Changelogs
Version 2.41
Posted
-removed thaumcraft due to it causing issues and crashes with custom biomes
-added some stat quests back to the character sheet to fill in missing spaces
Version 2.4
Posted
-added thaumcraft
-added bloodmagic
-added big reactors
-updated ic2 nuclear control, mod tweaker, numina, music choices, and resource loader
-major revision of character sheet to make it less confusing
Version 2.32b
Posted
-accidentally left the unpatched version of BQ in the mod pack. sorry for any confusion/errors this may have caused
Discuss this update (0)Version 2.32
Posted
THIS UPDATE EFFECTS THE QUESTBOOK. YOU CAN UPDATE AN ACTIVE QUESTBOOK BY PASTING questdatabase.json FROM THE campaign FOLDER OVER THE ONE IN YOUR ACTIVE SAVE
-fixed hp not being rewarded per level if you had more than 1 unspent hp bonus
-fixed loot chest not being rewarded for luck 1
-fixed charisma cash-ins giving players infinite money
-re-arranged some quests to make them more intuitive
-added credits to vehicles, mechs and planes
-improved the intro to chaos rising
Version 2.31
Posted
-more fixes to netcode. should work fine on dedicated servers now
-some additions to intro sequence to make it flow better
Version 2.2
Posted
-addressed an issue with BQ debug printing. this will not affect your game
Discuss this update (0)Version 2.1
Posted
-fixed issue with quests not working due to being stuck in edit mode
-fixed issue with multi-choice rewards being hard to get
-fixed issue with players receiving twice as much health as they should
Version 2.0
Posted
**WARNING** ACCEPTING THIS UPDATE WILL BREAK ALL PREVIOUS VERSIONS OF THE PACK. YOU WILL HAVE BACKUPS, BUT THE OLDER VERSIONS OF THE PACK WILL NO LONGER BE SUPPORTED**
This update is a complete overhaul of the pack and as such you should be prepared for numerous changes that the changelog can't even begin to cover. The major quest lines have been thoroughly tested and everything is proven to work with a few exceptions (multi-choice quest time is very limited but is being worked on).
-changed questing mods from HQM to better questing
-complete overhaul of all quests
-many new and improved quest features
-many previous character quests that required interaction are now automatic
-GUI updates when quests are completed
-now possible to have many new quests, including quests with multiple paths
-map changes
-map now uses the numerous blocks that have been added
-all locations are now persistent
-harmonized blocks were used to ensure special locations are not destroyed
-loot is via quest.
-special loot on site is rewarded to players who find sites first
-mod changes
-numerous mods removed for being redundant
-numerous mods updated
-WRCBE removed due to excessive errors and lag
-several project red mods were removed due to redundancy
-many new blocks added via CS2
-gave alternative recipes to TE stuff that required hard or impossible to find materials
-NOTE: made changes to a speed multiplier for water and sanity in enviromine
-upgraded ruins mod to work with NBT data (hopefully)
-NOTE: fastcraft may cause issues with the ruins mod
-fastcraft has a setting to decrease game loading times...
Version 1.2116
Posted
CHANGELOG
-removed the need for hundreds of gun and ammo related parts
-added 3 new flans benches: energy weapons workbench, firearms workbench and loading bench. together they use less than a dozen parts to let you build any gun and most ammunition
-things that can't be built in the bench had their recipes simplified
-changed portable and stationary heavy weapons
-portables now have reload times
-stationary have no reload
-added sawed-off double-barrel shotgun
-get some
-added 7 new admech quests in Forbidden Planet to help the player get established faster and teach them some basic concepts of the pack
-added a quest about how to improve the packs performance in Character Sheet
-removed optifine from active mods
-it's still in the pack, just in a folder named "use at your own risk"
-fixed issue with town hall not letting you get the quest to attract settlers
-updated all the settlers
-boosted maka life and gave them better drops. can you milk lizards? never really tried, myself
-removed excessive reload times from energy weapons
-rebalanced energy weapon damage and projectile speed
-longlas 15->10 damage, speed to 20
-laspistol 7->4 damage, speed to 20
-lasgun 10->6 damage, speed to 20
-hellgun 10->6 damage, speed to 20
-plasma pistol 32->24
-plasma gun 40->30
-vastly improved damage boosts for energy weapons skill
-reduced laser commando damage bonus by 10%
