HUNK
Adds HUNK, a survivor with a focus on resource management, weapon collection and risky CQC. Now with T-Virus outbreaks!
Date uploaded | 5 months ago |
Version | 1.4.7 |
Download link | rob_gaming-HUNK-1.4.7.zip |
Downloads | 6945 |
Dependency string | rob_gaming-HUNK-1.4.7 |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.1905README
HUNK
- Adds HUNK from the Resident Evil franchise
- Has a couple item displays, unlockable skins/knife skins and is fully multiplayer compatible
- Comes with a unique side objective and a handful of unique weapons to obtain (permanently)
- Configurable stats and a bunch of other things to mess around with
- Full Risk of Options support for all configuration options
To share feedback, report bugs, or offer suggestions feel free to create an issue on the GitHub repo or join the Discord: https://discord.gg/HV68ujvkqe
Skills
Passive
Every stage an enemy will get infected with the G-Virus, powering it up a little bit. This buff grows substantially over time so it's crucial to find the virus early and neutralize it before it becomes a serious threat.
Once defeated, you will obtain a G-Virus sample that can be turned into an Umbrella Terminal to exchange it for a keycard. Keycards can be used to open the corresponding weapon cases which you'll find on each stage.
Primary
Basic melee attack meant for conserving ammo when it's safe to do so. Killing with this also has a chance for them to drop ammo on death.
Secondary
Aim your held gun and fire. Each gun has ammo and reloads either passively or manually when out.
Each gun has its own unique properties, such as AoE or headshot multipliers.
Utility
Take a quick step forward. Using this in anticipation of an enemy attack will perform a Perfect Dodge, refunding the cooldown and allowing you to retaliate with a devastating counterattack.
Using primary after a Perfect Dodge will perform a counterattack. These do leave you open so use them wisely.
Special
Open up the weapon menu and swap weapons. Pressing secondary will drop the selected weapon. Tapping the key swaps to your last equipped weapon, shown on your back.
Unique Item Interactions
Since cooldown items do almost nothing on HUNK, most of them have unique interactions that play around his ammo system instead
Backup Magazine - +1 fake bullet every time you complete a reload
Bandolier - Gives you half a mag of fake bullets on pickup
Alien Head - Increased ammo on pickup, same scaling and nerfed if Green Alien Head is installed
Brainstalks - Shots don't consume ammo while active
Lysate Cell - +1 fake bullet every time you swap to a new gun
Purity - Double magazine capacity (consumption remains the same)
FAKE BULLETS can be fired without consuming any actual ammo, but are all lost when you reload or swap weapons
Compatibility Stuff
RiskUI
HUNK's custom weapon HUD is fully compatible with this UI overhaul
Ancient Scepter
HUNK's utility becomes Uroboros, gains an extra charge, shorter cooldown, full i-frames, a much faster dodge and the ability to counterattack without performing a perfect dodge
Donations
If you enjoy my work and would like to support me, you can donate to my Ko-fi
Credits
rob - Code, animation, sfx, mostly everything
swuff - Code, design help, entire interactable system, T-Virus code, just an awesome co-dev overall
RandomlyAwesome - Controller support for radial menu
Thingw - Secondary and Special skill icons
Bruh - Golden Gun gun model
tsuyoikenko - Slayer skin
Capcom - Models
Big thanks to everyone in the community for all the valuable feedback and criticism as well, he wouldn't be the same without it
Future Plans
- More weapons
- Other things 100% decided on pure whimsy
- More mod crosscompat
- More unique counterattacks
- Item displays
- Translation support
- Emotes
- More virus types
Known Issues
- Most item displays are missing
- Ally projectiles trigger perfect dodges; haven't decided if this is worth keeping as a mechanic yet
- Lore accurate Weskah config does not seem to be working
Recommended Mods
Below are mods recommended to get the full HUNK experience
OutOfBoundsItemsFix - Prevents your Samples from falling off the map
LesserWispRework - Makes Lesser Wisp attacks dodgeable with util
GupAttackTelegraph - Helps counter Gup attacks
Catacombs - Indoors stage that fits really well with HUNK's close-up camera
MoreSacrificeInteractables - More ammo pickups when playing with Sacrifice on
GreenAlienHead - Makes Alien Head more accessible, which helps when gathering ammo
CHANGELOG
Changelog
2.4.3
- Playable Nemesis temporarily enabled
- This will be reverted next update
2.4.2
- Nemesis no longer attempts to hit the player with the STARS Badge if he's recruited as an ally
- Nemesis now swaps to a more dangerous moveset after being downed enough times
2.4.1
- Wrote some basic AI for HUNK: attempts to melee in close range, shoots and strafes from a distance, swaps guns when out, and attempts to dodge and counterattack
2.4.0
- Added new virus type: Uroboros - a single monster gets infected with Uroboros, boosting their attack speed and causing them to dodge the first 7 instances of damage, then be stunned for the next 2 seconds, refreshing their dodges at the end
- Added new unlockable passive: New Game+ - it's just the config turned into an ingame passive, tied to the same unlock as Looming Dread so if you already have that then you'll have this
- Removed New Game+ config as it's now redundant
- Weapon case contents are now directly linked to the HUNK they're spawned for, instead of checking ALL HUNK's inventories
- Added support for the new Inspect feature to all custom interactables
- Simulacrum now blacklists virus events and weapon case spawns
- Simulacrum now rewards HUNK with a random weapon case after every boss wave
- Fixed custom HUD breaking on Simulacrum
- Fixed horde of many bosses not dropping guaranteed ammo on every kill
- Fixed G-Young phasing through walls - good optimization in general, this fella's too important to let slip by though
2.3.8
- Added a new unlockable passive
- Added gun: SSG - thrown into the stage 1 shotgun roll
- Added weapon: Riot Shield - spawns on False Son phase 2, blocks all damage while held, fuck the instagib laser bro
- Stage 1 now has a chance to roll ANY attachment for the MUP, and rarely an LE 5 Laser Sight, instead of just the two MUP attachments
- LE 5 damage: 300% > 320% - puts it on par with the base MUP, and helps it fulfill its power fantasy a little more consistentl79
- LE 5 now starts the run with an extra spare mag
- GM-79 ammo pickup amount cut in half - even with the drawback of being break action, it had the huge upside of practically never running out of ammo
- Grenade drop force greatly increased
- Picking up grenades now has a very brief equip animation
- Passive tooltip now explains all three virus types
- Rewrote artifact unlock achievements as SOTS officially set the precedent for non-Ambry artifact unlocks
- Updated Emergency Survival Kit and Frag Grenade assets
- Added config option to disable Nemesis
2.3.7
- Street Sweeper damage: 48% per pellet > 42%
- Street Sweeper proc coefficient: 1.0 > 0.33 - proc coefficient is normally a bad balance lever. but this gun is clearly unethical and i won't lower the pellet count i won't
- Street Sweeper ammo pickup amount cut in half
- ^triple nerf is harsh but can't lie it deserved it. if it's too weak after this i'll give some power back
2.3.6
- Fixed an issue causing the new band cooldown display to be on the screen at all times
2.3.5
- Added item displays for the rest of the remaining items, SOTV and SOTS included!
