Hot Dogs, Horseshoes & Hand Grenades cover
Hot Dogs, Horseshoes & Hand Grenades screenshot
Genre: Shooter, Simulator, Indie

Hot Dogs, Horseshoes & Hand Grenades

Update 96 Alpha 2 is Now Live On The Alpha Branch!

[previewyoutube="ALh39oRgedk;full"]

Howdy Folks!

Another week, another Alpha. Mostly bug fixes this week (though with another Meat Fortress set of goodies as well). If you’re using streamlined controls, please continue to let me know what you think, especially if there are still lingering issues (think I caught all the bugs this time around). If you do find issues, please file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/

TO ACCESS THE ALPHA BRANCH

  • Right click the game in Steam
  • Click Properties
  • Go to the Betas Tab
  • Click the Dropdown
  • Select ‘Alpha 1’


Hope y'all have a great weekend!

Peace,
Anton

Changelog - Update 96 - Alpha 2

Additions:

  • [Meat Fortress] Added New Firearm: The Long Shot (Sticky Grenade)
  • [Meat Fortress] Added New Grenade: Det Pack
  • [Meat Fortress] Added New Ammo Sub-types for Sticky Grenade (Robbie Burns, Rusty Nail, Highland Fling)
  • Added New Ammo Types (For Future Work): 7.62x42mm, 12 Gauge Short, .280 British, .45-100, 20x82mm, 12.7x108mm, .357 Sig


Fixes:

  • Fixed Ejection Distance for 600 magnum in b600
  • Added Transfer Bar Safety to Nagant Revolver
  • Fixed shadow distance on Ultra Quality
  • Fixed P6Twelve and Jackhammer breaking Cappocolleseum weapon testing job
  • Fixed internal meta-data regarding Deaglov ammo type
  • [Streamlined Controls] Fixed incorrect behavior for cylinder release in Revolver
  • [Streamlined Controls] Fixed missing cylinder swing-out control for 2019 detective special
  • [Streamlined Controls] Fixed broken teleport/dash actions (i think)
  • [Streamlined Controls] Fixed broken action blocking on Bolt Action rifles
  • [Streamlined Controls] Fixed bug with attachable break actions
  • [Streamlined Controls] Fixed assorted issues related to input sequencing and clearing
  • [Streamlined Controls] Fixed issue with attachments being removable with joystick while in Streamlined mode


Known Issues:

  • [Take&Hold] Global Score Submission is DISABLED in this Alpha
  • 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)

Update 96 Alpha 1 is Now Live On The Alpha Branch!

[previewyoutube="HS6Ur8uObPo;full"]

Howdy Folks!

Our Update 96 Alpha cycle begins today with some new Take & Hold features, and the first rev of the Streamlined controls option. If either of those interest you please make sure to watch all the way through the devlog! Both things are still rough around the edges but very much ready for testing and getting feedback from you folk.

Lastly, as always, please PLEASE file bug reports in the Steam Forum bug reports section here: https://steamcommunity.com/app/450540/discussions/1/

TO ACCESS THE ALPHA BRANCH

  • Right click the game in Steam
  • Click Properties
  • Go to the Betas Tab
  • Click the Dropdown
  • Select ‘Alpha 1’


Hope y'all have a great weekend and a Happy Halloween!

Peace,
Anton

Changelog - Update 96 - Alpha 1

Additions:

  • [Take&Hold] Added New Take & Hold Character, Beginner Blake, with chill progression
  • [Take&Hold] Added New Encryption Types: Recursive, Stealth, Agile, Regenerative
  • Added New WIP Option: Streamlined Control Mode


Changes:

  • [Take&Hold] Global Score Submission is disabled in this Alpha
  • [Take&Hold] Hardened Encryption has been changed to a protected single-hit target
  • [Take&Hold] Swarm Encryption has been changed to a 3-hit target with larger hit surfaces
  • [Take&Hold] The ‘Standard’ Progression used by Daring Defaults characters uses new encryptions
  • Sosig Frag Grenade Fuse Time changed from 3 to 6 seconds
  • Sosig Incendiary Grenade Fuse Time changed from 2 to 4 seconds
  • Sosig Grenades fuse tickdown slowed to 20% when grenade is held by player


Fixes:

  • Fixed STENOF being missing from item Spawner
  • Fixed 20 gauge Shotgun shell scaling issues
  • Fixed Meat Fortress Revolvers being unable to mount suppressors
  • Fixed issue where player body could cause fuses to ignite
  • Fixed PL-14 being broken when spawning from vault
  • Fixed PL-14 missing safety sound
  • [Take & Hold] Fixed incorrect weapon bool image for Zeke
  • [Meat Fortress] Fixed missing pickup sounds for Speed Loaders and Rockets


Known Issues:

  • 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)

H3VR Early Access Update 95 - Spooktober CURSED GUNS - Is Live!

