[previewyoutube=swLyiCK7hx0;full][/previewyoutube] Howdy Folks! YAY WE DID IT! Update 85 is complete. Whew……. This took… a bit longer than was originally planned. Granted, part of that has been due to battling illness for over a month now, but even given that, the Take & Hold and Locomotion upgrades were a touch more involved than I anticipated. Totally worth it though! As the locomotion system can now handle significantly more complex and uneven terrain, which will be necessary for the eventual 2nd level for Take & Hold (which will be outdoor, and have the most complex topologies of any space in the game). As for Take & Hold, the mode is now in the place I want it overall, and the range of difficulty, challenge and armament is finally shaping up to really reflect what’s unique and special about having a vast firearm library stretching 150+ years of history. If you haven’t dove in yet to try the new ‘Wieners Through Time’ characters, I strongly recommend it! As mentioned in the devlog, I’ll be taking a much needed bit of a break after this update. So no Devlog next week. But I’ll be back on the 13th with what I’m sure will be a bunch of much needed bug fixes, and the beginnings of the next focus up for the game! I wish y’all the best. Have a wonderful weekend! Peace, Anton Full Changelog - Update 85 [b]Notes:[/b] [list] [*] All Take & Hold User Settings have been cleared to ensure old data doesn’t corrupt new user experience [*] All Take & Hold Scoring Tables Have been reset to reflect new settings [/list] [b]Additions:[/b] [list] [*] Added New Firearm: Model95 Derringer (.41 Short) [*] Added New Firearm: COP .357 Derringer (.357 Magnum) [*] Added New Firearm: Scar 17 CQC [*] Added New Firearm: Mac 10 (.45 ACP) [*] Added New Firearm: M1912 Handgun (9mm Steyr) [*] Added New Firearm: M1912/P16 Carbine (9mm Steyr) [*] Added New Firearm: MK23 Socom (.45ACP) [*] Added New Firearm: Hammerless Long Break Action (12 Gauge) [*] Added New Firearm: Pocket Hammer 1903 (.38 ACP) [*] Added New Firearm: C93 Borchardt (7.62x25mm Borchardt) [*] Added New Firearm: 1911 (the original one) (.45 ACP) [*] Added New Firearms: Sjogren Inertial (12 gauge) Full Length & Shorty [*] Added New Firearm: Bergmann No. 5 (7.63x25mm Mauser) [*] Added New Firearm: Bergmann No. 5 Carbine (7.63x25mm Mauser) [*] Added New Modern Sosigguns (MP7, P90, Mk14, F2000, DP12) [*] Added New WW2 Sosigguns (Flamethrower, Bazooka) [*] Added New Attachment: Mac 10 Shroud [*] Added New Attachment: Mac 10 Suppressor [*] Added New Attachment: W330 Scope for Model 8 and Model 81 [*] Added New Attachement: Prototype LAM unit for MK23 Socom [*] Added New Drum Magazine for AK74N (95 rounds of 5.45 x 39mm) [*] Added New Magazine: Historically Innaccurate MG42 Belt Box For Miserable Wieners [*] Added New Attachment: Bergmann Pistol Stock [*] Added New Speedloader: .38 Special 6 Shot (for the Model 10) [*] Added Experimental Locomotion Feature: Armswinger Intertial Jump [*] Added Experimental Locomotion Feature: Armswinger Base Speed [*] Added New Option: Armswinger Inertial Jumping [*] Added New Option: Armswinger BaseSpeed (For Left and Right Hands seperatelly) [/list] [b]Take & Hold Changes and Additions[/b] [list] [*] [TakeAndHold] Rebuilt All Existing Take & Hold Progressions [*] [TakeAndHold] Added 4 New Take & Hold Characters (Operator Ori, Soldier Of Fortune Franky, [*] [TakeAndHold] Cost no longer increments on purchase for Ricky Dicky Random [*] [TakeAndHold] Patrols now regenerate over time! [*] [TakeAndHold] Ammo classes now spawn in era/set specific ways (no exotic ammo in WW2, etc.) [*] [TakeAndHold] Object Constructor reroll [*] [TakeAndHold] Shifted Availability of some weapon pools to be earlier [*] [TakeAndHold] New Powerup Pools added and costs adjusted [*] [TakeAndHold] Hardened Encryption damage-per-tier reduced from 1000 to 600 [*] [TakeAndHold] Swarm Encryption sub-target arranged changed, and sub-target count reduced to 4 [*] [TakeAndHold] Picatinny Sights now spawn with any firearm that requires one. [*] [TakeAndHold] Setting Arcade AI Difficulty now once again slows agent projectiles