- Added weapon case placements for the new SOTS stages- some of these are a little harder to find, which i think is okay given how long this mod's been out
- Added a proper virus stage blacklist to prevent bullshit cases like the Artifact Reliquary being infected somehow
- Added experience and level displays to the custom health bar from the custom HUD
- Added Singularity Band support and reworked the visuals of the custom HUD's band cooldown display
- EMF Scanner range: 250m > 500m - still only training wheels, but now actually works on bigger stages
- Emergency Survival Kit effect REWORKED: doubles chance for ammo to be dropped on kill instead of doubling ammo gained on every pickup
- Experimental Jump Pack base force greatly decreased - still very strong on all accounts. it just got out of hand too fast
- Fixed LE 5 recoil permanently being reduced every time it was fired.. oops
2.3.4
- Further tweaked weapon wheel logic, going all the way with the fake cursor to emulate how it felt pre-SOTS
- Restored controller support
- Fixed Nemesis spawning on Prime Meridian and softlocking the boss
- Fixed Sale Star working on interactables from this mod
2.3.3
- Temporarily removed controller support until it can be properly fixed
2.3.2
- Added a fake cursor to the weapon wheel to improve feel
- Fixed movement inputs controlling the weapon wheel
2.3.1
- Fixed weapon wheel! New functionality no longer has a cursor though, so overall precision is down, the important part is it works
- Camera sensitivity is now reduced by 50% (configurable) while aiming
- HUNK can no longer perfect dodge allied projectiles, sorry- this was necessary fix a different bug :(
- Fixed grenades being unusable if picked up while your current gun was empty
- Fixed grenades getting funky when picked up during round reloads
- Fixed InteractablesBeGone doing unholy things to weapon cases
- Fixed perfect dodges being accidentally triggered on certain random sections of the map(???? gearbox)
2.3.0
- Fixed for SOTS! Issues may come up so please report if you encounter any
- Broke weapon wheel! As a band-aid it now automatically closes itself and chooses a gun after a set time until I can figure out what kind of fucked up spaghetti code broke this so badly
- Grenades now have a 50% drop chance when bosses are killed
- Custom health bar now supports damage taken, Plasma Shrimp, Infusion, immunity and Curse effects!
- Added a band cooldown display for the custom HUD
- Updated Nemesis model + texture
- Removed Jacket skin
2.2.7
- Frag Grenade damage: 4800% - 8000%
- ^unlike other explosives this one has falloff, also considering its rarity it deserves to be stronger
- Grenade drop rate: 10% > 20%
- ^10% made them way too rare
- Slightly buffed ammo drop rate
2.2.6
- Added grenades! 10% chance when ammo drops from an enemy for it to be replaced with a Frag Grenade instead
- Frag Grenades can be thrown once for 4800% damage, and using Special while holding it will drop it back on the ground
- Ammo drops from enemies now use the same ammo pickup object as everything else
- Ammo pickup effect improved to add some RE5 style (and boost visibility)
- Made virus terminals much easier to locate so you no longer have to hunt them down
- Fixed From Omar With Love from MysticsItems making terminals drop infinite items
- Fixed aim animation not being networked
2.2.5
- Added some missing assets for the Emergency Survival Kit, icons still unfinished
- Added new counter when hitting low health Lemurians from behind
- Virus behaviors changed: the previous change that made them prioritize elites would not infect anything that wasn't elite, leading to weird pauses until enough elites would spawn, now it simply infects elites first and then goes onto any non-elite enemies that are alive
- Updated a couple reload animations
- FINGeR case is now bigger and has some collision
- Playable Nemesis is now selectable from the lobby as a little treat for the downpatchers
2.2.4
- Fixed Chemical Flamethrower effect sometimes playing even when the Flamethrower was not held
2.2.3
- Added tool: Emergency Survival Kit - doubles ammo on pickup and makes knife hits apply 2 stacks of Mangled
- ^ meant to provide an alternative to the overpowered mobility options, and currently missing assets, will do that later
- Slugger now reloads slightly faster when there's only one round missing
- Fixed gun counters with MUP while the Dot Sight was equipped having a headshot multiplier of 125% instead of the boosted 150%
- Fixed some weird edge cases causing ammo pickups to spawn when they shouldn't have
2.2.2
- Restructured entire config to make everything easier to find, breaking things up into separate categories
- ^this BREAKS ALL CONFIGS so you'll need to reconfigure everything, sorry! it just got to be too unsustainable
- All viruses now use the same default behavior when choosing targets: bosses are blacklisted, and they prioritize infecting Elite enemies
- ^ this can be fully customized via config
- G-Virus stage 5 mutation no longer heals and gains less max health, but now gets reduced skill cooldowns and more damage to make killing it less of a slog and more of a genuine threat
- Nemesis enrage duration: 15s > 20s - just a few more seconds of punch
- Fixed Hookshot and Street Sweeper having broken descriptions
2.2.1
- Hovering a weapon in the wheel now displays its actual skill description rather than made up stats- there is a config option to revert this for the fun stats instead
- Fixed Minigun not respecting the recoil disable config option, and also not scaling its recoil down with attack speed
2.2.0
- Added unlockable Grand Mastery skin for difficulties above Monsoon!