[previewyoutube="H7OhpRdiLl4;full"]

Howdy Folks!

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

Changelog - Update 95



Additions:



  • 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)


Changes:



  • 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


Fixes:



  • 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


Known Issues:



  • 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)



H3VR Early Access Update 94 is Complete! - Tacticool 2020

[previewyoutube="bzPdg2Luk0Q;full"]

Howdy Folks!

Here we are, Update 94. The TACTICOOL update for the year (and really also the Sniper update as well). This update cycle was originally going to be about cleaning up Reflex sights and dropping a few toys in, and got… a little out of hand? It’s good though, as the whole process ended up dragging me into dealing with some systems that have NEEDED love for a long time, and I’ve been avoiding. This whole year continues to be about polishing the core and ensuring system integrity for future content, so… mission accomplished I guess :-P

As a refresher, I figured I’d summarize all the BIG changes in this update for those you lookin for a TLDR:

Major Optics System Improvements



  • Made reticle behavior with respect to magnification amount more realistic
  • Added new Scope Settings Menu allowing for Distance Zeroing, and manual Elevation and Windage offset in MOAs.
  • Scope zeroing is actually based upon pre-computed cartridge parameters (for a weapon of common barrel length)
  • All Scope settings are now saved in the vault.
  • Reflex and Red Dot reticle visibility improved
  • Interactive Ladder Sights on 33! Firearms were given a new UI, and were painstakingly calibrated to real world values


Increased Ballistics Simulation Complexity



  • Added (fairly accurate to RL) mechanical spread inaccuracy to all firearms.
  • Added point of aim shift from muzzle attachments, which all have their own
  • Barrel length now properly effects projectile velocity
  • Projectile travel distance increased and is now a scene-local setting


New Hover Bench System



  • A Spawnable Utility that can freeze a fireable gun in space, allowing for both precision scope zeroing, and just long range shooting that would otherwise be impossible due to VR tracking precision.


New Spectator/Streamer Camera System



  • Includes options for improved and smoother player view, 3rd person camera, held object camera and Sosig View
  • Tons of options (and more in the future if folks seem to use this system a lot)


37!!! New Attachments: New suppressors, foregrips, barrel extenders, reflex sights, scopes, and more



Please note that the changelog below is ONLY for the things added in this final build for Update 94, and does not include all the things that were added in Alphas 1-3, which were also quite extensive. If you haven’t been playing the game on the Alpha Branch, I recommend you at least skim that changelog as well, just so there are no surprises for ya.

Also, as a reminder any bugs should always be posted in the Bug Reports section of the Steam Forum here: https://steamcommunity.com/app/450540/discussions/1/ I keep having folks email me, post to the subreddit, or use our contact form, etc. etc., and it just makes it harder to keep track of everything, so if you could pleeeease keep them to that forum I would be deeply appreciative.

Hope y'all have a great weekend!

Peace,
Anton

Changelog - Update 94 Final



Additions:

  • Added New System: Spectator/Streamer View (Available in the Wrist Menu)
  • Added New Firearm: MRAD Bolt Action Rifle (.338 Lapua)
  • Added New Attachment Set: Railed Barrel Extenders (Mini Single, Mini Quad, Single, Tall Single, Tall Dual, Large)
  • Added New Attachment: Muzzle-attach Bipod
  • Added New Attachment Set: AK Fores (Romanian, Shark, B10)
  • Added New Attachment Set: 6 new Foregrips (LDAG, MVG, Serb, Shift, ShiftShorty, Shroud, TStyle, Valk, ZG106)
  • Added New Attachment Set: 2 new Iron Sight Pairs (A2, Scorpion)
  • Added New Attachment Set: 2 new Handstops (LTac and KAG, purely decorative)
  • Added New Attachment: Lion 2-5x Scope
  • Added New Attachment: Decorative Muzzle Train Whistle
  • Added Accuratelly (Painstakingly) Calibrated Interactive Ladder Sights to: AK74n, AKM, stg44, sks, c96, m712, model38, Mp34, SVD, mas 4956, delisle, KP31, PP-19, Kalishniluger, Mauser Assault Carbine, AS-Val, VSS Vintorez, AK-101, SVT-40, K98K, Mosin M1891, Mosin M38, Mosin 91/30, VZ-58 Compact, VZ-58 Sport, VZ-58V, VZ-58P, VZ-58 Custom, AK12 Production, AK12 Prototype, DP-28, DP-28 Shorty, MG-42, RPD


