Skip to content

Project 45 v1.7.0b

Choose a tag to compare

@Aikiro42 Aikiro42 released this 25 Aug 22:02
· 125 commits to main since this release

v1.7.0b

User-side

New Features

  • Added "shift abilities", which is a separate implementation from PsyNy's Ability Extender. These abilities are either passive or activated by tapping the shift key.

    Technically they can be activated with right click depending on how they're coded. They're essentially secondary alt abilities.

  • Added the Gun Shield, a passive regular variant of the A.R.M.D.L.O shield.
  • Added the F.I.S.T. Gauntlet, an experimental close-range punching weapon.
  • Added the Wrist Gun, a wrist-mounted pistol that can accept underbarrel mods.
  • Added The Protector, a hand-craftable and highly-modifiable weapon.
  • Added the Elementoil© Vanilla Flavour, an applied utility that changes the weapon's elemental type into a random vanilla one. (Beyond improving compatibility with PsyNy's Retrofitting Station, it has no effect on the weapon.)
  • Added the Choke mod for shotguns.
  • Added an explosive burst alt ability to the Malorian Arms 3516.
  • Added a custom alt ability to Fleetly Fading, "Scarlet Flash":
    • Scarlet Flash shoots an initial "slash" projectile in the direction of the mouse, then distributes 10 slashes among nearby enemies.
    • Its damage is calculated as such: AD (ability damage) = baseDamage * reloadRatingMult * stockAmmoMult * passiveDamageMult * critDamage{reloadRating} * healthMult
    • If Scarlet Flash is not used with Project 45 weapons, it scales off energy instead.
  • If you have StarExtensions or OpenStarbound, you can now reload your weapons with the "V" key! You can rebind this key by typing '/binds' in the chat.

General Changes

  • Improved tooltip layout:
    • Added a separate pane for a weapon's technical properties.
    • The tooltip now hints the mods a weapon accepts.
  • Improved the description of each weapon.
  • Improved the way categories are conveyed:
    • All weapons now state their respective category as-is. ("Universal", "Ballistic", "Energy", "Experimental", "Special")
    • Special and Experimental weapons (that are actually Ballistic/Energy weapons) have a different flair to their categories.
  • Renamed "Enemy Radar Mod" to "Enemy Radar", and changed it to a shift ability mod
  • Changed Shift Reload to a shift ability mod
  • Improved ammo mods: they should now apply an elemental type on the weapon.
  • The Enemy Flare now spawns a custom NPC type equipped with Project 45 weapons.
    • Improved spawn algorithm of the Enemy Flare.
  • Added innate 'manualReload' slot for the manual reload "enabler" mods
  • Changed Phase Shift ability VFX.
  • Improved gunfire VFX.
  • Improved gunfire SFX of the Service Rifle
  • Improved Machine Gun rendering.

Bug Fixes

  • Added rudimentary compatibility with Psyny's Ability Extender.
  • Fixed a sprite error on the Itano Missiles.
  • Fixed a sprite error on arrows fired by some Project 45 weapons.
  • Fixed perfect charge range not appearing in ui if the range starts from the very beginning of overcharge (i.e. 0%)
  • Fixed the Underbarrel Shotgun using pistol sounds when firing.

Balance Changes

  • Removed cheat code from the A.R.M.D.L.O Shield.
  • Decreased spread of the Kuva Bramma.
  • Removed two-handed override of the Phase Shifter. When the mod is applied on two-handed weapons, the player is given access to its prolonged phase shift ability. Otherwise, the player can only dodge with the mod on.

Dev-side

New Features

  • Added "shiftAbility" as a valid ability slot for ability mods
    • made buildscript properly archetype shift ability mods
  • Added pre-installation checkers for the shift ability
  • Added code that applies shift abilities on weapon
  • Added 'project45scarletflash', a new projectile for the upcoming alt ability of Fleetly Fading
  • Added 'project45blot' particles for the aforementioned alt ability
  • Added back hand rendering for to guns so that they look different depending on which direction the player is facing (similar to shields)

General Changes

  • Adjusted disassembly code to accomodate shift ability changes
  • Removed shift reload passive script in accordance with the shift ability changes
  • Changed 'project45armadillo' to a shift ability
    • Changed modCategory of project45-shiftreload
  • Refactored primary ability crit calculation.

Bug Fixes

  • Added handler for null stances passed to weapon:setStance()
  • Removed redundant code from project45gunneo.lua
  • Improved animation script compilation logic of buildscript
  • Improved animation scripts of enemy radar, flash laser, grenade launcher and gun scope so that they call the old update function
  • Commented out some loginfo calls