- Added unlockable skin: Rookie
- Added unlockable skin: Peacekeeper
- Fixed weird clipping on new Lightweight skin
2.1.20
- Added menu animation
- Shoulder Bash lunge force increased
- Shoulder Bash now grants i-frames and lets you counterattack even if an attack wasn't cancelled with it
- Infinite ATM-4 separated from its respective skin and into its own tool slot
- ^ this was introduced way before the tool slot existed, and this just makes more sense than forcing it into the skin now
- Konami code can now be entered while HUNK is selected in the menu to play a funny sound
- Lore Accurate Wesker config finally works
- Looming Dread passive loadout changed to a different set of 7 guns, tool slot not works when running this, added all new attachments
- ^ this was actually done a while ago but never listed in the changelog despite being a big change
2.1.19
- Rushrums from Starstorm 2 now have counters that are actually guaranteed to catch the slippery bastards
- Beetle lunges on Inferno difficulty now also have a different counter- countering them was actively harmful to you
- Beetles can now be suplexed from behind- funny
- Jellyfish can now be suplexed- kick was too slow to cancel their explosion, making counters pointless on them
- Gip can now be suplexed from behind- i just don't like them
- Punching Mithrix now drops ammo pickups- reward big balls
- Glacial Elite death explosions are now dodgeable
- Nemesis enragement duration: 30s > 15s - this is the state where he perma sprints at you and punches
- Fixed camera snap and bullet VFX from gun counters targeting the wrong point
- Fixed Nemesis permastun on HUNK
2.1.18
- bugfix
2.1.17
- Added a unique model for the STARS box- this includes a beam of light to help locate it, similar to sample extraction points
- Updated FINGeR case model to use a unique lock
- Nemesis case drops now have a visual to make it very clear where it's dropped and also make 100% sure that it does drop one
- Fixed cases not playing their open animation unless a HUNK was present in the game
- Fixed HUNK not properly identifying the attacker when dodging a projectile as a multiplayer client
- Fixed some interactables identifying as Large Chests
- Fixed any character being able to open the STARS box, despite not holding a badge
2.1.16
- Nemesis punch hitbox size decreased to more closely match the visual, lunge force increased to compensate
- Nemesis punch damage: 260% > 210%
- Fixed headshots not being networked
- Fixed C-Virus death explosion not being networked
- Fixed special STARS chest spawning non-functional duplicates in multiplayer
- Fixed rare case of Nemesis spamming the console with errors and creating lag
2.1.15
- Spark Shot projectile damage: 5000% > 3000%
- Spark Shot arc damage: 5000% > 6000%
- ^spice it up by rewarding shooting smaller enemies to deal more to big enemies with the arcing lightning
- Made Nemesis cases fully consistent in their behavior- Irradiant Pearl will drop for HUNK if there's no available attachments, and other survivors will get a random green/red item
- Fixed Irradiant Pearl sometimes dropping early from Nemesis cases
2.1.14
- Added attachment: High-Capacity Mag (M19) - Boosts mag capacity from 7 to 15 and boosts ammo on pickup
- Added attachment: Suppressor (M19) - Boosts damage from 700% to 1800%, lowers recoil
- Added attachment: Spare Rounds (Lightning Hawk) - Boosts ammo gained on pickup by 300%
- Updated some more SFX, most notably MUP's shoot sfx with and without Muzzle Brake and Lightning Hawk's shoot sfx with Long Barrel
- Fixed Nemesis sometimes not dropping cases when downed
- Fixed reloads randomly not properly animating the magazine
2.1.13
- Added artifact: Artifact of the Pursuer - every survivor starts the run with a STARS badge
- Added artifact: Artifact of Contamination - every survivor gets an infection event every stage
- Both artifacts need to be unlocked through simple ingame achievements (not artifact codes)
- While playing HIFU's Inferno difficulty, Beetle's lunging headbutts can now be Perfect Dodged
- Street Sweeper mag capacity: 8 > 24
- Street Sweeper damage: 14x140% > 14x48%
- Street Sweeper spread and recoil increased, reload changed to a regular reload with a long animation
- ^Changing its identity to a unique spray and pray gun instead of the "better shotgun with no drawback" it was
- Made STARS Badge a little more intuitive when Nemesis is disabled
- Removed Permanent Nemesis config as it's now redundant
2.1.12
- Added a special weapon case model for the FINGeR
- Remade virus terminal model from scratch and polished it up- this thing stuck out as rushed junk for far too long
- Fixed Lightweight skin's missing hands
2.1.11
- Updated a handful of gun animations
- Updated Lightweight skin
- Hookshot now uses the same animation set as M19
- Removed the HUNK survivor disable config option because people are incomprehensibly stupid oh my god
2.1.10
- Another crash fix...............