-added recipes for the new cosmetic blocks
-made new cosmetic blocks recyclable if it called for it
-added some other objects to the recyclable list
-the neural interface was removed from the remaining recipes
-fixed some names on new blocks
-biomes enviromine settings are now accurate. basically just reflects water quality and sanity
-improved numerous texture files
-updated gun tooltips
Version 1.2115
Posted
-fixed the issue with the combat knife not being accepted
-included a config for optifine that doesn't set everything to MAXIMUM OVERDRIVE
Version 1.2114
Posted
CHANGELOG
-fixed more bugs
-completely obvious bug where you didnt receive a combat knife back from the first quest or couldnt turn it in in the first place
-many more RPG system related bugs
-removed FASTCRAFT
-clearly not a stable mod for some computers, marginal gains in FPS regardless
-removed hunger overhaul, spice of life and applecore
-couldnt be configured to work with blood and iron food so they were removed
-removed starting inventory mod
-HQM does what it does
-added gender mod
-RP purposes
-expanded and improved vaults
-added officers clubs to vaults, areas where players can access special vendors and public machines and lots of free stuff. need to have 2000+ rep with a faction
-removed TE furnaces, they let you bypass restricted furnace recipes. try using external heaters instead
-improved the recipe and added tooltip for external heater
-the IC2 and IE batteries/capacitors are interchangeable
-added 30+ cosmetic blocks and made harmonized cosmetic blocks for everything that might be used by admins/me
-improved the entire RPG system
-changed some stats
-changed the way AP works
-rearranged stuff so its in a better format
-improved the intro info quests
-made it so you only need 1 point to advance 1 skill point from 1-100
-improved many perks
-improved many skills
-removed cooldowns from just about anything. AP rate is mostly the only limiting factor
-added note about refilling bottles with water cells
-added notes about alcohol restoring sanity
Version 1.2113
Posted
-fixed major issue with energy and bolt weapons failing to hit about half the time
-fixed issue with melee weapons rewarding repeatable melee damage
-rebalanced energy weapons to take longer to reload and to have a max range
-improved visuals on bolts, missiles and rockets
-vastly improved HEIAP ammo and changed recipe
-removed ability to put attachments on deployable guns
-rebalanced some perk attachments
-rebalanced skill and stat related attachments
-updated kraken and inferno shells
-fixed starting 4 AP so you could get it even if you allocated agility points first
Version 1.2112
Posted
-fixed an issue where players couldn't claim their first 4 action points
Discuss this update (0)Version 1.2111
Posted
I took over 3 months off from modding and just recently came back to it. I want to finish this packs story and will be working on act 4 and migrating to a working questbook. If I can, I'll update to 1.10. This update is a major bugfix and balancing update.
SUPPLEMENTAL CHANGELOG
-fixed issue with mobs causing extreme lag
-ADDED MOD: hearts, for endurance and strength
-ADDED MOD: worldedit CUI, for users to see what they're highlighting in worldedit
-ADDED MOD: fastcraft
-ADDED MOD: healthbar, to get rid of those hearts that were taking up too much space
-ADDED MOD: default controls. sets your controls to none for a lot of the mods if its the first time you ran the game
-ADDED MODELS: greylight by derpiwolf
-REMOVED MOD: mapwriter
-UPDATED MOD: flans mod
-UPDATED MODS: the various thermals and cofhcore
-removed that awful seasonal music. Lycanites added it, if you wanted to know
-fixes and improvements to many biomes
-fixes and improvements to ruins templates
-general improvements to FPS
-fixes to tutorial level and addition of drivers ed
-fixed issues with the wrong blocks spawning on towers. you can exchange the old ones for new ones that work
-fixed the carbon rod quest
-fixed the workbench quest
-added the ad-mech door code to a quest. you could have talked to the servitor for it but that wasnt obvious
-changed the worldspawn to the ship where it should be
-made areas that you teleport to taller to reduce risk of glitching into the ground
-demon mobs now only spawn at night or near mob spawners
-increased the amount of experience from ab initio quests. they are tedious "build a thing" quests and need the extra incentive
-i cant fix the points going negative issue, its an HQM thing, but i did put a cooldown on investing stats to limit accidental clicking
