[previewyoutube=H7OhpRdiLl4;full][/previewyoutube] [b]Howdy Folks![/b] It’s Spooktober, so it’s time for a HORRIFYING update, and by that I mean a collection of utterly gross, and scary CURSED GUNS. That’s right, guns that shouldn’t be. So horrible you’d never find half of them in any other game than H3. From historical oddities to unholy fusions to just downright STUPIDITY, we hope you enjoy these ridiculous creations. As for the new Take & Hold character that’s been added, please note that it is likely to see some iteration over time, based on feedback. If it need more zombies, less zombies, how folks feel about the difficulty curve. We’ll be listening and tweaking as needed. Lastly, as always, please PLEASE file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/ Hope y'all have a great weekend! Peace, Anton [h1][b]Changelog - Update 95[/b][/h1] [h3]Additions:[/h3] [list] [*] Added New Take & Hold Character!: Zeke Zombiehunter with custom progression [*] Added New Firearm: Deaglov Pistol (.32 ACP) [*] Added New Firearm: IPSICK Pistol (.50 BMG) [*] Added New Firearm: Kuularuisku Machine Pistol (.25 ACP) [*] Added New Firearm: 1911 Stamped Prototype (.45 ACP) [*] Added New Firearm: Mosin Mini (.22 LR) [*] Added New Firearm: STENOF Machinegun (.308) [*] Added New Firearm: Tomacuzi (.455 Webley) [/list] [h3]Changes:[/h3] [list] [*] Changed internal loading procedure and meta-data for Take & Hold enemies to future-proof it for eventual new characters and enemy types [*] Spas 12 toggle now uses a touchpad/joystick click in any quadrant [*] [Take & Hold] Standard Flaregun removed from break action shotgun pools (still appears in Ricky Random tho) [*] Slide-bolting now no longer occurs when hammer is cocked to prevent accidentally re-opening bolt when readying to fire [/list] [h3]Fixes:[/h3] [list] [*] Empty cartridges can no longer multi-pickup other cartridges to glitch them full again [*] Finally freaking fixed holding break action weapons by their fores, and a host of related behaviors [*] Fixed various ladder sight trigger overlap and collision issues with AS VAL, VSS Vintorez, DeLisle Carbine, Kalishniluger, KP31, MAS49/56, Mosins, MP34, Bizon, SKS Classic [*] Fixed Ladder sight top cover hierarchy on RPD [*] MRAD Safety Fixed [*] Scout Magazine item spawner picture fixed [*] Fixed Desert Eagle slide guide rail appearance [*] Fixed some bodies being broken chosen in the Spectator panel break and result in a naked wiener [/list] [h3]Known Issues:[/h3] [list] [*] Red Dot luminance changes are DISABLED at the moment [*] Rotation to the side of scopes (like the gamepoint 3x) is currently disabled [*] Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen) [/list]