2.1.9
- Fixed another terminal-related crash.. should be the last one
2.1.8
- Fixed depositing a sample while holding the master keycard instantly crashing the game
2.1.7
- Removed rare Stealth Nemesis cryptid
- Fixed rare case where Nemesis could be knocked down and just not drop a case
- Fixed cases where Nemesis would leap to you and land in the same spot he started, just wasting time
- Fixed rare case where the Anti-Tank Rocket case wouldn't spawn at all
2.1.6
- Fixed new keycard logic added in 2.1.4 not actually working as intended
2.1.5
- Added the iconic Nemesis voiceline everyone has been asking for
- Alien Head's custom interaction now stacks linearly - op perhaps but the vanilla scaling resulted in stacks past the first one doing literally nothing unless you had like 200
- Now compatible with HIFU's CleanerHUD mod- custom HUD config not included currently
- Pistols are now shown in the holster when they're the last gun equipped, the same way other guns are shown on your back (yes there will be clipping i dont give a care)
- Updated M19 model
- Fixed HUD being broken when RiskUI was installed but not enabled (why...?)
- Fixed logbook using the wrong HUNK model
- Fixed recently added sounds having zero pitch variation
2.1.4
- Fixed the mysterious glitch that was giving everybody a STARS Badge introduced in 2.1.3
- Added config to force STARS Badge into your inventory at all times- this will be an artifact one day
- Added the highly requested config option to Disable Nemesis
- Added config to disable the red screen flash when performing a counterattack
- Keycard terminals will now prioritize a key type based on what's currently on the stage, so you're always guaranteed at least one, instead of rolling the drops randomly
- I.D. Wristband now only drops from terminals on void stages- this makes Typewriter drop one stage sooner and makes a bit more sense thematically
- U.C. Keycard (Master) now automatically turns all your other keycards into scrap on pickup- the original intent for this was to allow them to be scrapped, but that wasn't made clear and it also isn't possible to scrap them for some reason, so this solves both those problems
- Updated some item descriptions to actually say what they do instead of copy pasting the RE2 flavor text
- All HUNK knife counters now apply mangled stacks- just a weird inconsistency
- Bighorn Buffalo counter no longer scales with attack speed, ensuring you can always properly aim it
- Nemesis gains more health per mutation and can no longer be damaged by void fog while downed
- Anti-Tank Missile fire rate greatly increased
- Fixed Shrine of Order interaction- there was a hardcoded fix for this that worked before inventory validation was added, and that code was never updated, oops
- Fixed GM-79 fire pool doing way too much damage
2.1.3
- Every survivor will now constantly be given a STARS Badge if they do not have one
2.1.2
- Updated a handful of SFX, including aiming/equip sounds, M19, Colt and Sparkshot shoot
- Updated Spark Shot crosshair for more style and precision
- Spark Shot range halved- sorry, can't have it outranging Flamethrower as hard as it did
- Attempted to fix Voidtouched Nemesis permanently breaking the Void Seed
2.1.1
- Networked new guns
2.1.0
- Major optimizations to initialization code (mod loads much faster)
- Updated Nemesis model to fit into RoR2's style!! Huuuuge thanks to VCR for making this
- Nemesis' gap closing leap is now much more consistent in tracking its target
- Nemesis movespeed scaling toned down (leap is consistent now so it evens out)
- Moved Nemesis' weak point from his head to the device on his chest
- Added item: Typewriter - drops from terminals after obtaining the master keycard, adds +2 case spawns to each stage
- Added gun: Colt Single Action Army - normal fire rate but high damage per shot, rolled next to Quickdraw Army
- Added gun: Spark Shot - chain lightning gun, rolled next to Flamethrower
- Added attachment: Laser Sight (Lightning Hawk) - boosts headshot multiplier from 150% to 200%
- Added attachment: Regulator (Chemical Flamethrower) - halves tick rate, greatly reducing fuel usage; damage output is the same
- Added attachment: High-Grade Fuel Tank (Chemical Flamethrower) - triples proc rate and leaves damaging pools of fire on the ground
- Added attachment: Shoulder Stock (GM-79) - boosts projectile speed and damage
- Added two more unlockable knives
- GM-79's incendiary rounds now leave a damaging pool of fire on the ground
- Updated GM-79 model
- Picking up gun attachments now plays a unique sound
- Updated all gun tracer effects, adding some consistency and also unique crit tracers
2.0.1
- Nemesis spawn timer changed from 1 minute to a random value between 30 seconds and 5 minutes
- Nemesis now gains stat boosts and a shortened knockdown timer each time he's knocked down in a stage
- Nemesis is now permanently aggroed on the STARS badge holder even without line of sight and will actively close the gap
- Nemesis' supply case now has a very very small chance to contain an Anti-Tank Missile
- Fixed Loader being permanently stunned by Nemesis' ground punch
- Fixed Nemesis breaking Void Fields
- Fixed Nemesis breaking Mithrix
- Fixed Nemesis and the STARS chest spawning in hidden realms
- Fixed Nemesis' supply case dropping duplicate attachments
- Fixed Nemesis being permanently Voidtouched
2.0.0
- Added item: S.T.A.R.S. Badge
1.6.12
- Raptors from Titans of the Rift now have special counters
- Bob-ombs are now always counted as in combat, meaning they're counterable at all times
- Restored Hookshot counterattacks
1.6.11
- Added a new utility skill