-fixed the issue with players not getting the recall beacon when they should have
-improved the descriptions on how things work and added tooltips to some meta items
GUNS & DRIVEABLES
-new graphics for many weapons
-guns have unique sounds and ranges depending on ammo
-bullet impacts have unique sounds and ranges depending on ammo
-guns have unique recoil patterns depending on ammo
-guns have armor piercing values depending on weapon. theres a tooltip marker for it
-guns have improved and updated tooltips
-vehicle weapons have tooltips
-removed over 100 vehicles parts and replaced them with 6
-vastly improved and updated all vehicles, planes and mechs
-tank shells and bombs are now worth using
SKILL SYSTEM
-better integrated skill system into quests
-you can no longer exceed 10 stat points
-you can no longer get negative stat point
-fixed the error with the imprinting system needing a deprecated item
-fixed the issue with 1-50 mechanic giving leveling survival instead
-all skills and skill bonuses now only require 1 stat
-endurance now gives permanent increase to health according to points
-strength now gives permanent increase to melee damage according to points
-melee skill gains access to Melee Mastery, which increases damage with melee
-melee skill loses access to various weapon enchantments
MOBS
-added shade to list of monstrosities. made its bite paralyze you temporarily
-mobs target and damage vehicles, mechs and planes when the player's in them
-mob tracking has been significantly nerfed
-mobs shoot from further away
-almost all mobs wander the map
-mobs now have set health that only changes with difficulty and rarity
-harder mobs now spawn much less, and only so many can exist at once
-mobs now spawn in the biomes they should
-biomes with vegetation or mesas are free of direct demon spawning
-natural predators spawn on peaceful
-natural predators spawn in areas with vegetation
-behemoths are much tougher but only 2 can exist at once, anywhere
Version 1.2110
Posted
Overview
-NOTICE: It's highly suggested you start a new map to take full advantage of many new locations and features. Use World Edit to copy and save your base so you can paste it into the new map. It's included in the pack for your convenience.
-NOTICE: you can't play in groups anymore. the RPG system interferes with it. It won't matter, because the benefits outweigh the drawbacks
-NOTICE: you should let your world be called Nwe World if you want the initial map beacons
-added character development. SPECIAL stats, 40 levels, 14 skills, 112 skill related abilities, and 80 perks define your character.
-added troop questlines for imperium and lost & damned. raise and command your own NPC armies! many different types of troops for both sides
-vehicles are back and look better than ever! upcoming updates will add a skill tree that has the exclusive ability to make them, so the recipes will be changing a lot
-added mayor skill. establish a town hall, call in settlers, get work done, establish order, get your own merchants, transporters and more
-keep inventory is on by default, and cannot turn off. you now must pay energy to get lives instead
New Mods
-flans mod+
-liquid XP
-ACE
-thermal expansion
-i haven't incorporated it properly just yet, currently using it to see how easy i have to make IC2 recipes for the mod to be acceptable in a pack intended for casual players. once IC2 is on par with it the mods will both use the same parts thanks to forge dictionary
-thermal foundation
-thermal dynamics
-inventory tweaks
Mod Changes
-many fixes to recipes
-removed coros AI mod, it's useless with modded mobs
-addressed issues with archimedes being anachronistic (ships now need uranium rods, 1 rod runs the ship for 1 hour)
-archimedes ships now go incredibly fast
-ship blocks are now equal to iron blocks in blast resistance. they are no longer flammable
-got rid of the following in all crafting recipes in order to further simplify recipes
-robotic arm, solar cell, insulated wires (all types), metal boiler, silicon wafer, wire coil, drawplate, mk1 battery, silicon boule, microchip bundle, micro-circuit, charged mico-capacitor bundle, charged micro-capacitor, detonator bundle, detonator, forge hammer, steel shaft, nano-steel, nano-steel plate, nano-steel parts, diamantine stuff, diamond steel stuff (29 parts in total). removed parts were replaced with much simpler parts or just raw materials. removed parts have been eliminated from STC's, loot tables and vendors.
