Armory

Second changelog focused on weapons and items. Mostly for Multiplayer only except some visual bugfixes which was applied for Single Player too.


Pistol:

  • Base damage raised by 40% (Headshot 20 to 28) to match mag60. Pistol was way to weak and both weapons are using same bullets after all.
  • Improved shooting sparkle position plus it's depth will be auto adjusted depend of fov.

MAG60:

  • Fixed incorrect shooting point - it was misplaced to the top-right of crosshair.

War Blade:

  • Damage per slice changed to 28. Explanation: in v1.03 damage was 30 per slice which was ok. But for some reason it was nerfed to 15 in version 1.04 which is way too weak. So for v1.05 was decided to restore original damage with tiny nerf: 30 to 28.

Wood Bow (Single Player):

  • Improved position for widescreen monitors plus model will now better match place where arrow will release.

Tek Bow:

  • Normal arrows can't be used by tekbow anymore (anyway officially they are unused in MP because no pickups). Reason: scope mode is desynced, arrows drain performance, they can warp and attach to respawned players, and also, they are super annoying - when you getting hit it will attach on your screen until respawn.
  • Stringing animation (visual only) was slowed down by 25% to better match actual power level and sound.
  • Fixed a bug when arrow damage is never counted while in scope mode, so was possible to deal only 30 dmg at max by explosion. Now all damage will count as intended and you can deal up to 70 dmg (by headshot).
  • Improved position for widescreen monitors plus model will now better match place where arrow will release.

Shotgun:

  • Fixed incorrect shooting point for normal ammo - it was misplaced to the top-right of crosshair.
  • Improved sparkle position - it was misplaced to the right of barrels.
  • Explosive ammo direct hit damage increased from 30 to 40. Still weak, but not as useless as before. Better save red ammo for shredder if possible.
  • Restored missing toxic water splash effect for both normal and explosive ammo.
  • Fixed poor hit detection for explosive ammo.

Shredder:

  • Restored missing toxic water splash effect for both normal and explosive ammo.
  • Fixed a bug, where normal ammo shots always plays 2 sounds at the same time making it loud and resonant. Now it plays just 1 like it should be.
  • Improved shooting sparkle position (red ammo) plus it's depth will be auto adjusted depend of fov.
  • Improved trace effect to be more friendly with bigger fov (it will starts from barrel, not from air)

Firestorm Cannon:

  • Drastically reduced heavy screen blinking by correcting projectile spawn place.
  • Fixed incorrect shooting point - it was misplaced to the right of crosshair.
  • Removed fake flare shot in the shooting sequence that was able to go through walls and players (harmless).
  • Restored missing toxic water splash effect.

Plasma Rifle:

  • Fixed incorrect side texture. Now its same as N64 version.
  • Improved green sparkle position to better match trace and barrel.

Scorpion Launcher:

  • Insignificantly Tuned: delay between each of the 3 sequential rocket shots was increased by 5% while overall RPM is same. Reason: make animation less aggressive.
  • Fixed a bug where rocket creates extra explosion effect or\and extra damage and sound on impact with different water based surfaces. Now it will leave water splash instead.

Grenade Launcher:

  • Fixed incorrect projectile spawn - it was heavily misplaced to the left of weapon. Plus grenade destination now will be straight to crosshair center.
  • Fixed weapon onscreen position for widescreen monitors.
  • Weapon no longer works underwater.
  • Removed needless flare duplicator (invisible projectile that moves in sync with visible grenade) that produce white lightning and can go through obstacles in some cases while grenade already disappeared. Grenade itself can produce own light the same way as extra flare did, so it was just a performance lose for nothing.
  • Nail-Fixed a bug that makes many explosion effects flicker until next game launch in a case if Grenade Launcher was your first non-bullet weapon in current game session.

Flamethrower:

  • Removed yellow lines between flame parts, reason: increase performance and reduce visual glitches. Those connective lines doesn't deal damage anyway.
  • Flames (projectile parts) per second will be limited to 40 no matter of actual FPS, reason: prevent overspam with uber damage at high fps and increase performance.
  • Damage per flame increased by 5% (including aoe).
  • New ammo consuming system: ammo will be reduced only if real flame particle was shot and will not be affected by fps and weapon animation.
  • Start ammo increased from 100 to 120.
  • Improved onscreen position and it also now will scales correctly with higher fov.
  • Fixed incorrect direct hit damage - it was halved.