- Experimental Jump Pack distance now scales with movement speed
- Hookshot no longer allows free counterattacks
- Made Perfect Dodges more consistent on Elder Lemurians, Stone Golems, Acid Larvae, Clay Apothecaries, Mini Mushrum and Jellyfish
- C-Virus enemies can now be perfect dodged for the entire death frenzy, making them a bit less lethal
- Fixed Lysate Cells resetting skin to default when switching stages
1.6.10
- Added a new unlockable skin
- C-Virus detonation time reduced from 8 seconds to 5 seconds
- C-Virus invulnerability made a little more obvious, heal and negative regen removed
- Fixed Machete being unlocked for free by leaving the Bazaar
- Fixed Artifact boss being infected, either softlocking or dragging out the stage way longer than needed
1.6.9
- Added tool: Experimental Jump Pack - unlocked by default, gives you an airdash as a double jump
- Fixed MUP not applying the Muzzle Brake damage bonus when counterattacking
1.6.8
- Model update mainly fixing legs and arms
1.6.7
- Ammo pickup is now automatic - this was a relic of the old idea for its implementation that i just never went back to. it still triggers on interact items like firework
1.6.6
- Fixed MGL icon
- Fixed Commencement weapon cases
1.6.5
- Added gun: MGL - tier 3 grenade launcher rolled next to the GM-79, semi-auto 6 round that fires weaker explosive rounds
- Added gun: ATM-4 Prototype - post-loop single round bazooka
- Commencement now spawns four weapon cases (per hunk) as a final chance to power up before Mithrix
- Fake Ammo (from Bandolier) is no longer reset after a reload, it now fills up only what's missing with real ammo and keeps all the fake ammo currently in the clip
- Aiming no longer cancels reloads
- Flamethrower tick rate + ammo consumption rate increased
- Anti-Tank Missile damage: 6400% > 12000%
- All igniting weapons now use a stronger ignite debuff - difference hasn't been tested but damage is higher
- Updated GM-79 explosion effect
- Fixed several animation bugs
- Fixed Flashlight still being created despite being unobtainable, leaving a dummy logbook entry
1.6.4
- Added gun: Street Sweeper - stage 1 shotgun, full automatic 8 round
- Added attachment: Moderator (LE 5) - removes attack speed scaling, converting it to raw damage instead
- Slugger now uses a speedloader
- Hookshot raycast is now offset a tiny bit, which should hopefully fix the issue with it latching onto something behind you
- Hookshot now stuns enemies when it hits, and properly latches onto them
- Updated Hookshot visuals
- Fixed Benelli M3 not actually spawning stage 1 as intended
- Fixed Purity and Extended Magazine interaction
1.6.3
- Fixed spread being incorrectly applied to certain guns, making initial accuracy way worse
- Fixed item bonus effect popup using the wrong character icon
1.6.2
- Added gun: Benelli M3 - another stage 1 shotgun, semi-auto 6 round with heavy horizontal spread
- Added gun: Minigun - post-loop weapon like the Assault Rifle
- Added attachment: Dot Sight (MUP) - stage 1 attachment that removes bullet falloff and boosts headshot damage
- Added attachment: High-Capacity Mag (MUP) - post-loop attachment that boosts clip size to 33 and speeds up reloads
- Added attachment: Muzzle Brake (MUP) - post-loop attachment that boosts damage from 350% to 600% and reduces recoil/spread
- Fixed laser sights persisting after the guns were unequipped
- Fixed Catacombs C4 (hopefully for the last time)
1.6.1
- Added a handful of item displays
- Sped up Hookshot landing animation, made it possible to start counterattacks out of this state as well
- Applied the same landing change to a couple counters as well
- Aiming out of a perfect dodge now grants 100% bonus attack speed for a short time, as well as making all shots on your dodge target count as a headshot
- ^shooting was better out of a dodge in most cases but a little reward can't hurt
- Fixed a niche weapon progression oversight
- Fixed Beetle Guard frontal counter being cancellable before the damage came out
- Fixed all dodges locking onto the rocket launcher case after it'd spawned in the Mithrix fight
1.6.0
- Added an RoR2-style skin as the new default- config can restore the old look, and cursed config enables the classic skin without changing the default
- Added new passive allowing you to choose a specialized tool to start the run with
- Added tool: Hookshot - does exactly what you might expect it to do
- Added config option to disable the slowdown when opening the weapon menu
- Killing an enemy while clinging onto them no longer enters an airdodge state
- Adjusted color of Long Barrel (Lightning Hawk) - people called it ugly so it's white like the normal barrel now
- Adjusted laser sights to accurately point where you're aiming
- Fixed missing backwards strafe animation.... this has been broken since the very first test build
- Fixed Buffalo counter again
- Fixed virus events starting on Commencement, allegedly softlocking Mithrix
1.5.14
- Half reverted previous change, delay is now 0 by default and original behavior is restored- feature now must be opted into
- Added a custom C4 interactable to the Catacombs map to allow access to the second weapon case even when the lower crypt is blocked off
- Fixed a couple harmless stray errors
1.5.13
- Added a VERY slight delay to the weapon menu opening up after pressing the key, should be too small to feel, but just enough to tap swap guns without a slowdown
- ^this is configurable and can be reverted completely if it's not liked
- Dropping a gun and then closing the menu immediately no longer switches guns
1.5.12
- Added config option to reduce screenshake for HUNK, off by default
