[previewyoutube=cE0qkse_Jjw;full][/previewyoutube] Howdy Folks! Got an extra-sized Devlog for you folks this week. Plenty to cover. How BOUT them classic prototype shotguns eh? It sure does seem like there was a period where everyone assumed what militaries REALLY needed was absurdly sized high capacity shotguns. I know I used to think they were the coolest thing ever after playing Fallout 2 as a kid (rocked across the wasteland with my CAWS). It seems though that common sense prevailed from multiple vectors, and such ridiculous devices are left to history (and VR hot dog gun sims), so it is a joy to be able to play with a bunch of shotguns-that-never-were. As for Meat Fortress stuff, we are slowly making our way through all of the class’s kit, giving them alt weapons, new ammo and a grenade each. Once we’ve gotten through them all later this year, we’ve got some fun stuff planned that I think you folks will enjoy, including a specially designed Take & Hold character progression. Lastly, I know there’s going to be a ton of questions regarding the Gameplanner system I talked about in the Devlog. I’ll be here for a few hours tonight on the subreddit to answer em. Do note though that a whoooole lot of that system is going to be a ‘design as we go’ sort of affair, where based on how various tools and nodes and objects are to use, we’ll follow what’s working. Still tons up in the air, but as always we plan to be super open about our design process with it, as well as listening for what seems the most exciting to you folks. Hope you all have a pleasant Weekend! Peace, Anton [b]Changelog - Update 93[/b] [b]Additions:[/b] [list] [*] Added New Firearm: Pancor Jackhammer (12 gauge) [*] Added New Firearm: CAWS (12 gauge Belted) with 10 and 20 round mags [*] Added New Firearm: CAWS TacMod (12 gauge Belted) [*] Added New Firearm: Throwback SingleShot (12 gauge) [*] Added New Firearm: Throwback SingleShot (20 gauge) [*] [Meat Fortress] Added New Firearm: Duckhunter (13 gauge) [*] [Meat Fortress] Added New Grenade: Mount Thunder Speed Nade [*] [Meat Fortress] Added New Ammo Variations for 13 gauge (Slugger, Bleeder, Blooper, Moonshot) [*] Added New Option to WIP Section: Max Decal Count (note this clears all active decals when changed) [*] Added New Attachment: G36C Rail Adapater [*] Added New Attachment: G36 Scope [*] Added New Attachment: G36 Combo-Scope [*] Added Matched Carryhandle Sight to M16A4 [/list] [b]Changes:[/b] [list] [*] Evo3 now has Mag Release button [*] Added a few new Status effect types to Sosigs [*] Knight Iron Sights are now FDE tan to match Mk18 Mod 1 [*] Truefire Suppressor is now FDE tan to match Mk18 Mod 1 [*] Replaced Models for Angled Foregrips [/list] [b]Fixes:[/b] [list] [*] Fixed the Old Timey glasses unlock from Wurstwurld!! [*] Fixed some Status-effect related bugs for the Sosigs [*] Tan shade fixed on Mk18 Mod 1 [*] Scope mount bug fixed on Rolling Block Creedmoor [*] Fixed pose issues with T14 Custom and VT13 [*] Fixed old ammo spawner being in M.E.A.T.S. scene [/list]