Sorry for being away for so long, life gets complicated sometimes!
I'm getting close to completion of the next version, the content is mostly done I just need a ton of playtesting done so I make sure it works
0.6.1- Added M16GL (M16 with grenade launcher, 1 round capacity, poor man's OICW)
- Added Sturmpistole (Multiple ammo "flare" gun, concealable and tiny version of a grenade launcher)
- Added upgrade to the Alloy Flare Gun into the Alloy Storm Pistol (tritanium tier for the Sturmpistole)
- Added B-52 Stratofortress:
Serves as a craft between the dragonfly and the first skyranger in terms of transport ability, multi-role, can equip heavy cannons, howitzers, heavy plating or heavy fuel tanks, VERY expensive and cannot hunt down UFO's with its speed, lastly you can unlock a version with higher cargo capacities while sacrificing speed, fuel economy and being able to equip heavy plating (extra weight)
This is a whole new class of craft, its much slower and its cannons are more focused on having range and damage rather than speed, this is an experiment and I want to see what can be done with it. You can have it patrol with a squad of agents in it, the cargo variant of it actually has more troop capacity than the skyranger's 10, plus an extra vehicle while being a lot slower
- Added Motorbike:
Single person vehicle, for those playthroughs where you want to send out lone agents against the world, faster than the sports car
- Added nameAsAmmo properties to the following weapon's ammo:
BlackOps Auto-Shotgun exotic ammo
Shard Shotgun ammo
Shotgun ammo
Flare Pistol ammo
LWP Riot Launcher ammo
Light Hand Cannon ammo
KS-23M ammo
All anti-tank rifles
M3 Carl Gustav ammo
BlackOps Smart Auto-Shotgun ammo
Mortar ammo
Barret HE ammo
5.16 Ammo (AP and FMJ)
5.45 Ammo (AP and FMJ)
7.62 Ammo (AP and FMJ)
Some others I may have missed, but most if not all the exotic ammunition I added should now work with it, when equipping ammo it will be reflected in the name of the weapon now. I've added this for the weapons with ammo that has different behavior or is the tritanium equivalent, I might add it to more weapons if you guys like it, except the extended magazine versions which I feel are redundant since its obvious when it's big but they'll still say if theyre HE or FMJ just NOT if its FMJ extended, HE extended etc
- Changed the naming convention for mod folder
- Added two new
units:
I am not happy with the Smart Auto-shotgun or the Shard Shotgun quite yet, the baton ammo on the first is what worries me most, you cannot cycle that kind of ammunition that easily and I wish to make it reflect that but I haven't had the time or focus for scripting (IF its even possible) so I might just remove it if I can't limit it to 1-2 shots per turn, I don't want to make it single-shot ammo either since that's not the proper solution either. The Shard Shotgun needs further playtesting, I feel it lacks its own identity, as cool as the concept is it doesn't quite feel right yet.
This is also one of the last pieces of pre-invasion content I'm adding so I can focus on further balancing and there probably won't be any more room to keep putting real world guns in (as much as I'd love to keep doing that) from here on I want to do Tritanium and more of the sci-fi ones as well as finish the initial laser/plasma weapons I added, after that I'll finish the HWP and LWPs... basically no more collector edition weapon from WWII or Vietnam War ...unless I can't contain myself and it really does add something to the gameplay