- Added config option to make secondary skill a toggle, off by default
1.5.11
- Bugfix
1.5.10
- Added new frontal counterattack for Stone Golems- disables their laser attack for the next 60 seconds, and this counter cannot be repeated while the laser is disabled
- Added new counterattack for Bighorn Buffalos- mount them, aim for a second, then send them charging forward for 4000% to any enemies in its path, and 8000% self damage if it collides with a wall
- Added new counterattack for Elder Lemurians- stick a grenade in their mouth, which will detonate to interrupt their next attack for 8000% damage
- Added new frontal counterattack for Alloy Vultures- quick, high damage two hit combo
- Added aerial "counterattack"?- hold primary during a perfect aerial dodge and collide with an enemy to cling onto them, allowing you to slash freely; this is incredibly risky so use with caution
- Polished the visuals of a handful of counterattacks
1.5.9
- Rolls can now be cancelled into movement MUCH earlier
- Fixed ProperSave weapon validation not happening until your inventory changed in some way
- Fixed Jacket variant having the same issue
- Fixed camera tracking breaking when rooted by void enemies
- Fixed knee counterattack sometimes having no animation
1.5.8
- Added custom popups when picking up items with unique interactions explaining what they do for HUNK specifically
- Fixed HUNKs disconnecting in multiplayer breaking item pickups for all players
- Fixed issues with Drop-In multiplayer
- Fixed ProperSave not properly spawning you in with your guns; this is a partial solution, and ammo saving will be added in later
- Fixed a camera config option not working as intended
1.5.7
- Fixed virus events happening after stage 1 as Jacket variant
1.5.6
- Added custom animations and weapon for Jacket variant
1.5.5
- Code refactoring to allow variants to exist
1.5.4
- Added cursed skin: Jacket
- Tweaked cursed Commando skin to be a little less awkward
- Removed the redundant second camera config option - too awkward and a waste of time to maintain
- Over the should camera config is now off by default, only new installs will be affected- too much whining about the character being "small", you win, it's now opt-in
- Improved ror2-style camera a little as well, adding some of the flair from the other option
- C-Virus enemy count: 10 > 4, it did end up feeling long despite the enemies being easier to kill, and general frustration was just high
- G-Virus Infected allies now swap to the neutral team immediately, allowing you to kill them- I'll have no more complaints on this subject
- Blacklisted Scavengers from the C-Virus, as it prevented them from dropping their bags
- Fixed C-Virus Perfected elites never dying
- Fixed a couple harmless cosmetic errors
1.5.3
- Slightly increased LE 5 fire rate
- Increased CQBR Assault Rifle fire rate
- Lightning Hawk damage: 2800% > 3200%
- Quickdraw Army damage: 2800% > 3200%
- Long Barrel (Lightning Hawk) damage boost: 3200% > 4800%, now also removes distance falloff
- M19 distance falloff removed
- Weapon attachments now only show up in cases if you have the corresponding weapon
- Potentially fixed C-Virus never actually showing up? code seemed right to me but unity documentation seems to disagree so idk..
1.5.2
- Fixed broken unlock
1.5.1
- Removed leftover debugging code
1.5.0
- Added new virus event: C-Virus Outbreak
- C-Virus causes enemies to fully heal once killed, becoming invulnerable and frenzied for the next 8 seconds, after which they will self detonate
- C-Virus events have 10 enemies and drop a C-Virus Sample when the last one dies
- Added G-Virus eye displays to the SoTV enemies, making them 100% complete barring mod enemies (maybe one day)
- Added weapon case placements to Bob-omb Battlefield
- HUNK's multiplayer item protection is now disabled when there is no one playing HUNK (weird edge case)
- Fixed new items not using HUNK's multiplayer protection system
1.4.7
- Added G-Virus eye displays to the entire basegame enemy cast! SoTV enemies soon
- EMF Scanner range increased and added new effect making it actually useful
- Fixed New Game+ config not actually shuffling the weapon pool
- Fixed default weapon pool also not shuffling like it was supposed to
1.4.6
- Added New Game+ config option for fun
- Rewrote T-Virus to boost compatibility with other mods
- T-Virus outbreak victims lowered from 10 to 6, infected enemies now have a -10 armor debuff - T event was way more of a time sink than G, hoping to even that out
- Holding jump while firing Slugger now doubles the pushback
- Slugger damage: 1800% > 2400%
- Lightning Hawk damage: 2400% > 2800%
- Quickdraw Army damage: 2400% > 2800%
- Blue Rose damage: 2400x2% > 3800x2%
- Lively Pots are now always counted as in combat and can be perfect dodged
- Sentinels from TitansOfTheRift are now counted as Golems, meaning HUNK's camera adapts and his counterattack on them is now a punch
- M19 fire rate slightly increased and ammo pickup multiplier increased - Gun Stock shot MUP too far ahead so this one's getting a slight boost to keep up
- Fixed Alien Head boosting ammo amount way more than intended
1.4.5
- Bugfix
1.4.4
- Made Anti-Tank Missile spawn much more prominent - too many people were missing this which is my bad
1.4.3
- Overhauled custom HUD with almost full functionality and a properly working health bar with curse, barrier and shield all supported
- ^Most UI elements are hidden unless tab is being held or they're being used
- buffs are in progress
- works with riskui, but needs specific config options- inventory top, money/run info default, skill icons bottom right, rest shouldn't matter?
