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Releases: Talamander/no-nuke-aftermath

Nuke Aftermath 0.2.2

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@Talamander Talamander released this 19 Oct 13:41

Runways stay usable after a strike.

  • Runways and taxiways inside the burn now get only a light scorch, so you can see where the pavement ends. Before, they turned as black as the grass around them, and it was easy to taxi or take off into the grass. Thanks to Satoru Gojo for the report.
  • No fires or charred trunks are placed on runways and taxiways any more.
  • New setting PavedBurn under [Aftermath] in BepInEx/config/talamander.no.nukeaftermath.cfg: 0 leaves runways clean, 1 burns them like the ground around them. Default 0.3.

Install: with NOMM, update Nuke Aftermath. By hand, replace BepInEx/plugins/NoNukeAftermath/NoNukeAftermath.dll with the one from NoNukeAftermath-0.2.2.zip. Check SHA256SUMS if you like.

Nuke Aftermath 0.2.1

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@Talamander Talamander released this 18 Oct 01:44

Fix for maps with tall relief.

  • The burn decal's depth now follows the measured ground relief around ground zero. Before, it only reached about ±860 m above and below the blast point, so ridges and slopes on mountain maps (for example Ironjaw Sound) got no burn. Stock maps look the same as in 0.2.0.
  • On Ironjaw Sound, the burn also needs Ironjaw Sound 1.0.1, which lets decals draw on the map's terrain.

Install: with NOMM, update Nuke Aftermath. By hand, replace BepInEx/plugins/NoNukeAftermath/NoNukeAftermath.dll with the one from NoNukeAftermath-0.2.1.zip. Check SHA256SUMS if you like.

Nuke Aftermath 0.2.0

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@Talamander Talamander released this 12 Oct 23:42

Nuclear strikes now get a far bigger blast, and they leave a visible aftermath behind.

The blast

  • The game's own fireball and mushroom cloud are about 1.6 times bigger and last about 1.6 times longer.
  • A brighter flash that lights up the ground and the clouds, plus a short white-out of the screen (off in VR).
  • A wall of dust races out along the ground, and a thin condensation ring spreads from the fireball.
  • The camera shakes when the shock wave reaches you in the cockpit (off in VR).

What is left behind

  • A burn about 2 km across for a 1.5 kt bomb, with a black centre, charred streaks and grey ash.
  • Trees are cleared further out than in the stock game (visual only). Charred trunks lie flat, pointing away from ground zero.
  • Lines of fire burn for up to 6 minutes, with smoke, a smoke column at ground zero and drifting embers. What is left of the cloud hangs for minutes.

Every effect has its own on/off switch in BepInEx/config/talamander.no.nukeaftermath.cfg, and ParticleBudget and MaxActiveBlasts limit the cost.

Fixes

  • 0.1.0 stopped working right after the game started on a default BepInEx install (the game destroyed the BepInEx manager object). 0.2.0 keeps working. Please update.

Install
Download NoNukeAftermath-0.2.0.zip below and unzip it into your Nuclear Option folder. You need BepInEx 5. Full steps are in the README.

NoNukeAftermath-0.2.0-plugins.zip is the same mod for mod managers such as NOMM. It has the same files without the folders, so do not unzip it into the game folder by hand. It was added on 2026-10-14; the mod itself is unchanged.

Test status
Test build. Tested on Linux (Proton) only, in an offline Escalation mission on a stock map with a 1.5 kt bomb, on Nuclear Option 0.34.1. Not tested yet on Windows, in VR, in multiplayer, at night or with the 20 kt and 250 kt warheads. On an RTX 5090 at 1080p, normal play showed no measurable cost; the frame the bomb goes off takes about 20 to 25 ms longer than in the stock game. Please report what you see in the issues.

Client-only and visual-only: other players do not need it, and it cannot change damage, units or the outcome of a match.

Nuke Aftermath 0.1.0 (test build)

Pre-release

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@Talamander Talamander released this 09 Oct 02:37

Test build, not yet confirmed in a real game. Needs BepInEx 5 (Windows x64, 5.4.23+). Extract the zip into the Nuclear Option game folder. No keys: it reacts to nuclear detonations. See the README for install steps and what to report.