H3VR Early Access Update 85 is Complete! Check Out The Fancy Pants Derringers!!!
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Howdy Folks!
YAY WE DID IT! Update 85 is complete. Whew……. This took… a bit longer than was originally planned. Granted, part of that has been due to battling illness for over a month now, but even given that, the Take & Hold and Locomotion upgrades were a touch more involved than I anticipated.
Totally worth it though! As the locomotion system can now handle significantly more complex and uneven terrain, which will be necessary for the eventual 2nd level for Take & Hold (which will be outdoor, and have the most complex topologies of any space in the game).
As for Take & Hold, the mode is now in the place I want it overall, and the range of difficulty, challenge and armament is finally shaping up to really reflect what’s unique and special about having a vast firearm library stretching 150+ years of history. If you haven’t dove in yet to try the new ‘Wieners Through Time’ characters, I strongly recommend it!
As mentioned in the devlog, I’ll be taking a much needed bit of a break after this update. So no Devlog next week. But I’ll be back on the 13th with what I’m sure will be a bunch of much needed bug fixes, and the beginnings of the next focus up for the game!
I wish y’all the best. Have a wonderful weekend!
Peace,
Anton
Full Changelog - Update 85
Notes:
All Take & Hold User Settings have been cleared to ensure old data doesn’t corrupt new user experience
All Take & Hold Scoring Tables Have been reset to reflect new settings
Additions:
Added New Firearm: Model95 Derringer (.41 Short)
Added New Firearm: COP .357 Derringer (.357 Magnum)
Added New Firearm: Scar 17 CQC
Added New Firearm: Mac 10 (.45 ACP)
Added New Firearm: M1912 Handgun (9mm Steyr)
Added New Firearm: M1912/P16 Carbine (9mm Steyr)
Added New Firearm: MK23 Socom (.45ACP)
Added New Firearm: Hammerless Long Break Action (12 Gauge)
Added New Firearm: Pocket Hammer 1903 (.38 ACP)
Added New Firearm: C93 Borchardt (7.62x25mm Borchardt)
Added New Firearm: 1911 (the original one) (.45 ACP)
Added New Firearms: Sjogren Inertial (12 gauge) Full Length & Shorty
Added New Firearm: Bergmann No. 5 (7.63x25mm Mauser)
Added New Firearm: Bergmann No. 5 Carbine (7.63x25mm Mauser)
Added New Modern Sosigguns (MP7, P90, Mk14, F2000, DP12)
Added New WW2 Sosigguns (Flamethrower, Bazooka)
Added New Attachment: Mac 10 Shroud
Added New Attachment: Mac 10 Suppressor
Added New Attachment: W330 Scope for Model 8 and Model 81
Added New Attachement: Prototype LAM unit for MK23 Socom
Added New Drum Magazine for AK74N (95 rounds of 5.45 x 39mm)
Added New Magazine: Historically Innaccurate MG42 Belt Box For Miserable Wieners
Added New Attachment: Bergmann Pistol Stock
Added New Speedloader: .38 Special 6 Shot (for the Model 10)
Added Experimental Locomotion Feature: Armswinger Base Speed
Added New Option: Armswinger Inertial Jumping
Added New Option: Armswinger BaseSpeed (For Left and Right Hands seperatelly)
Take & Hold Changes and Additions
[TakeAndHold] Rebuilt All Existing Take & Hold Progressions
[TakeAndHold] Added 4 New Take & Hold Characters (Operator Ori, Soldier Of Fortune Franky,
[TakeAndHold] Cost no longer increments on purchase for Ricky Dicky Random
[TakeAndHold] Patrols now regenerate over time!
[TakeAndHold] Ammo classes now spawn in era/set specific ways (no exotic ammo in WW2, etc.)
[TakeAndHold] Object Constructor reroll
[TakeAndHold] Shifted Availability of some weapon pools to be earlier
[TakeAndHold] New Powerup Pools added and costs adjusted
[TakeAndHold] Hardened Encryption damage-per-tier reduced from 1000 to 600
[TakeAndHold] Swarm Encryption sub-target arranged changed, and sub-target count reduced to 4
[TakeAndHold] Picatinny Sights now spawn with any firearm that requires one.