Charge Dart Rifle:

  • Fixed screen shaking become incredible strong and annoying the higher fps you have (when getting hit). Now it will always have native shake power, no matter of fps.
  • New constant dmg shock system that is not affected by actual framerate. Damage itself raised x4.0 times comparing to default value at 30 fps which was incredible low. Now you can do up to 26 passive shock dmg at full charge. Hit damage remain unchanged.
  • Weapon recoil animation was speedup by 25% to get rid of slowpoke feeling.
  • Weapon no longer works underwater.
  • Improved projectile spawn place.
  • Improved sparkle position.

Cerebral Bore:

  • Restored self-damage ability (by explosion).
  • Fixed incorrect projectile spawn - it was slightly higher.
  • Restored missing water splash effect.

Nuke:

  • Improved position of projectile that comes from nuke.

Harpoon Gun:

  • Fixed screen flashing bug when spear disappeared while being out of water and in some other cases.
  • Added blood effect on enemy hit.
  • Fixed incorrect projectile spawn - it was misplaced to the left of weapon.
  • Reduced start ammo on pickup from 30 to 20.

Torpedo Launcher:

  • Fire rate increased by 50% for multiplayer and by 25% for single player. Reason: it was really slow and planned to shoot faster in multiplayer, but devs probably forgot to mod it unlike N64 version. Weapon is still mostly useless for attacking anyway.
  • Fixed incorrect weapon onscreen position - was misplaced to the left, now its centered.
  • Reduced start ammo on pickup from 30 to 20.

Global:

  • Removed bright screen flash each time explosion occured (Grenade Launcher, Scorpion Launcher, Exp. Shotgun, Exp. Shredder). It was super annoying, not care of distance and also can happen multiple times within single explosion in some cases.
  • Sunfire Pod and Pistol will always disappear on pickup and can be picked up again if you already have it in inventory no matter of settings.
  • The distance that projectile can move away from player before disappearing was greatly increased which will fix many gameplay-wise issues such as useless pfm's and pointless blind shots. In original everything was always disappear when touching fog edge.

New Refurbished Stuff!


Tranquilizer Gun:

  • Restored first person weapon model and pickup model.
  • Restored its original hotkey - "7".
  • Restored uniq unused killphrase.
  • Added ability to use scope mode.
  • Restored original ammo pickup model - Darts Pack.
  • Weapon no longer works underwater.
  • Improved shooting animation, no more raggy reset.
  • Reworked weapon usability (does nothing before): Argh, what a painful dart in ass this thing is. The weapon is barely fits in multiplayer aspect and there was lots of ideas of how it should works... But the final one is: scalable damage, aka the less hp you have starting from 85, the more dmg will deal tranq hit to you. And it can trigger sleep aka playdead mode by headshot with 84% chance or by body shot with 12% chance. Hope it doesn't disappoint you much. Because is still too weak and hard to use. But at least it looks uniq.

Sunfire Pod:

  • Restored first person weapon model and pickup model.
  • Restored its original hotkey - "Backspace".
  • Fixed incorrect onscreen position (floating finger bug). And it also now be autoscaled with fov.
  • Weapon no longer works underwater.
  • Shooting style was changed from hold-and-release to insta throw. That was necessary to fix desync - game won't check other players throw force.
  • Small shooting delay added (if you somehow managed to collect more than one).
  • Sunfire Pod will no more shown on screen if you have no ammo.
  • Reworked weapon usability: it will work like hand grenade with big radius. Only 1 ammo on pickup (Max: 3). Can deal 150+ damage at impact center. New ability to damage self. Use Wisely.

P.F.M. Layer:

  • Restored first person weapon model and pickup model.
  • Restored its original hotkey - "Q".
  • Restored original ammo pickup model - 1 P.F.M.
  • Increased max damage from 50 to 68.75
  • Fixed incorrect onscreen position at higher fov. Now it will scale automatically.
  • Fixed incorrect projectile spawn, it was misplaced in all dimensions.
  • Weapon no longer works underwater.
  • Restored self-damage ability by explosion.
  • Removed annoying constant green waves when pfm is armed.
  • Reduced detonation timer when mine spotted player by 25% since it was way too easy to escape harmless.
  • Weapon start ammo is now 3 and max is 8.
  • Fixed a bug, where pfm stucks into players on direct impact and cause projectile desync and char model shaking. Now it will pass through players for both shooter and target.