-added much simpler alternative ammo recipes
-simplified recipes for all remaining parts and machines. aiming to make IC2 recipes have the same crafting complexity as TE
-buffed IC2 energy generation rates to be equal with TE gens
-RF and EU are set at 1 to 1. this is not new, but i wanted to mention it
-fixed many broken recipes
-made pfaa coals fully compatible with the pack
-steel tools are now shiny tools from TE. the ones i added didn't work right
-simplified and explained reactor components for IC2. easier recipes
-increased mining resistance of various steel blocks and rockcrete
-started the transition to using just TE/IC2/IE as the main tech mods (phasing out redpower)
-stims are now extremely good
-improved many drugs
-military and civilian rations are now easier to make
-added hemp seeds to list of seeds that drop when hoeing grass (oversight)
-added note about getting basic seeds from using hoe on grass to questbook
-changed max range of turrets to 64
-melee weapons now have tooltips
-rockcrete, reinforced rockcrete, steel blocks, steel siding and glass have been strengthened
-added generic machinery and computer blocks that spawn with ruins. they drop parts and experience
-alcohol now has some positive and negative effects
Biomes
-added the final biomes: lush desert, scrubland, boneyard, dump, canyons, iron biome, copper biome, coal biome and uranium biome
-tweaked and adjusted many existing biomes
New Quests And Quest Changes
-added act 3 story quests for chaos & imperials
-added summoning questline for chaos
-added investment questline for imperials
-expanded on ad-mech questline
-added troop questlines to imperium and chaos
-vastly improved the beginning of the game (npc explanations, rewards, so on)
-you now get alerts when you discover a random location
-early quests alert you when you arrive at the locations
-all NPC adversaries respawn.
-the beginning quests have more NPC adversaries. this is to balance things out for people who play on peaceful in the beginning
-vastly improved the rewards for many quests
-a new locations page of the HQM journal that lets you track the places you randomly discover in one place
-fixed some quests involving archimedes
-continued editing of all writing to improve quality
-some quests were given alternative paths to follow
Locations
-greatly improved the ad-mech bunker with more NPC's, a better farm and so on
-you can now get free water at quest hubs
-you can now get free building materials of various types at the quarry
-you can now set your spawn point at bars
-improved method of getting water at pump station
-added about 10 new locations including some new types of sites with more of a background
-added possibility of finding credits in civilian ruin loot chests
-rebalanced loot chests
-removed code door from imperial bunker
Cosmetic
-changed many skins to be more reflective of the 40k universe
-added some KMFDM songs to the club locations
-used the 40k name generator to rename all NPC's more 40kish names (i'm still not going to make them talk in cockney idc)
-got some better skins for NPC's. still hard to find skins that are good but not someones anime waifu
Weaponry
-weapons now have hit icons
-projectiles send up debris when they hit surfaces
-bolt, laser and plasma weapons now have better effects
-kraken rounds are now mildly radioactive
-added explosion effects back to explosives
-added power sword. does more damage and swings faster than a chainsword
-vastly improved inferno weapons. they now inflict the flammable status effect, which increases fires damage over time
-vastly improved the narthecium. it now gives you about 40 extra life and 60% resistance for one minute, 3 seconds of invulnerability, and 6 seconds of regeneration II. great for team play
-added many new particle effects to various types of explosions
-foam grenades now inflict the sticky status effect
-increased blast radius of all explosives
-the grav gun cripples its targets
Mobs
-mobs are now damaged by explosives properly. they used to be healed by them
-mobs are no longer knocked back (usually)
-demons no longer have excessive armor. it was too ridiculous
-removed speed and attack speed buffs from mobs
-mobs now track you over very long distances and shoot at you from much further away
-added geists and crypt zombies into the game
-set neutrals to be hostile to daemons
NPC's
-increased dogmeats health, damage and aggro range
-reduced follower hire timeframes to reasonable amounts
-added a super cheap one day option to followers so you can move them around via soulstone
-removed ad-mech hostility towards neutrals (they will no longer kill peoples pets)
-made lost & damned hostile with daemons, and vice versa (daemon is just the name of the faction that the zombie troopers are in)
-made Endel MUCH tougher
-dogmeat now has sounds
-updated scrap prices at scrap dealer NPC's (made it much cheaper)
-added small lights to scrap dealer inventory
-added hemp seeds to botanicals dealer NPC's
-imperial NPC's have been brought up to global standards
-lost and damned NPC's have been brought up to global standards
-added servo-skulls
Version 1.219
Posted
-I messed up and didn't actually include the questbook changes during the last update. This one includes them.
-Restored NEI keys to DEFAULT. U for uses, O for open and so on. I'm very sorry for all the pain I've caused.
-Added inventory tweaks.
-Gated the Reavers in a certain bunker better.
Version 1.218
Posted
-Easy is now much easier. Mobs have 60% less health and suffer further penalties to damage, attack speed, and defense.