[TakeAndHold] Setting Arcade AI Difficulty now once again slows agent projectiles and makes them weaker
[TakeAndHold] Patrols now only spawn at a correct distance from the player
[TakeAndHold] Patrol Cap and Regen Speed now clamped in Limited Ammo mode
[TakeAndHold] Max Sosig Pop during Hold now clamped in Limited Ammo mode
[TakeAndHold] Sosig Waves during Hold occur 33% slower in Limited Ammo mode
[TakeAndHold] Picatinny sights now spawn in weapon crates with weapons that require them
[TakeAndHold] Buying from a slot repeatedly now raises its price
[TakeAndHold] Some Equipment Pools Across All Character lowered in cost
Changes:
Rebuilt Collision Handling For All Smooth Locomotion modes
Teleport and Dash mode now have Snapturn on Joysticks for WMR and Index
Attachable Shrouds (Mac 10 and Vector 45) Can be grabbed like foregrips. This means that any pistol that can accept a muzzle attachment and stock attachment can now be a fully functioning stable carbine.
Flashlight is now harnessable
Single Joystick/Touchpad and Twinstick movement now use new collision handling systems
Sosigs using the default config profiles now receiver 25% more Headshot damage across the board
Model 8 BaseColor Hue Muted
Break action weapons with exposed hammers can now have their hammers cocked via waving the palm of your other hand back across them while holding the gun
W330 Scope Mounts Added for All 1873 Repeaters and 1894 Repeater
1873 Repeaters given a bit more pep based on barrel length.
Increased magazine reload speed when feeding in cartridges manually
Sosiggun Derringer now fires a .25ACP round instead of a .32ACP round
Increased 12gauge Flechette damage
Fixes:
Fixed Major locomotion issues with falling through the world when snapturning
Fixed Major locomotion issues where player rubber-bands back to prior spot after switching locomotion modes
[Meat Fortress] Fixed some incorrect/messed up textures on Meat Fortress guns
[Meat Fortress] Added Magazine Grab zone to bottom of pistol
Fixed an issue where collapsable stocks wouldn’t disable virtual stock point when collapsed
Bergmann No. 5s now correctly have last round slide hold open
Fixed muzzle shrouds not working on B600 and Nagant Revolver
Fixed picatinny sight spawn flag for Contender and MGL
Fixed pose angle and position for Sako 85 obrez, Meat Fortress Minigun, 12g Break Action
CZ75 Shadow Now correctly SA/DA trigger
Fixes Sosiggun Lever Action Rifle
Fixed P38 Snub muzzle position
520 Shotguns can now properly slamfire
Match now spawns with Dynamite
Fixed Safety offsets for Super Shorty Shotguns
TT-33 Grip pose fixed
Fixed Dropped agent weapons not being able to be laser-grabbed reliably
M1918 BARs now have properly adjustable sights (whoops, looks like I never finished this lol)
Fixed Broken Turret Elevation
Fixed projectile data on .38 Rimfire
Fixed issue where some dropped Sosigguns in Take & Hold were not laser-grabbable, and took too long to despawn
Fixed Broken Webley 1913s in Vault (you may need to scan fresh creations with it)
Fixed oldschool vomit system for Rotwieners
Reloading Collision fixed on WA2000. Should be much easier to access.
Martini Henry ‘BP’ mark removed (thanks Dirty Rotten Fugger on the steam forum)
So the Unity Engine has made a liar out of me, and it seems another week of Alpha-ing was needed. I got a bit buried the past couple days fighting with a set of bot pathing issues that revealed some major bugs (or at least undocumented suboptimal behavior) in the Unity navmesh system that I ended up having to engineer around. For any of you who are devs, be aware that navmesh carving can break otherwise valid offmeshlinks if their endpoints are floated off the mesh! (and discovering that chesnut only wasted two frustrating days of my life).
