Wowie, new years already? The schedule had some pickup this month. This is what got done:
-Fixed a bug where melee weapons would bloody from high speed pawn impacts (being thrown in a hostile manner) while game settings had gore on low.
-Fixed rare blood confusion on weapons. Suffice to say: weird.
-All shotguns received a boost to accuracy both with pellet spreads and with slugs. 10mm pistol received boost to "Snakeshot" spread accuracy.
-Stability fixes with utilities. Much like early workbench, it got presumptuous about running operations followed by menu auto-transition, in this case, closing after fixing. Also much like early workbench, this could result in game crashes in high-intensity environments, where actions might not execute quickly enough.
-Fixed a bug with 100% durability items sometimes washing up on Cleaning Kits and Whetstones.
-Some mesh/sound errors were fixed with medkit components. They looked like shotgun shells.
-New Containers! Everything you need to know about our next milestone:
*You can take and place items in and out of containers. You cannot place into respawning (owned) containers, as your items could be lost. Holier than thou in what's good for you.
*Quantity selectors. You can place any kind of item (except items you can't drop in a similar sense) in any quantity you wish with nifty new sliders.
*Hotkeys for quantity selection. A is for All, C is for confirm. Easy enough?
*Some crates generate out of set pools, and some from more global pools based on item types and factions. Jury rigged parts? Low tech weapons/ammos? All anything? Yes, all possible and much, much more.
*Parts and weapons that appear in crates are level scaled. Iron slugger stocks along side iron sluggers, but steel along side steel... well, usually. They produce a random range where weapons on foes previously did just the same, so you can get lucky sometimes or unlucky others.
*Very, very random. Conditions. Qualities. Quantities. Types. You can find parts and weapons damaged between 0 and 40%, often in much variety. Ammos can appear between < 100% magazine and up into 223% or so magazines. "Great, 8 4.6mm rounds..." or "Holy crap! 2 40mm grenades!" and everything inbetween. Definitely fun to hunt and loot bits in. (Just in time for the holidays?)
-Retroactively applied quantity selectors to "Sell" mode on shops. Very convenient. Very empowering. Ammo still sold by the magazine, as you'd expect.
-HUGE rebalance on weapon disassembly. Still a 2% chance to score a whole weapon recipe on disassembly, and 2% on part breakdown, but now a skill-relative chance to score weapon re-assembly only. If you're looting crates and rennovating parts, this is great. Math formula for this is:
-(Crafting Skill (1 through 100) + 10) / Weapon Assembly Skill % chance. If you say had a 35 assembly skill gun and 4 crafting skill:
14 / 35 or 40% chance to obtain re-assembly.
Combined with part breakdown acquisition, this means you can learn a bit about a weapon piece-by-piece, and renovate parts as your knowledge permits. Honestly, this means currently you can repeat assembly/disassembly for a recurring chance to obtain the whole recipe. Not sure if we'll control this later. It kind of makes sense in a funny way, and we're calling it "applied observation" for now- in that you might just epiphany in how the parts come together or something, and figure the whole puzzle out. Yes, you can grind it, but it's aggravating, slow, and generally petty...
-More stability fixes. Chicks dig it.
-Rebalanced M460 and B3SAS in accuracy rating. Both were tuned down in accuracy because the 460 could achieve 100% hipfire acc (ON THE MOVE!) with max parts and complete rifle mastery. As no weapon ever shoots REAL 100% accuracy anymore, and the aquisition for such a thing was a real feet, we're buffing them again so AR family can outshoot the AK family, which is fairly realistic in its own sense. One for mobility, one for accuracy, and the AK family for unrelenting, savage firepower.
-More sound tweaks and fixes as necessary.
-Slight optimization in some areas.
-Over-penetrating ("Hardened") rounds now only pierce into a 2nd target 50% of the time. These rounds largely operate as a cousin of Armor Piercing rounds (Tungsten based, even, but with less armor degradation rate) and we all know the only thing better than Vs Heavy in a pinch is Vs Heavy that applies to 2 targets. It is still an amazing round, but now not dangerously good. Retains both 2x damage bonus vs doors 100% of the time and secondary ammo effects only applying to first target hit. This has been a long standing question about "how do the rounds ALWAYS over-penetrate?", so now it's resolved along with some balancing questions.