-Normal now has no mob bonuses.
-Hard is still hard.
-Added shovel, axe and bed to early quest rewards.
-Added some more Rage to early quest rewards.
-Made sure to prompt players when to use teleport beacons to save time in the early game.
-Enlarged ship at spawn in case it's needed as an emergency shelter.
-Added a cave shelter next to spawn.
-Reduced Fistfull Of Dust Dust requirement from 64 to 6 (token amount).
-Added more potential shelters along the Forbidden Planet questlines path. Most have loot chests.
-Added a quest that lets you skip most of Forbidden Planet and go straight to the Ad-mech. You will not get rewards for the quests you skipped but you can go back to do them any time.
-Added something to reduce backtracking in Forbidden Planet even more.
-Thanks to the people who tried the pack for their feedback!
Version 1.217
Posted
Huge new update! You must start a new map to experience all the new features, but I included world edit so you can copy, save, load and paste your base into the new map.
-Remember: \ activates NEI.
-Added Imperium faction with 33 quests.
-Added Chaos faction with 33 quests.
-Added Crimson Caravan faction with 9 exploration quests and 5 quick travel locations.
-Many improvements to existing quest lines.
-Added new Ab Initio questline.
-Added a tutorial world. Check your save file. Go there first!
-Updated customnpcs, agricraft, journey map, IC2 and NEI.
-Restored BFe IC2 language file.
-Made duralux, ceramite, plasteel and adamantium cheaper. The complicated recipes are now for players who are short on dust.
-Made circuits and adv circuits cheaper.
-Restored some vanilla recipes (the ones that aren't cheaper). The complicated recipes are now for players who are short on dust.
-Made miner mk.I and II recipes easier.
-Made mining lattice cheaper.
-Buffed energy output for the following: geo, nuclear, combustion, and wind based kinetic.
-Greatly increased calcification time.
-Greatly increased rotor lifetime. Remember: rotors can be recycled!
-Drastically increased heat units from hot coolant (IC2 reactors in multiblock mode should now be buffed accordingly).
-Torches no longer set things on fire.
-Easier blast brick.
-Added mining laser recipe & quest.
-Added journeymap coordinates to Forbidden Planet quests. Use them to set up waypoints, and keep in mind that the coordinates in your questbooks quests aren't in the same order as your journeymaps coordinates.
Version 1.216
Posted
-Updated modular turrets(bug fixes, turret bases accept EU and blast-proof turrets), ic2 (bug fixes), IE (bug fixes and pumps now work on finite water), zombie awareness (performance improvements, better path finding on mod mobs and bug fixes).
-Added more items and blocks for upcoming act 2.
-Stims now refill health.
-Changed some quests to no longer require finding books/notes. They are now location quests and are triggered if you're in the correct area. You still receive the books, but they are now quest rewards.
-Added note about hitting \ to activate NEI in startup message.
-Beer now restores a small amount of hydration instead of lowering it.
**Make sure to activate the blood & iron resource pack to use the custom soundtrack.
Version 1.215
Posted
EDIT: I also added recipes for combining and breaking down credits. Example: 2 50's from a 100, 2 5's equals a 10, and so on.
-Tier 1 machines now much cheaper.
-Some tier 3 machines now much cheaper.
-Electric furnace fixed.
-Many components simplified (less different parts).
-Many components made cheaper.
-Fixed broken farm equipment quest.
-Upgraded CofH core.
-Upgraded Immersive Engineering.
-Added Better Records (mostly for act 2).
-Added new items and blocks (for act 2).
-Added more tooltips and fixed some existing ones.
-Removed diminishing returns on eating same foods.
-Buffed water, again. One bottle now refills the meter.
Version 1.214
Posted
-Fixed issue with making fine wire in a drawplate.
-Fixed recipe plan recipe.
-Made it cost a full mk.II batt pack to recharge the network instead of a full mk.IV battery (9 times cheaper).
-Made it cost a full mk.III battery to get a teleporter beacon instead of 4 full mk.IV batteries (39 times cheaper).
-Simplified many recipes which were too complicated.
-Nerfed kinetic dynamo by a lot (1/8 as effective).
-Added promethium to rubber recipe.
-Added some alternate recipes for batteries involving the large quartz crystals found in the crystal biomes.
-Added tooltips to the various barrels so people can tell them apart better.
Version 1.213
Posted
-Fixed issue with wrench in "Ab Initio".
