Changelog
Changed
- Any bullet that can ricochet (or at least runs the code for it) can now also break glass, as well as destroy red barrels
- Removed three old achievements which no longer work due to the gun changes
- AJR armor plating now uses niobium instead of saturnite, and yields twice as many items per recipe
- Due to the gating change, the saturnite anvil now has a tier equivalent to a bronze anvil
- Doubled the liberator's base damage to be on-par with the lever action shotgun in order to offset its poor performance due to the reload speed
- Decreased the explosive 12 gauge's damage from x5 to x2.5
- All non black powder shotgun shells now have some amount of damage threshold negation in order to not immediately become useless when used against early power armor
- Obviously shot will always fare worse against higher tier armor, in those cases either use flechettes, slugs, any of the high tier rounds or a different caliber entirely
- Bombers and cargo planes now use interpolation, making their movement smoother and fixing potential desyncs due to TPS
- Trenchmaster armor no longer displays benefits that no longer exist
- Legendaries are no longer found in red rooms, rather they have a whole new system of being discovered and crafted
- "Recipes" are still subject to change, but the base system is final
- There will some day be a completely new dungeon for those, but for now I used what I had
- Mayhaps a new legendary has appeared?
- Glyphids now make use of the same resistance system as armors, their armor is no longer completely ignored by the new guns
- Different damage types have different resistances
- Damage resistance remains the same, while damage threshold is determined by the glyphid's armor - breaking the armor off will decrease the damage threshold
- Balancing might still be off, however glyhids shouldn't be too tanky
- I still haven't bothered to fix the bolter. It's like the son I don't love
- Changed some of the sounds of the guns that still used the default black powder noise
- The flamethrower turret now uses the new flamethrower projectiles
- The now unused old gun items have been completely obliterated
- Headhot mulitpliers now apply for most conventional projectiles, by default the bonus for headshots is +25% damage
- JHP adds +50%
Fixed
- Fixed 9mm soft points being called ".9mm"
- Fixed missing localization for the hard plastic and PVC autogen materials
- Fixed the fat mine's crafting recipe still using the deprecated ammo item
- Removed legacy ammo items and guns from all remaining item pools
- Fixed the rubber grip not having a recipe
- Fixed the coilgun and bolter not being classified correctly
- Fixed new death messages not working
- Fixed none of the armors having fall resistance
- Fixed survey scanners not picking up nether depth rock
- Fixed FMJ, AP and DU rounds not having damage threshold negation, making them worse against most armored targets compared to JHP
- Fixed autgen items made from unsmeltable materials being smeltable in the crucible
- Fixed 240mm shells not being visible in creative
- Fixed JHP's negative armor piercing value not being counted right, breaking the "armor is worth more" system
- Fixed the second UZI dealing more damage than it should
- Potentially fixed an issue where artillery rockets would sometimes get stuck mid-air
- Fixed the artillery rocket turret's grace range not being 250 as advertised
- Fixed black powder shotshells using smokeless powder instead of smokeful powder
- Fixed the ballistic gauntlet not working with the new system
- Since base damage is now bound to weapons, the ballistic gauntlet now has a base damage of 15
MD5: 3a68bad208c50a1cb66520a10c6204f8
SHA1: c9aa57c3466188d03865223791daad9f5b1f855b
Files
HBM-NTM-[1.0.27_X5188].jar(50.03 MiB) Primary
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Release channel
BetaVersion number
5188Loaders
Forge
Game versions
1.7.10Downloads
341Publication date
December 23, 2024 at 11:21 PMPublisher
HbmMods
Owner