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[DEPRECATED] MrMikeX's Guns v1.0.0
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Update: 18 Oct, 2021 @ 6:30pm

= Version 1.0.0 =

Changes:
- Charge rifle is now the plasma rifle. Scale increased from x1.0 to x1.4 so that it is sized appropriately with the other guns. The plasma rifle fires 30-round bursts of plasma bolts which behave like bullets, but deal fire damage instead of ballistic damage.
- Heavy charge blaster is now the plasma ripper, which fires 120-round bursts of plasma bolts at a very high fire rate at medium ranges with lower accuracy.
- Heavy charge blaster turret is now the plasma ripper turret. Gun behaves identically to the plasma ripper. Health increased from 180 to 1800 to match the inferno turret.
- Needle gun is now the needler and fires an 8-round burst of .308 WIN ammunition.
- Charge lance is now the railgun and fires a railgun bolt instead of a charge shot. Railgun bolts deal very high damage, have 1,000% armor penetration, and travel at a velocity of 1,200 tiles per second (over twice as fast as the next fastest projectile, the .50 BMG).

Fixes:
- Added the "industrialGunAdvanced" weapon tag to the M4 Carbine. It should now appear more frequently in the hands of high-level raids.

I am declaring the mod as version 1.0 since all of the initial goals have been satisfied (other than custom sounds which will be pushed back to 1.1). However, I plan to continue adding more weapons, albeit at a reduced update frequency.

Thanks everyone for playing with MrMikeX's Guns! Stay tuned for more updates!

Update: 5 Oct, 2021 @ 10:25pm

= Version 0.1.10 =

Added guns:
- CZUB Skorpion vz. 61 .380 ACP
- FN P90 5.7×28mm
- HK MP5A2 9×19mm PBM
- HK MP5K 9×19mm PBM
- Panzerfaust 60 RPG (replaces vanilla Triple Rocket)

Changes:
- Renamed 9×17mm Short ammunition to .380 ACP in all instances where it appears. This change is functionally cosmetic - 9×17mm Short is identical to .380 ACP in all but name.

Update: 24 Sep, 2021 @ 7:35pm

= Version 0.1.9 =

Fixes:
- Adjusted inconsistent texture outline for the Desert Eagle, KSG, and Wildey.
- Reduced muzzle flash on AS Val and VSS Vintorez to be more consistent with the other suppressed weapons (PPK and MAC-10).

Update: 24 Sep, 2021 @ 3:31pm

= Version 0.1.8 =

Added guns:
- IMI Desert Eagle XIX .50 AE (includes custom sounds)
- Kel-Tec KSG 12-Gauge #00 Buck
- M79 Thumper 40×46mm HE / EMP / Smoke
- M79 Thumper Snub 40×46mm HE / EMP / Smoke
- Tula AS Val 9×39mm
- Tula SR-3 Vikhr 9×39mm
- Tula VSS Vintorez 9×39mm
- VKT Lahti L-39 20×138mmB
- Walther PPK Silenced 9×17mm Short
- Wildey .475 WM

Changes:
- Complete overhaul of mini-turret, autocannon turret, and uranium sniper turret. Mini-turrets are now chambered in 7.62×51mm ammo and can fire in 30-round bursts. Autocannon turrets are now chambered in 20×102mm HE shells which explode on impact and fire in 5-round bursts. The sniper turret has been renamed to the sabot turret and fires APFSDS rounds which deal massive damage to singular targets. Only the sabot turret requires refueling and the uranium cost has been drastically reduced. All turrets have a lot more hit points.
- Mortar turrets now have increased accuracy due to a lower forced miss radius (2.9 regular and 3.9 classic vs. 10 regular and 13 classic).
- Mechanoid slugger turret is now functionally identical to the human made mini-turrets.
- Mechanoid inferno turret now behaves like a flamethrower instead of an incendiary launcher.
- Slight damage buff to most rifle bullets. The weakest rifle bullet (5.45×39mm) will now deal as much damage as the strongest pistol bullet (.50 AE).
- Reduced direct damage of flamethrower projectiles from 3 to 1. I felt that 3 damage was still too destructive and would often obliterate anything that was being shot at. Although this seems like a big jump, flamethrowers are actually just as deadly.

Update: 18 Sep, 2021 @ 9:32am

= Version 0.1.7 =

Changes:
- Reduced projectile velocity of flamethrower from 40 back down to 25 (was 20 in 0.1.5).

Update: 17 Sep, 2021 @ 9:14am

= Version 0.1.6 =

Changes:
- Overhauled all guns' weight and range values. Many guns have a much longer range now, especially rifles. Weight is now more realistic and larger guns such as the M2 Browning Snub are very heavy.
- Overhauled projectile velocities for all bullet types. Bullets in general will travel much faster now based on caliber; however, they still have the same damage and armor penetration values.

Update: 16 Sep, 2021 @ 3:07pm

= Version 0.1.5 =

Added guns:
- Atchisson AA-12 #00 Buck (replaces vanilla Chain Shotgun)
- Colt Single Action Army .45 LC (now replaces vanilla Revolver instead of Nagant M1895)
- Hi-Point Model C-9 9×19mm PBM
- Ingram MAC-10 .45 ACP
- Izhmash RPK 7.62×39mm (replaces vanilla LMG)
- Mateba Model 6 Unica .44 Magnum
- Steyr Scout .308 WIN (replaces vanilla Bolt-Action Rifle)

Changes:
- Slightly increased rate of fire on Nagant M1895 and Hecate II.

Update: 16 Sep, 2021 @ 7:53am

= Version 0.1.4 =

Added gun:
- Bazalt RPG-7V2 PG-7VL HEAT (replaces vanilla Doomsday Rocket): this gun can actually be crafted, and stats are affected by quality. The blast radius of the projectile is small, but the projectile itself deals very high damage and has an armor penetration value of 600%. This makes it very powerful against heavily armored targets like pawns in power armor or centipedes.

Added custom sprite:
- M2 Flamethrower Crocodile

Changes:
- Napalm projectiles from both flamethrower variants deal much less direct damage now. They will still cover the same area and deal fire damage, but it is no longer absurdly destructive - the idea is the environment will take more damage from the fires started than being hit by the projectiles.

Update: 15 Sep, 2021 @ 7:31pm

= Version 0.1.3 =

Added gun:
- Izhmash AK-74 5.45×39mm

Changes:
- More audio tweaks to make the guns sound better.

Update: 15 Sep, 2021 @ 10:03am

= Version 0.1.2 =

Added custom sprites:
- M2 Flamethrower
- Minor tweak to AKM sprite

Added custom sounds:
- Glock 17
- Hecate II
- Mossberg 500

Fixes:
- Added the "AssaultRifle" and "IndustrialGunAdvanced" tags on a few guns that were missing them. The lack of the "IndustrialGunAdvanced" tag was preventing certain weapons from spawning on NPC pawns; this is now fixed.

Right now the sound implementation is somewhat basic and I am looking into custom parameters, such as how to add a one-off reloading sound after each burst fire, and setting a delay between gunshot sounds and action cycling. Please let me know if you are also a Rimworld modder and know how to do this!