.0

  • Reload interrupt: fire during single-round reload cancels remaining shells and shoots
  • Switched from RailBullet (hitscan) to standard SimpleProjectileBullet so speed/gravity apply
  • Perforator + Ricochet Protocol rewritten for projectile bullets
  • New upgrades: Boundary Incursion (gridgrow), Synchronize, Overkill (28 total)
  • Longwatch now meaningfully affects flight path after projectile swap

1.1.0

  • Full upgrade pool (25 modules) from upgrade notes — overtuned numbers
  • Paths: Death Mark, Auto Trigger, High Explosive C4, Longwatch, Perforator, Twin Link, etc.
  • Combat hooks: damage, fire, recoil, move speed, reload C4, chamber bonus, spread (Deadbolt / Auto Trigger)
  • Behaviour Data host mirrors CyclerRework pattern
  • QA fixes: Hullbreaker, Reposition/Overpressure move, Spotter/Scouter Highlighter, Powered Echo bullet, HE cube, Auto Trigger keeps tube reload
  • Round 2: Perforator via RailBullet.PierceTargets + falloff; Ricochet post-bounce retarget; Twin Link instant Shock; One in the Chamber clears block on fire; Scouter centered on aim point

1.0.0

  • Anti-Material Rifle (ballistic_sniper, gear id 87421)
  • Runtime clone of CartridgeSMG with full ballistic sniper GunData rewrite
  • Base stats: 145 damage, 48 RPM, mag 5 / reserve 20, 3.1s reload, projectile travel + drop
  • Single-round reload (one shell at a time; full empty reload ≈ total reload duration)
  • ADS spread fix (standing ADS near-perfect; hip stays wide)
  • Persistence: register before PlayerData.AddGear; re-bind GearData after save load (levels / equip / unlock)
  • Display name via TextBlocks; upgrade grid copied from SMG
  • Starter upgrade Match-Grade Rounds (enables hex grid + inventory UI via HasUpgrades)
  • Auto-unlock into gear select
  • Equip remap + identity stamp for NGO-safe spawning
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