1.4.2
- Fixed infection sound cues not playing at all
1.4.1
- Fixed terminals not showing their light beam if you were holding a T-Virus Sample
1.4.0
- Added new virus event: T-Virus Outbreak - there's now a chance for this to be triggered instead of the G-Virus event
- T-Virus infects every enemy currently alive, allowing them to defy death 2 times, and continues until at least 10 enemies have been infected
- Killing the last infected enemy will drop a T-Virus Sample, with the same function as the G-Virus Sample
- In multiplayer, the Sample drops every 10 kills and each HUNK gets their own 10 enemies - they also roll their virus types separately so you can have both events ongoing at once
- Added item: U.C. Keycard (Star) - used to access the Golden Gun
- Added item: U.C. Keycard (Master) - allows access to all cases by itself, allowing you to scrap/print all the others
- Added config to allow viruses to infect bosses, G-Virus can by default but T-Virus cannot
- Mangled damage: 2100% > 2800%, stack falloff timer 5s > 15s, still has room to be more rewarding/consistent
- Updated footstep sounds
- Tweaked G-Virus visuals
- Tweaked ammo popups to be more visible
- Fixed broken unlock
- Fixed Lemurians remaining shrunken after the neck snap finished
- Fixed new Beetle Guard counter animation not being networked
- Fixed certain counters having the enemies mispositioned when playing as a client in multiplayer
1.3.3
- LE 5 damage: 280% > 300%, fire rate slightly increased, spread slightly reduced - i am just biased i like this gun
- Primary hit hop height greatly increased
- Mangled damage: 800% > 2100% - just wasn't anywhere near rewarding enough for the required effort
- Fixed Mangled only proccing once per enemy
- Fixed Perfect Dodges on Golem lasers not properly identifying the attacker
1.3.2
- Added new debuff: Mangled - each knife hit adds one stack, upon reaching 6 stacks the enemy suffers an instant 800% damage
- Added custom interactions for Lysate Cell and Purity
- Added weapon case placements for Verdant Falls and the mod stages Fogbound Lagoon, Catacombs and Slumbering Satellite
- Added frontal counterattack for Beetle Guards
- Alloy Vultures can now be suplexed
- Countering Blind Vermin from behind is also a suplex now
- Generic knife counter (hold m1 while lunging without running into anything) damage boosted to 800%, uses the proper knife model and now counts as a counterattack
- Greatly extended the i-frames on counter kicks and punches to make them less of a flight risk
- Made EMF Scanner more precise
- Fixed extra weapon cases spawning on stages without preset positions
- Fixed Alien Head scaling negatively after getting more than one, resulting in 0 ammo from each pickup..
1.3.1
- Added a config option to deposit keycards straight to your inventory as a temporary fix for some edge case mod incompats
1.3.0
- Added tool: EMF Scanner - acts as a weapon case detector to make finding them less of a struggle
- Added gun: CQBR Assault Rifle
- Added a special weapon to Voidling's fight to match the one given for Mithrix
- Added item: I.D. Wristband
- Added a handful of new unlockable knife skins!!
- Added a lock-on effect to Perfect Dodges, intended to make counterattacks much more reliable- understandably can be disorienting so there is config to disable this behavior
- Perfect Dodges now ignore character collision
- Added a new counterattack when hitting Lemurians from behind that's faster and has AoE, necksnap haters rejoice
- Extended Magazine (LE 5) now has a model and icon
- Updated Imp counterattack animation
- Made Perfect Dodges a little less forgiving on projectiles
- Moved joke skins to cursed config and gave them proper icons
- Anti-tank Missile and Railgun now have a 1% chance of showing up in post-loop weapon cases
- Fixed barrels giving too much ammo
- Fixed weapon case pings not telling you what was inside the case anymore
- Fixed the contents of weapon cases being desynced on multiplayer again, not sure when this bug came back
- Fixed more virus terminals spawning every time you respawned
1.2.2
- Added Slayer skin, courtesy of tsuyoikenko!
- Added animations for heresy skills
- Tweaked sprints again
- Made ammo pickups slightly more conspicuous
- Fixed custom escape sequence BGM
- Fixed LE 5 not playing its SFX for other players in multiplayer
- Fixed LE 5 Extended Mag not being in the drop pool
1.2.1
- Big thanks to Ghor for playing HUNK on stream for this update! Very insightful and helped to identify areas where gameplay clarity could be improved
- Added keyword to passive explaining a little bit about the G-Virus
- Ammo pickups from chests now spawn from a pickup droplet to help visibility- can be reverted in config
- ^this is mostly to address new players missing all the ammo pickups, old behavior is faster so turn it off if you prefer that
- Picking up new guns now starts them with reserve ammo based on the gun, giving wiggle room to try out new weapons
- Bandolier pickups now fully refill the mag instead of only half (still fake ammo though)
- Adjusted fake ammo to be an extra display directly under your current mag, making it more immediately obvious what fake ammo is
- Fixed misplaced core position
- Fixed ammo pickups spawning while running Looming Dread in singleplayer, this was both confusing and disappointing
1.2.0
- Added Ancient Scepter upgrade!!
- Utility upgrade: Uroboros - Dodges now give full iframes, quicker movement, allow counterattacks without a Perfect Dodge and gain an extra charge
- ^in the future it'll have unique melee attacks but this is all for now
- Made Perfect Dodges more consistent against Beetle Guards and Parents
- Melee ammo drop rate is now doubled on Sacrifice
- Laser Sight (LE 5) now boosts the headshot bonus from 25% to 50%
- Added gun attachment: Extended Magazine (LE 5) - Boosts mag size to 60 and increases ammo on pickup from 32 to 90
- Added skin: Minecraft
- Fixed more counter animation issues
- Fixed Gun Stock no longer appearing at all due to the previous fix; all works as intended now
- Fixed rare issue where an infected enemy could die without spawning the bug
- Fixed Commencement intro dialogue replaying if HUNK died and respawned
- Fixed redundant weapon cases spawning while running Looming Dread in singleplayer
- Fixed infection passive sound being way too loud
1.1.6
- Added new skin: Mastermind
- Fixed Gun Stock being able to spawn more than once
- Fixed neck snap animation bug for real
1.1.5
- Added new passive: Hustle - HUNK's sprint now increases in speed over time up to a cap (it's not listed in the loadout yet)
- ^Overwhelming amounts of feedback regarding how slow he is, which is true, 0 traversal skills and a side objective that forces him to scour the whole map. this should subtly help his map traversal without impacting the rest of his gameplay
- Adjusted all sprint animations to be consistent with each other
- Fixed Schrödinger's Gun missing model again
- Fixed rare issue causing neck snap to have no animation
- Fixed emotes enabling the crosshair
1.1.4
- Networked the new counterattacks....