Changes:

  • Bespoke attachments now have 50% chance of spawning alongside firearms they match, on spawn, as long as firearm does NOT come out of a weapon crate.
  • Mosin Nagant Rifles now have a safety, and default to safe when spawned
  • Added New Attachment points to Rolling Block Pistol
  • Added New Attachment points to Rolling Block and Rolling Block Creedmoor
  • Added Muzzle Attach points to all Thompson SMGs
  • Added Muzzle Attach point to STG44
  • Added Muzzle and Stock attachment points to tons of pistols that were missing them
  • Added AK Fore Attachment Points to: AKM, AK74N, Kalishniluger, AK101
  • Rebuilt foregrip behavior for like every damn revolver and handgun in the game (it was not fun)
  • Magazines that can be physics-ripped out of guns can now only have that occur from another held object


Fixes:

  • Fixed Iron Sights on K-50m (raised/stetched front post dramatically)
  • Fixed issue where magnification of scopes was partially based on angle
  • Ruby pistol now listed under correct category
  • Fixed Optic UI getting truncated for windage adjustment
  • Fixed SW Stealth Muzzle Position
  • SKS dimensions tweaked to try to fix it
  • Eliminated a couple places causing debug spam
  • Fixed PP19 Bizon Magazine capacity (is now 64)
  • Fixed AEK919k stock to extend the correct amount (much longer)
  • Removed errantly present magazine disconnect safety from PX4
  • FIxed PP2000 pose issues
  • M16A4 Handlesight now properly has an Item Spawner Entry


Known Issues:

  • 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)

Update 94 Alpha 3 is Now Live On The Alpha Branch!

[previewyoutube="RRoz662OOgk;full"]

Howdy Folks!

SURPRISE. We have an out-of-typical-schedule Alpha for you this week. I got impatient and wanted to get some stuff into your folk’s hands as fast as possible to test, as I’ve just been having a blast with them. Make sure to watch this week’s Devlog, as I go through how the new Hover Benchrest works. I look forward to seeing what sorts of ridiculous shot you folks end up being to land with it.

Also, as a reminder any bugs should always be posted in the Bug Reports section of the Steam Forum here: https://steamcommunity.com/app/450540/discussions/1/ I keep having folks email me, post to the subreddit, or use our contact form, etc. etc., and it just makes it harder to keep track of everything, so if you could pleeeease keep them to that forum I would be deeply appreciative.

Hope y'all have a great weekend!

Peace,
Anton

To Switch to the Alpha Branch:
Right click the game in Steam
Click Properties
Go to the Betas Tab
Click the dropdown and select ‘Alpha 1’

Changelog - Update 94 - Alpha 3

Additions:

  • Added New Utility Item: Sniping Hover Bench (WATCH DEVLOG FOR HOW TO USE)
  • Added New Attachment: HAM 4x Comboscope
  • Added New Attachment: Flamenco6 LPVO Scope
  • Added New Attachment: VD1 LPVO Scope
  • Added New Attachment: Corder Tan Suppressor
  • Added New Attachment: Wrapped Suppressor
  • Added New Attachment: Ober Suppressor
  • Added New Attachment: Chungus Suppressor
  • Added New Attachment: Quadrant Suppressor
  • Added New Firearm: Ruby Pistol (.32ACP) (because i implemented it ????who knows how long ago??? And somehow just forgot, lost it in the unity project, and just… stumbled upon it this morning. Lol I’m so bad at gamedev)


Changes:

  • All Muzzle devices now have mechanical accuracy characteristics
  • Muzzle Devices generate unique but consistent point of impact shifts when mounted
  • Finished upgrading Zeroing and Reticle adjustments for all scopes
  • Scope internal camera now moves with zeroing micro-adjustments, not just ranging
  • Continued to tweak holosight reticles
  • Barrel length now FULLY effects projectile velocity
  • Changed how maximum projectile travel distance is computed, it is now a scene-local setting
  • Scope setting parameters are now stored in vault guns


Fixes:

  • Fixed Scaling of Model 10
  • Fixed all glitched out scopes
  • Fixed Slidebolting on Mosins and 98k
  • Fixed Broken G17 Custom red dot


Known Issues:
Red Dot luminance changes are DISABLED at the moment
Rotation to the side of scopes (like the gamepoint 3x) is still disabled

Update 94 Alpha 2 is Now Live On The Alpha Branch!