-Fixed issue with iron dust being unobtainable from special ores.
-Added a "recyclable" tag to everything that is recyclable.
-Fixed overlapping dirt recipe.
-Made bauxite dust come from bauxite clumps instead of ore.
-Lateritic soil now yields small bauxite dust.
-Various coals can now be made into coke.
-Zombies were removed due to vanilla mobs breaking the new spawning system. They were replaced with desert zombies from lycanites in some ruins.
-Zombies were replaced by Belphs in other ruins.
-Many other small fixes to various things, nothing major mechanically speaking.
Version 1.212
Posted
-Small fix for the broken Ad Initio quest line involving coal coke.
Discuss this update (0)Version 1.211
Posted
-Added enchiridon and discord.
-Rolled back IE due to bugs.
-Added a starter guide with enchiridon. It is a reward for the first quest.
-Modern workbench not dropping fixed.
-IC2 generator wasn't showing in NEI.
-Forge hammer recipes fixed.
-Added many more tooltips.
-Fixed copper cable recipe.
-Fixed some IC2 lang issues.
Version 1.210
Posted
-Fixed some recipes with coke furnace/blast furnace.
-You can now get clay, bauxite dust and iron dust from lateritic soil. Good source of early materials.
-Fixed some recipes with logs/planks not being ore dictionary defined.
-Water now refills your thirst by double the amount.
-Oxycrystals, slimeball and stims now hydrate you.
-Steel cable can now reach twice as far.
-Mobs and many new blocks/items now effect your sanity meter. To restore your sanity try drinking alcohol or using stims.
-Updated combat armor, archimedes ships plus and open modular turrets.
-No map changes this update.
Version 1.29
Posted
-Armor repair was broken before but is now fixed.
-Removed fastcraft and liteloader. They were causing too many people to crash. Any more issues will likely be attributed to optifine.
-Improved some locations on the map.
-Removed NPC's going nuts when mobs were around that they couldnt see.
-Reduced mob drops a good deal.
-Ad-mech bunker now lists the code on the inside so you don't forget and lock yourself in.
-Some quests now acknowledge damage levels.
-Added more recipes for clay, clay ball.
-Restored classic recipes for chest and furnace. Sorry, left some hardcore mode stuff in!
-You can now smelt lateritic soil into iron.
Version 1.28
Posted
-Added many more npc's to the only major location.
-New follower available with the Ad-mech.
-Settler system: Up to 4 settlers can be discovered hiding out within 200 blocks of spawn. Find them, rescue them and complete daily quests to keep them supplied. In return they will mine, chop wood or do other tasks for you.
-New biomes: Hell, toxic dump, no mans land, bauxite flats, primordial jungle.
-Many improvments and adjustments to existing biomes.
-Other small fixes.
Version 1.27
Posted
-Volcanos would spawn everywhere regardless of settings so they were removed.
-Added more NPC's to a certain location.
-Removed water pool ruin in jungle.
-Updated cofh core, archimedes, JAS, HQM, immersive engineering.
-Added the ambient soundtrack.
-Added archimedes ships plus. Ships can be very fast now.
-Made many small tweaks to nei, tooltips, and names.
Version 1.26
Posted
-Upgrading project red broke the config and spawned valconoes everywhere. This is fixed.
-keepInventory is now on by default to prevent rage.
Version 1.25
Posted
-Fixed a quest breaking bug at the beginning.
-All players should now always start with the right items.
-Multiplayer maps now have starting inventories.
-Nerfed some mob abilities.
-Fixed the menu music.
Version 1.24
Posted
-Fixed some broken quests.
-Updated mods.
-Balanced rewards better. Crate reward early game for hauling loot.
Version 1.23
Posted
-Complete overhaul, not an update.
-The pack is no longer for a PVP server, it is now a 40k themed campaign featuring over 80 quests, NPC's and much more.
Version 1.22
Posted
END TIMES UPDATE!
CONVERGENCE IS NEAR!
(only applies to server side stuff; single player clients ignore)
Update incorporates all the great ideas we got as suggestions!
-Enabled inventory drop
-Enabled explosions
-Dirt 2 Term armor
-Dirt 2 Heavy Bolters
-Dirt 2 Bolt drums
-Dirt 2 Nukes, nuke explosion radius adjusted to 30
-Term armor now has 300% speed boost
Version 1.21
Posted
CHANGELOG
-You can now cap 2 locations at once.