1.1.3
- Added rest emote
- Added a custom counterattack for Imp
- Added a custom counterattack for Clay Templar
- Added keywords and rewrote description for Quickstep
- Infected enemies can no longer be neck snapped- uses a different counter instead
- Enemies below half hp will have a different, faster counter instead of the neck snap
- Fixed model jittering while trying to move during certain animations
- Fixed enemies moving their heads during the neck snap animation
1.1.2
- Added config option for a custom HUD built for HUNK
- Added subtle camera interpolation, can be configured and even disabled
- Added a slight camera zoom out when near huge enemies to help with combat visibility, also with config
- Added a config option to adjust the distance the cursor has to be from the center to select a weapon, for those having issues
- Added more pep to his step :-)
- Added a custom (very strong) counterattack for Blind Vermin
- Enemies who survive a neck snap will no longer be stunned indefinitely, instead they will be enraged for 10 seconds
- Slightly extended the invulnerability window on neck snap- played correctly you can be indefinitely invulnerable now
1.1.1
- bugefix
1.1.0
- Added gun attachments! These show up in gun cases scattered throughout the standard gun pool
- Gun Stock (MUP): Allows you to fire 3 bullets in quick succession
- Laser Sight (LE 5): Removes spread, recoil and bullet falloff
- Long Barrel (Lightning Hawk): Increases damage from 2400% to 3200%
- Speedloader (Quickdraw Army): When the chamber is empty, reload all bullets at once
- LE 5 and MUP added to the post-loop weapon pool in case you dropped them and wanted to get them back later
- M19 ammo pickup amount doubled as a temporary solution until ammo weight system is added
- Gave M19 a laser sight because awesome or something
- Flamethrower ammo pickup amount halved, reload speed lowered to match the GM-79
- Flamethrower range reduced
- Made Perfect Dodge window smaller, but gave it more i-frames when successful
- Added incompatibility warning when playing the game with incompatible mods (ones i can't fix on my end)
- Fixed Golden Gun having no model
- Fixed MUP pickup model
- Fixed weapon cases not being synced in multiplayer
1.0.11
- Added a custom shield overlay (with config to disable), as well as a config to enable this overlay for ALL survivors
- Added config to add a shield bubble as well, though this one is off by default
- Added a custom ping icon for Umbrella Terminals
- Fixed Goobo Jr. spawning terminals every time he spawned
1.0.10
- Added config to hide the gun icon from the HUD as it's kinda unnecessary and just clutter (unlike Driver who needs it)
- Added the fancy ammo display from RiskUI to the normal UI, with a config to revert this
- Added config to control the opacity of the background for this ammo display
- Added config to let the infection event continue even after getting every keycard
- GM-79 damage: 1600% > 3200%, it was simply way too weak for its very limited availability
- Non-HUNK players can no longer pick up G-Virus Samples or U.C. Keycards, this can also be reverted via config
- Fixed broken weapon icon again
1.0.9
- Fixed broken weapon icon and NRE spam
1.0.8
- Neck snap can now be cancelled early by simply moving, and the dodge cancel window has been moved to immediately after the snap
- Stage 5 Infected monsters now swap to the neutral team, heavily nerfed their sustain as well
- Reanimated SMG and Pistol reloads
- Fixed weapon/item models not having any normal maps
- Fixed weapon menu not working on controllers (fix by RandomlyAwesome!)
1.0.7
- Added a custom escape sequence with BGM and everything (can be disabled in config if you hate epicness)
- Fixed possibility of Chemical Flamethrower SFX playing infinitely if HUNK died while using it (unsure if this actually happened, but just in case)
1.0.6
- Added custom portrait for Tofu
1.0.5
- Fixed anyone being able to pick up HUNK's guns
- Fixed HUNK being able to grab more guns even with a full inventory
- Fixed HUNK being able to grab duplicate guns
- Fixed broken ragdoll turning into some body horror monstrosity and covering the whole screen
- Fixed Goobo Jr. giving the Lightweight achievement
- Fixed Goobo also spawning the ATM-4
- Fixed ammo pickups in multiplayer properly this time
1.0.4
- Fixed Chemical Flamethrower spamming its startup sound for everyone else, inflicting severe pain to everyone's eardrums
1.0.3
- Added config to disable the global sound cue when an Infected enemy spawns; don't blame me if you turn this off and they mutate to max level
- Infection is now capped at 5 mutation stacks, but the final stack gives much more noticeable buffs to compensate
- ^There is a config option to uncap it and restore the original behavior
- Lightning Hawk damage: 1800% > 2400%
- Quickdraw Army damage: 1800% > 2400%, fire rate drastically increased
- ^ damage being equal to shotguns made no sense as they're single target only
- G-Virus infection is now capped at 5 stacks; this can be disabled in config for those who enjoy spawning superbosses
- Fixed Lightweight unlock; apparently monsters were giving you the unlock as they had no items
- Fixed MUP and M19 SFX not playing for others in multiplayer
- Fixed Weapon Cases breaking in singleplayer when EmptyChestsBeGone or ChestQoL were installed
- Fixed Bandolier pickups getting rid of any excess ammo from a Backup Mag if you had any
- Fixed G-Virus (the hidden item given to Infected enemies) showing up in the logbook
- Fixed ammo pickups being visible (and stealable) by non-HUNK players in multiplayer
1.0.2
- attempted another bugfix..
1.0.1
- tiny fix whoops
1.0.0
- Initial release