[previewyoutube="hrQEsntG_qE;full"]

Howdy Folks!

Got another Alpha for you this week, this time focussed on major ballistic and scope related changes, new Red Dots, and continued interaction on existing red dots and holos. If you didn’t watch last week’s devlog, and you’re following along on the Alpha Branch, I HIGHLY recommend you watch it here as well:

[previewyoutube="iMKehdfIUpo;full"]

Hope y'all have a great weekend!

Peace,
Anton

To Switch to the Alpha Branch:

  • Right click the game in Steam
  • Click Properties
  • Go to the Betas Tab
  • Click the dropdown and select ‘Alpha 1’


Changelog - Update 94 - Alpha 2

Additions:

  • Added New Attachment: BR4 Scope
  • Added New Attachment: ARCO red dot
  • Added New Attachment: EG1 reflex
  • Added New Attachment: LCO red dot
  • Added New Attachment: Juliet 3 elevated red dot
  • Added New Attachment: SRO2 red dot


Changes:

  • Projectile spread randomization is now distributed in a correct radial manner.
  • Projectile velocity is now effected by actual barrel length on all realistic firearms
  • Mechanical accuracy is now a property of all firearms
  • Scopes now zero based on pre-computed distances for a specific firearm's cartridge
  • Scopes now have a new menu providing various options for zeroing, magnification, and MOA adjustment
  • Smoothed Bipod transition on gun pickup


Known Issues:

  • Red Dot luminance changes are DISABLED at the moment
  • All integrated scopes in weapons (M40, G11) are BROKEN atm.

Update 94 Alpha 1 is Now Live On The Alpha Branch!

[previewyoutube="kDaQJ9uEBNI;full"]

Howdy Folks!

Hope you’re all having a pleasant week. We are BACK, with a small Alpha update for you this week. Couple new toys, but most especially some WIP changes for how reflex sights are rendered, and some new options for changing their brightness to be able to use them better in bright vs. dark scenes. Please let me know what you think of the changes!

Hope y'all have a great weekend!

Peace,
Anton

To Switch to the Alpha Branch:

  1. Right click the game in Steam
  2. Click Properties
  3. Go to the Betas Tab
  4. Click the dropdown and select ‘Alpha 1’


Changelog - Update 94 - Alpha 1

Additions:

  • Added New Firearm: SR-3M (9x39mm)
  • Added New Firearm: PL-14 (9x19mm)
  • Added New Firearm: GSh-18 (9x19mm)
  • Added New Attachment: Suppressor SR-3M

Changes:

  • Most Reflex sights now have adjustable brightness (click upper quadrant while grabbing)
  • Many Reflex sight reticles rebuilt for better visibility across all luminance backing.
  • Reflex sight reticles now have HDR luminance values
  • Hit-dots for Lasers now have HDR luminance values
  • Model 70 now has a muzzle attach point

Fixes:

  • KSG now spawns with Picatinny sight in T&H
  • Fixed Scaling on Explorer 22 pistol (geez that thing is huge in RL)
  • Fixed Jackhammer metadata
  • Fixed CAWS Tacmod to spawn with a sight in T&H
  • Fixed CAWS bolt hold open
  • Fixed Impact Sounds for Foregrips
  • VP9 Magazine now properly interpolates to mag well

H3VR Early Access Update 93 is Live! - The End Of Shotgun Month

[previewyoutube="cE0qkse_Jjw;full"]

Howdy Folks!

Got an extra-sized Devlog for you folks this week. Plenty to cover. How BOUT them classic prototype shotguns eh? It sure does seem like there was a period where everyone assumed what militaries REALLY needed was absurdly sized high capacity shotguns. I know I used to think they were the coolest thing ever after playing Fallout 2 as a kid (rocked across the wasteland with my CAWS). It seems though that common sense prevailed from multiple vectors, and such ridiculous devices are left to history (and VR hot dog gun sims), so it is a joy to be able to play with a bunch of shotguns-that-never-were.

As for Meat Fortress stuff, we are slowly making our way through all of the class’s kit, giving them alt weapons, new ammo and a grenade each. Once we’ve gotten through them all later this year, we’ve got some fun stuff planned that I think you folks will enjoy, including a specially designed Take & Hold character progression.

Lastly, I know there’s going to be a ton of questions regarding the Gameplanner system I talked about in the Devlog. I’ll be here for a few hours tonight on the subreddit to answer em. Do note though that a whoooole lot of that system is going to be a ‘design as we go’ sort of affair, where based on how various tools and nodes and objects are to use, we’ll follow what’s working. Still tons up in the air, but as always we plan to be super open about our design process with it, as well as listening for what seems the most exciting to you folks.

