New dev build before christmas and new year and all that stuff hits. I'm not planning to do another dev build before christmas, or probably even new year, so enjoy it.
Yes, this is basically a "restart required" version of the mod due to all the map fixes and stuff. Just FYI.
V4.1.2-DEV-B1
- Added Pulse Mine. (currently does not use a new model, have icon or localization)
- Added Overcharged Energy Cell.
- Added Overcharged Power Source melee mod.
- Added Molecular Reconstructor Repair Kit's (2 different types that repair different things, see item descriptions)
- Fixed Zombie Janitor Radiated using the wrong mesh.
- Fixed Flaming/Exploding arrows and bolts giving the wrong arrowheads when opened.
- Fixed junk turret ammo bundles not using ammo to be made like everything else.
- Fixed underground cannabis and rice not being placeable/not growing properly.
- Fixed the JaWoodle Purple bundle not having an icon.
- Fixed PEP_Hotel_Construction_Site_01_Zyncosa being 2 blocks too low on all maps (POI was already fixed).
- Fixed Anna and Bunker on all maps.
- Fixed Fail-not not being able to take pulse arrows.
- Removed the restriction on honey that meant it only worked on level 1 infection. It should now work on any infection (assuming the 70% roll passes).
- Adjusted stats of Fail-not so it should be at least equal to a Titanium Crossbow.
- Frame shapes for cobblestone+ now have new textures so it's easier to see what isn't upgraded from distance.
- Lowered the degradation per use of both augers so they'll last longer.
- Lowered the harvest penalty of using the auger, and REMOVED the harvest penalty on the titanium auger (however it does not get a bonus like other tools, so a titanium pick will still give more).
- Tweaked bee hive and chicken coop loot lists.
- Tweaked when turrets unlock in advanced engineering, so the auto turret unlocks at level 4 now (not 5) with the shotgun turret, and the mk2 versions unlock at level 5.
- Repulsor Mod no longer ragdolls zombies 100% of the time with the plasma baton.
- Padded armor now works like it did in 4.04 (no mobility/stamina penalty) but has HALF the mod slots of all other armor.
- All other armor has been rebalanced on physical resistance and mobility penalties. So leather and military should now be the same on penalties, while scrap/iron/steel should be the same on penalties.
- Titanium is now steel armor with military armor penalties.
- Power armor now has slightly lower protection (12 instead of 13) but NO mobility or stamina penalties.
- More localization fixes.
Link:
https://drive.google.com/file/d/1XLwpp9ifZ0YG403FL154voN8MrVaPk9h/view?usp=share_link