and makes them weaker [*] [TakeAndHold] Patrols now only spawn at a correct distance from the player [*] [TakeAndHold] Patrol Cap and Regen Speed now clamped in Limited Ammo mode [*] [TakeAndHold] Max Sosig Pop during Hold now clamped in Limited Ammo mode [*] [TakeAndHold] Sosig Waves during Hold occur 33% slower in Limited Ammo mode [*] [TakeAndHold] Picatinny sights now spawn in weapon crates with weapons that require them [*] [TakeAndHold] Buying from a slot repeatedly now raises its price [*] [TakeAndHold] Some Equipment Pools Across All Character lowered in cost [/list] [b]Changes:[/b] [list] [*] Rebuilt Collision Handling For All Smooth Locomotion modes [*] Teleport and Dash mode now have Snapturn on Joysticks for WMR and Index [*] Attachable Shrouds (Mac 10 and Vector 45) Can be grabbed like foregrips. This means that any pistol that can accept a muzzle attachment and stock attachment can now be a fully functioning stable carbine. [*] Flashlight is now harnessable [*] Single Joystick/Touchpad and Twinstick movement now use new collision handling systems [*] Sosigs using the default config profiles now receiver 25% more Headshot damage across the board [*] Model 8 BaseColor Hue Muted [*] Break action weapons with exposed hammers can now have their hammers cocked via waving the palm of your other hand back across them while holding the gun [*] W330 Scope Mounts Added for All 1873 Repeaters and 1894 Repeater [*] 1873 Repeaters given a bit more pep based on barrel length. [*] Increased magazine reload speed when feeding in cartridges manually [*] Sosiggun Derringer now fires a .25ACP round instead of a .32ACP round [*] Increased 12gauge Flechette damage [*] [/list] [b]Fixes:[/b] [list] [*] Fixed Major locomotion issues with falling through the world when snapturning [*] Fixed Major locomotion issues where player rubber-bands back to prior spot after switching locomotion modes [*] [Meat Fortress] Fixed some incorrect/messed up textures on Meat Fortress guns [*] [Meat Fortress] Added Magazine Grab zone to bottom of pistol [*] Fixed an issue where collapsable stocks wouldn’t disable virtual stock point when collapsed [*] Bergmann No. 5s now correctly have last round slide hold open [*] Fixed muzzle shrouds not working on B600 and Nagant Revolver [*] Fixed picatinny sight spawn flag for Contender and MGL [*] Fixed pose angle and position for Sako 85 obrez, Meat Fortress Minigun, 12g Break Action [*] CZ75 Shadow Now correctly SA/DA trigger [*] Fixes Sosiggun Lever Action Rifle [*] Fixed P38 Snub muzzle position [*] 520 Shotguns can now properly slamfire [*] Match now spawns with Dynamite [*] Fixed Safety offsets for Super Shorty Shotguns [*] TT-33 Grip pose fixed [*] Fixed Dropped agent weapons not being able to be laser-grabbed reliably [*] M1918 BARs now have properly adjustable sights (whoops, looks like I never finished this lol) [*] Fixed Broken Turret Elevation [*] Fixed projectile data on .38 Rimfire [*] Fixed issue where some dropped Sosigguns in Take & Hold were not laser-grabbable, and took too long to despawn [*] Fixed Broken Webley 1913s in Vault (you may need to scan fresh creations with it) [*] Fixed oldschool vomit system for Rotwieners [*] Reloading Collision fixed on WA2000. Should be much easier to access. [*] Martini Henry ‘BP’ mark removed (thanks Dirty Rotten Fugger on the steam forum) [*] Fixed AK74 Drum cartridge positioning [*] Fixed Incorrect DT11 Item Spawner Images [*] Fixed Ladies Pepperbox Revolver Vaulting incorrectly [*] Fixed Tube shotgun mag loading breaking in certain instances [*] [Meat Fortress] Made missing All Rounder Clip visible in Item Spawner [*] Fixed missing safety sound on Lugers [*] M712 can now properly be cycled to semi-auto [*] Fixed initial fire selector position on IA2 rifle [*] Fixed major bot pathing issues related to ladder [*] Fixed major bot pathing optimization issue [*] Fixed major bot pathing stall out issue [*] Fixed health pickups for bots sometimes spawning into the ground [/list] [b]Removed:[/b] [list] [*] Removed Melee Mode Maurice and Akimbo Pistols Parker Take & Hold characters [/list]