Hope you all have a pleasant Weekend!

Peace,
Anton

Changelog - Update 93

Additions:

  • Added New Firearm: Pancor Jackhammer (12 gauge)
  • Added New Firearm: CAWS (12 gauge Belted) with 10 and 20 round mags
  • Added New Firearm: CAWS TacMod (12 gauge Belted)
  • Added New Firearm: Throwback SingleShot (12 gauge)
  • Added New Firearm: Throwback SingleShot (20 gauge)
  • [Meat Fortress] Added New Firearm: Duckhunter (13 gauge)
  • [Meat Fortress] Added New Grenade: Mount Thunder Speed Nade
  • [Meat Fortress] Added New Ammo Variations for 13 gauge (Slugger, Bleeder, Blooper, Moonshot)
  • Added New Option to WIP Section: Max Decal Count (note this clears all active decals when changed)
  • Added New Attachment: G36C Rail Adapater
  • Added New Attachment: G36 Scope
  • Added New Attachment: G36 Combo-Scope
  • Added Matched Carryhandle Sight to M16A4


Changes:

  • Evo3 now has Mag Release button
  • Added a few new Status effect types to Sosigs
  • Knight Iron Sights are now FDE tan to match Mk18 Mod 1
  • Truefire Suppressor is now FDE tan to match Mk18 Mod 1
  • Replaced Models for Angled Foregrips


Fixes:

  • Fixed the Old Timey glasses unlock from Wurstwurld!!
  • Fixed some Status-effect related bugs for the Sosigs
  • Tan shade fixed on Mk18 Mod 1
  • Scope mount bug fixed on Rolling Block Creedmoor
  • Fixed pose issues with T14 Custom and VT13
  • Fixed old ammo spawner being in M.E.A.T.S. scene

H3VR Early Access Update 92 Is Live! New Mk18 and M16A4 Models & More!

[previewyoutube="YMPsiSs9Zrc;full"]

Howdy folks!

Got a new update for ya this week. Tis mostly toys so I'll let the devlog do the talking.

Hope you folks all have a Wonderful Weekend!

Peace,
Anton

Changelog - Update 92

Additions:

  • Added New Firearm: M16A4 (5.56x45mm)
  • Added New Firearm: Mk18 Mod 1 (5.56x45mm)
  • Added New Firearm: G17 (9x19mm)
  • Added New Firearm: G18c (9x19mm)
  • Added New Firearm: MCS870 (12 gauge)
  • Added New Magazine: G17 Drum (50 rounds)


Changes:

  • Rolling Block Rifles now have a mount for the Model 8 W330 Scope


Fixes:

  • Fixed Compound pistol having its internal magazine destroyed by clearing mags in the wrist menu
  • Fixed P6Twelve accepting any speedloader (whoops! Lol typechecking FTW!!!!!)
  • Meat Fortress Soldier Frag Grenade Fuse time corrected
  • Fixed unloaded Rolling Blocks not having a hammer hit sound
  • Fixed a few broken Item Spawner images
  • Optimized a bunch of internal transformations for moving gun pieces
  • Optimized a bunch of things related to attachments and sensors


Removed:

  • Removed old Mk18 Mod 0
  • Removed old G17

H3VR Early Access Update 91 Is Live! Happy 4th of July!!!

[previewyoutube="KfkCrkGKE1M;full"]

Howdy Folks!

I know we just had a huge update, but hey, it’s about to be the most theme-appropriate holiday of the year for H3, so we decided to sneak in a few more new toys for you folks to enjoy.

Hope you all have a safe and enjoyable holiday weekend!

Peace,
Anton

Changelog - Update 91

  • Additions:
  • Added New Firearm: Rolling Block Rifle (8x50mmR Lebel)
  • Added New Firearm: Rolling Block Long Range (.45-70 Govt.)


Changes:

  • .50 Remington Black Powder Ballistics info corrected
  • Changed the Item Spawner Category sorting for Meat Fortress Items
  • G11 TacMod now spawns with a Picatinny sight in T&H and has been moved to modern weapon pools


Fixes:

  • Fixed Rolling Block Pistol scaling
  • Fixed P6Twelve Scaling
  • Fixed Revolving Shotgun Triggers not animating
  • Fixed Revolving Shotgun Cylinders spawning phantom empty rounds when loading
  • Fixed OG Paper Target not being loadable
  • Fixed Broken Slide-bolting for Bolt Action RIfles