ANYWHO, moving along, the other big thing this week is that all of the rework, fixing, tweaking and optimization that’s been done to the movement and collision handling for Armswinger the past month or so has now been migrated over to the Touchpad / Joystick / Twinstick movement modes. Please let me know if anything glitches out on you, but they’ve been fairly robustly tested, and I’m hoping they’re stable enough that I can wrap this update up FINALLY.
Lastly, the completion of this update will return Global scoreboards to Take & Hold next week, along with something… extra special to celebrate the end of this looooong alpha cycle. I hope y’all are ready for something weapons-grade stupid :-P.
Hope y’all have a wonderful weekend!
Cheers, Anton
Full Changelog - Update 85 - Alpha 6
Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled
Additions:
Added New Firearm: Bergmann No. 5 (7.63x25mm Mauser)
Added New Firearm: Bergmann No. 5 Carbine (7.63x25mm Mauser)
Added New Attachment: Bergmann Pistol Stock
Changes:
Single Joystick/Touchpad and Twinstick movement now use new collision handling systems
[TakeAndHold] Cost no longer increments on purchase for Ricky Dicky Random
Fixes:
Fixed collision handling bug related to snapturning in a corner (i hope)
Fixed Tube shotgun mag loading breaking in certain instances
[Meat Fortress] Made missing All Rounder Clip visible in Item Spawner
Fixed missing safety sound on Lugers
M712 can now properly be cycled to semi-auto
Fixed initial fire selector position on IA2 rifle
Fixed major bot pathing issues related to ladder
Fixed major bot pathing optimization issue
Fixed major bot pathing stall out issue
Fixed health pickups for bots sometimes spawning into the ground
Fixed categorization of Mk 23 LAM
H3VR Early Access Update 85 - Alpha 5! - Turn Of The Century Classics!
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Howdy Folks!
Ok, I super duper promise that this is MOST LIKELY the last Alpha in this cycle. Ran in a bunch of weird corner cases related to high slops and sliding this week when working on the new Player Collision Handling. I am almost certain that it’s where it needs to be finally. HUGE thank you to JediTobiwan for testing things aggresively for me.
Once this cycle is over, we’ll likely be switching back to less extensive changes in updates for a while (thank goodness). I have some plans for various small things I’d like to tidy up. Some Quality of Life changes. Some interfaces to improve (like the ammo spawner).
Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!
Cheers, Anton
Full Changelog - Update 85 - Alpha 5
Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled
Additions:
Added New Firearm: Pocket Hammer 1903 (.38 ACP)
Added New Firearm: C93 Borchardt (7.62x25mm Borchardt)
Added New Firearm: 1911 (the original one) (.45 ACP)
Added New Firearms: Sjogren Inertial (12 gauge) Full Length & Shorty
Added New Speedloader: .38 Special 6 Shot (for the Model 10)
Changes:
Rebuilt player collision handling AGAIN. It should actually work now.
Sosig Bots now transition between their Standing and Crouching poses more gradually.
Fixed era innappropriate ammo types spawning in Take & Hold
P90 now spawns with Picatinny sight in Take & Hold
Fixed Broken Webley 1913s in Vault (you may need to scan fresh creations with it)
Fixed oldschool vomit system for Rotwieners
Reloading Collision fixed on WA2000. Should be much easier to access.
Martini Henry ‘BP’ mark removed (thanks Dirty Rotten Fugger on the steam forum)
Fixed AK74 Drum cartridge positioning
Fixed Incorrect DT11 Item Spawner Images
H3VR Early Access Update 85 - Alpha 4! - MK23 Socom, Take & Hold Upgrades
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Howdy Folks!
Here’s another Alpha for you folks. Hoping this’ll be the last of the cycle. Anyone who plays using Armswinger should DEFINATELLY give this build a shot, play in as many scenes as possible! Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.
Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!
