[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/18966105/8a5354e9c87ef8b6828e19261c58c1f4320a5b17.png[/img] Howdy Folks! https://www.youtube.com/watch?v=AiJUrjlpmR0 I know we’ve already had an update this week, back on the first, but I decided to spend the rest of the week dealing with a bunch of the back log of bugs I’ve accrued the past month or so (especially from down an off-schedule rushed novelty update *cough*). Either way, it feels good to pull this many things off the Todo list, and some of the more complex issues I’m still working on should also be resolved before the next release. As mentioned in the video, the next month is going to be a slower release cadence, as I shift my energies fully to working on Take & Hold. The next release will also likely begin another Alpha cycle, as I will likely need to make some more changes to the total state permuation space for the Sosigs to get them behaving as I need for Take and Hold. Anywho, as always, let me know if I broke anything *nervous laugh*, and I hope y’all enjoy the various changes and fixes. Peace, Anton Update 71 Changelog Additions: - Added New Firearm: Hecate Anti-Materiel Rifle (.50 BMG) - Added New Firearm: Triple Regret (.50 BMG) - Added New Firearm: Whizzbanger Mk. 2 (.50 BMG) Changes: - Hecate 2 now has functional bipod - Player Visibility Calculation Changed. - Gepard SMG now has Russian style attachment mount on side - Gepard SMG now has magazine grab trigger on the underside - Pistol Caliber rounds now generate significantly less suppression per hit - Whizzbanger hitpoint can now be shot to set it off - Whizzbanger now has Stock and Suppressor mount *snort* - [Cappocolloseum] Newer Sosigguns now appear in various modes - [Cappocolloseum] Sosiggrenades can now spawn in Battle Petite Fixes: - MGL now has proper usagle cylinder ejector - Fixed MGL firing incorrect chamber in cylinder - Fixed Striker-fired pistols spawned from Vault (including their assembly) - Backpack Quickbelt slots can now be used when held but holstered - Classic M4A1 virtual stock point fixed - Fixed bug with Sosig Weapons and player quickbelt slots - Fixed geo hole in Mp5-10A5, mp5-40A5, Mp5A5, Mp5SD6 - SRS2 is now the correct size (thanks Stefan!!!) - All Magazines should be perceptible to Agents when they impact other surfaces/objects now - Fixed lowest joint break killing Sosigs when it shouldn’t - Fixed math errors that caused the player to be barely visible in indoor situations. Note this means that stealthiness is a little more difficult now. - Fixed H51 series not having chamber state saved correctly in Vault Susat Scope, Stand Foregrip and Uzi Suppressor now have correct item spawner picture - Simple launchers (like the Flaregun, H69) how flick open/shut correctly when player rig is rotated - Fixed incorrect Webley revolver picture in Vault - 1887 model shotguns no longer have their hammer pieces overrotate. - Fixed a bunch of Vault specific bugs that only occured in the M.E.A.T.S. scene - Laser mines in T&H containment damage the player again - Fixed issue where it was possible to grab a harnessed item out of the other hand by grabbing its quickbelt slot - [MeatGrinder] Laser mines now damage the player again - [MeatGrinder] HotDog Swarms can be destroyed now - [MeatGrinder] Spinjack Meat Now no longer auto-explodes - [MeatGrinder] Tried to physics-laminate floors better to prevent fall-through (other than in boiler) - [MeatGrinder] Fixed meat piles in starting room auto-exploding