Razor Wind:

  • Restored first person weapon model and pickup model.
  • Restored its original hotkey - "T->Y".
  • Fixed incorrect onscreen position at higher fov. Now it will scale automatically.
  • Slightly adjusted position to fix a decapitated finger bug for widescreen monitors.
  • Weapon no longer works underwater.
  • Restored original feature to become bloody after hitting enemies.
  • Fixed ability to make damage to players.
  • Increased tick damage from 50 to 75.
  • Increased throwing animation speed by 25%. It was way too slow.
  • Fixed incorrect on-hit logic where it plays War Blade hit sound (along with native one) instead of spawning blood.
  • Finally fixed a critical bug, where razor wind cause all players except owner to get crash. That was a whole damn adventure, because weapon script is missing required info about other players. So the code was updated, rewritten and simplified to make possible for Net to handle this.
  • Razor Wind will not restock when you travel through portals in multiplayer.

Flare:

Just a harmless tool. Tribute to single player.

  • Restored first person weapon model.
  • Brand new pickup model based on golden plate and unused HUD texture.
  • Fixed flare shot was invisible for other players.
  • Flare no longer works underwater.

Crossbow:

  • Restored first person weapon model.
  • New hotkey instead of unused Wood Bow weapon - "3".
  • Brand new pickup model based on golden plate with custom texture.
  • Restored original unused Adon voice on pickup.
  • Brand new ability to consume ammo instead of unlimited type. This including new start and max ammo values.
  • Restored ammo pickup model and wired to weapon (Quiver of arrows).
  • Restored ability to make damage to players.
  • Base damage raised from 10 to 25 which makes it slightly more powerful than tek arrow (20).
  • Fixed incorrect onscreen position. Now it's adjusted to place where arrows will release.
  • Fixed jammed\unstable shooting animation.
  • Fixed incorrect 3rd person model.

Assault Rifle:

  • Restored first person weapon model.
  • New hotkey instead of unused Talon weapon - "1".
  • Restored original weapon pickup model - golden plate with updated texture.
  • Unused ammo icon assigned to this weapon instead of shared pistol bullets.
  • New start and max ammo values.
  • Weapon no longer works underwater.
  • Fixed incorrect onscreen position to hide untextured places and better match shooting burst effect.
  • Fixed incorrect shooting zone - it was heavily misplaced to the right off crosshair.
  • Rebalance. Originally AR is totally useless - very weak, slower and less accurate even than MAG60. So its shooting speed was increased by 25%, damage increased by 60% (15% more powerful than mag60) and spread is slightly reduced (still worse than MAG60). Also restored quad damage for headshot similar way as mag60 works. It will be good for close range spreading and worse at distance, while MAG60 is more better at accuracy headshots.

Rocket Launcher:

  • Restored first person weapon model.
  • Restored original weapon pickup model - golden plate with updated texture.
  • New hotkey that will share same button as Flare - "F".
  • Originally it's called as Scorpion Launcher (N64 MP version), but we don't need two weapons with same names so it was changed to Rocket Launcher.
  • Since weapon was too weak, its damage increased by x2.50. That means you can deal 90 dmg on direct hit and up to 60 dmg by aoe.
  • Start ammo is now 12, but weapon have no ammo pickups.
  • Fixed incorrect 3rd person model.
  • Increased shooting speed by 15%.
  • Reduced direct hit push force by 20% (was way too strong).
  • Restored missing explosion sound on some specific surfaces hit.
  • A rocket jumping ability added instead of glitchy side push (Yes, for real).

Pulse Rifle:

Originally it's called as Plasma Rifle (N64 MP version), but we don't need two weapons with same names so it was changed to something similar - Pulse Rifle. It doesn't have uniq model, nor the inventory icon. So it was refurbished based on regular plasma rifle instead of N64 shorten version. Same hotkey as normal Plasma Rifle. Marshes-5 map exclusive, since its only map in Rok Match that missing normal plasma rifle. Maybe random arena map will also have it. You can count this weapon as a tech sample, aka different variation of plasma rifle. Weapon also have uniq heat aoe damage.

  • Restored original weapon pickup model - golden plate.
  • Weapon no longer works underwater.
  • Fixed scope mode desync, now all players will see plasma balls, instead of possible beta splashes.
  • Since original weapon was extremely weak, its damage now increased by x3.25.
  • Start ammo increased from 50 to 100 and max ammo from 100 to 300 (same as Plasma Rifle).
  • Projectile fly speed slightly increased.

Box of 40 Bullets:

  • Restored extra pickup from single player for Pistol and MAG60.

Invincibility:

Forgotten artifact from the past. Lasts 8 seconds only.

  • Restored & Ported unused item from single player. It had missing texture that was recreated based on concept-render image from Acclaim archives.
  • Fixed broken sfx & layers relations that makes many things overlap this item.


Image





    April 2025
    MoTuWeThFrSaSu
    123456
    78910111213
    14151617181920
    21222324252627
    282930