-If an enemy player destroys your flag they take $60 off you.
-Added chunk loaders to power plants, redstone and explosives labs.
-Updated Forge Blocks mod.
-Updated Combat Armor mod.
-Scout, Assault, and Power Armor are no longer affected by buffout/adrenochrome.
-Nerfed Terminator, Power and Assault armor life.
-Added enhanced tooltips to weapons to let players see their stats without dissecting the flan files.
-Started adding enhanced tooltips to grenades and ammo.
-Updated armor tooltips.
-halved satchel deployment rate.
-Buffed flak and carapace life.
-Carapace and Power Armor can now use a greater selection of heavy weapons.
-Added stationary heavy weapons. Power can use them but is immobilized while doing so.
-Terminators now have a speed penalty.
-Power Armor no longer has a speed buff.
-Assault Armor is now more difficult to repair.
-Turrets received a life buff.
-Autocannons can now use TX and TQ round clips.
-Assault, Power and Terminator now require adamantium plates to be repaired.
-Adamantium plates now require lead and iridium.
-Iridium can be used to make bullets very cheaply.
-You can place bayonets and ripper bayonets on every gun, including portable and stationary heavy weapons.
-Added quartz fiber, cable anchor.
-Removing cropsticks until I can figure outhow to balance crops.
-Removed Advanced Miner, RTG Generator and Composite Propellant recipes (composite propellant is available at explosives labs).
-Buffed Slug Gun, Slug Pistol, Autogun, Lasgun, Laspistol, Long-Las, Plasma Pistol, Hellgun, Sniper Rifle, Sniper Cannon and Plasma Gun damage.
-Assault Cannon's can no longer use HE rounds (creating way too much lag, assault cannon fights ate up multiple gb's of RAM).
-Removed Autocannon recoil, improved accuracy.
-Doubled AE energy usage.
-Improved Sniper Rifle accuracy, ROF.
-Added armor tooltips to dyed armor chestplates.
-Added ability to place bayonet/ripper bayonet on portable heavy weapons.
-Fixed issues with many weapons/general balance issues.
Version 1.20
Posted
-Added combat kits (access to tier 1 ammo and some other survival goods every 10 minutes, type /kits r1).
-Updated Factory mod. You can now check what the blocks making by right clicking but to use it you must shift-click it with an empty hand.
-Improved new player loadout. New players now have everything they need to join a team, start fighting and stay in the fight with the kit.
-Portable heavy weapons now accept drums/pack bundles.
-Buffed melee weapon damage.
-Power armor and Carapace armor can now use heavy autogun.
-Increase HEIAP damage.
-Fixed dual wielding not working on some pistols (bolt pistols).
-Tooltip to hydra about poison.
-Promethium tooltip to burn in generator.
-8mm mag to high cap mag recipe.
-Completely rebalance armor life.
-Bullet hitboxes bigger than 1 dont even work and were removed.
-Boosted bolt, lascannon, plasma, and tank round damage.
-Nanogel now stacks to 64.
-Bullet recipes now output double.
-Increased stack size of 8mm mags and high cap mags.
-Slowed AT/AA missiles, increased damage, increased lock on radius.
-Made almost all IC2 recipes easier.
-Added/fixed more AE recipes.
-Quadruple synthgas recipe, double charcoal recipe from logs in thermal centrifuge.
Version 1.19
Posted
-Switched to a better server (IP change)
-Added AE
-Added nuclear control
-Added iron chests (just build obby chests)
-Added stationary sniper cannon (immobilizes while being used, used by any armor)
-Updated armor mod (poison now goes through armor unless it can resist it)(terminator no longer receives speed or jump buffs)
-Buffed Hydra (only real defense/antidote to poison rounds)
-Buffed carapace armor life a good deal
-Remove construction foam (laggiest building material award)
-Fix wrench repair recipe
-Buffed assault speed again
-Gave flak a small speed boost (because its light armor thats why)
-Buff taurox speed
-Increased hitbox sizes of all projectiles, especially bolts, tank rounds and various lasers
-Buffed siege mortar firing rate
-Satchels no longer detonate when shot
Version 1.18
Posted
-forges are done! get much needed items cheaply, and build heavy vehicles/mechs
-tooltips to basic combat armors warning NOT to add dye
-balance aircraft life
-huge vehicle armor rigs WAY too expensive, make all frames/armor rigs less expensive
-increase vehicle repair amount and nano-gel cost
-increase fuel value of fuel cans
-vehicle guns back to normals
-tooltip about replicating patterns in things
-concrete block and tile recipes
-terminator model and item sprite
-armor recipes for colored armor
-aa and at missile tracking range and speed
-stone dust to quartz dust and silicon dioxide
-roman numerals on credits
-various fixes
Version 1.16
Posted
-added forge block mod
-added once disabled vehicle parts. the remainder that are disabled will be made at the forges
-added everything for arcologies. arcologies are now built
-added repair recipes for faction specific armor.
-rebalanced some armors
-fixed small vehicle frame recipe
-added leader lights
-added credit items. useful for setting up trade stations
-taurox can be made again
-misprint on leader HRC fixed
-added redstone ore->14 redstone in thermal centrifuge
Version 1.15
Posted
-finished armor mod. armor now works the way its meant to. only some aesthetic changes are left to make
-added some armor models specifically for chaos and imperium
-scout now has boots that can be crafted to change their setting: high step or high jump
-power and terminator now have high step
-buffed power life
-removed slowdown effects from weapons. weaponry now uses the armor ban list. only flak and terminator armor can use heavy weapons. scout and assault cannot use bolt weapons, though assault can use bolt pistols
-added new weapons: foam grenades, impact mortars
-plasma goes slower but travels farther
-all weapons changed to full auto (hold down button to fire)
-cheap leader and officers stone but you may only use those in capitals (check tooltips)
-ore washer clay recipe
-added new jeeps: autocannon jeep and cargo jeep
-buffed jeeps life a good deal
-added taurox back, now using challenger model thanks to efforts of Prototype
-added fixed version of dropship back, also thanks to Prototype
-fixed some bugs, notably iridium drill issue (thanks allawa)
-improved narthecium. lets just see where it goes from here
-field recharge of jetpacks
-made it easier to recharge most EC stuff
Version 1.14
Posted
-more armor fixes (banned item list works, rad resist works, more general fixes)
-vastly improved tank armor. dropped the ball on that one
-many or more rewarding recipes
-a few fixes
-many more tooltips
-synthetic diamond tooltip to remind people of it
-/suicide removed
-Explosives Lab added
-Changed where fortresses link
-Scout/Assault Armor can no longer hold several of the Portable Heavy Weapons(Portable Heavy Autogun is supposedly able to be carried still, not a bug)
-Assault Armor and Power Armor's speed buff increased
-Clay (ball) can now be made from 3 Dirt in the Ore Washing Plant
Version 1.13
Posted
-seriously spooky friday the 13th update pack
-removed hydration cells from recipe requirements, replaced with distilled water
-fixed explosives
-more armor balancing
-added UU recipes for some basics
-lots of recipe tweaks and a few fixes (not many left)
-added some client mods
Version 1.12
Posted
-fixed armor breakage. armor now deposits itself in your inventory once it gets too damaged
-flak armor no longer breaks
-new armor images for power & assault
-many fixes
-much balancing
-added inv tweaks to client
-recipes for recharging most reactor parts that degrade in compressor
-many more tooltips
Version 1.11
Posted
-massive buff to mechs life, incrased their speed and jump height
-fixed issue with oversized looking guns on paladin
-increased cost of recharging various EC cells
-added ripper bayonet to more guns
-buffed armor life
-buffs to HE grenades, mines and satchels
-fixed all reported broken recipes
-general fixes and balancing
Version 1.10
Posted
-more recipe balancing and fixes
-fixed armor repair cost issues
Version 1.7
Posted
-updated armor mod to fix life, fire and speed issues
-added recipes for plutonium, gun mod bench
-more fixes and balancing
Version 1.6
Posted
-added may recipes and fixed some broken recipe chains
-added armor repair recipes
-added drugs
-added admin doors, proper admin chests
-fixed many recipes that were too harsh
Version 1.5
Posted
-added armor mod
-added defense blocks mod
-added map of server
-many changes to recipes and addition items
Version 1.4
Posted
-further balancing of vehicles
-addition of graphics for rank blocks
-recipe additions
Version 1.1
Posted
-added ammo requirement list for guns. you can see what ammo a gun uses by hovering the mouse over it
-added, altered and removed many recipes
-fixed crash related to some deploy-able guns