Cheers, Anton
Full Changelog - Update 85 - Alpha 4
Notes: While in Alpha, all scoring tables for Take & Hold will be disabled
Additions:
Added New Firearm: MK23 Socom (.45ACP)
Added New Firearm: Hammerless Long Break Action (12 Gauge)
Added New Attachement: Prototype LAM unit for MK23 Socom
Added New Option: Armswinger Inertial Jumping
Added New Option: Armswinger BaseSpeed (For Left and Right Hands seperatelly)
[TakeAndHold] Added New Progression and Enemy Types for Soldier of Fortune Franky
Teleport and Dash mode now have Snapturn on Joysticks for WMR and Index
[TakeAndHold] Rolling block pistol can now appear as starting weapon for CowwienerCalico
[TakeAndHold] Setting Arcade AI Difficulty now once again slows agent projectiles and makes them weaker
[TakeAndHold] Patrols now only spawn at a correct distance from the player
[TakeAndHold] Patrol Cap and Regen Speed now clamped in Limited Ammo mode
[TakeAndHold] Max Sosig Pop during Hold now clamped in Limited Ammo mode
[TakeAndHold] Sosig Waves during Hold occur 33% slower in Limited Ammo mode
[TakeAndHold] Picatinny sights now spawn in weapon crates with weapons that require them
Break action weapons with exposed hammers can now have their hammers cocked via waving the palm of your other hand back across them while holding the gun
Fixes:
USP and USP Match now correctly decock when safety is engaged
Sosiggun USP now has correctly cyling piece
AK74 Drum now properly loaded into Item Spawner
[TakeAndHold] Fixed Sosigs not spawning with all of their equipment when they should be
Fixed bug where Sosigs were taking errant environmental damage
Fixed bug where Sosigs were taking errant damage from objects in their inventory
Trigger on Scout rifle fixed
M1912/P16 now in the correct Item Spawner Category
M1918 BAR flipupsights Now ACTUALLY work
Jump heights now evened across Player Gravity magnitudes
FINALLY fixed the control infographic for Break Action Shotguns
H3VR Early Access Update 85a3! M1912 Hahns & New Armswinger Locomotion Features
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Howdy Folks!
Got another Alpha for y’all, this time messing around with some Locomotion changes I’ve been wanting to get to for a while now. Collision handling in H3 for movement has always had… a few quirks lets just say. Getting stuck in walls, poor handling of steep inclines, loss of velocity on certain collisions, weird ceiling edge-cases. I’m hoping to address as many of these as possible while keeping the locomotion behavior as identical as possible in core play contexts.
The first experiment in this direction is this week’s Alpha, where I have swapped in new experimental collision handling. NOTE, there are some known problems with it. It does _not_ handle stairs well. But it is far enough along that I could use some feedback on it, specifically if it handles situations where folks could end up glitch-falling out of levels better than the current system.
Beyond that, for Armswinger users I am SUPER curious what you all think about the new Intertial Jump and Base Speed systems (detailed in the devlog video).
Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.
Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!
Cheers, Anton
Full Changelog - Update 85 - Alpha 3
Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled
Additions:
Added New Firearm: M1912 Handgun (9mm Steyr)
Added New Firearm: M1912/P16 Carbine (9mm Steyr)
Added New Attachment: W330 Scope for Model 8 and Model 81
Added New Magazine: Historically Innaccurate MG42 Belt Box For Miserable Wieners
Added Experimental Locomotion Feature: Armswinger Base Speed
[TakeAndHold] Added New Character: Soldier of Fortune Franky (Post War Weapon pools)
Changes:
Changed Experimental Collision handing for Armswinger
[TakeAndHold] GI Grayson’s weapon progression changed
[TakeAndHold] Operator Ori’s weapon pools now only include modern (1990 and onward) weaponry
Model 8 BaseColor Hue Muted
Fixes:
Fixed a bunch of little stuff I forgot to keep track of while doing so
H3VR Early Access Update 85a2! Mac-10, Shroud Grip, & Take & Hold Updates
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Howdy Folks!
Hope you enjoy this Alpha. I’m still iterating on the new Take & Hold characters so am still VERY MUCH interested in your continued feedback. If commenting on them, PLEASE include what settings you played them on (health, equipmode, etc.)
Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.
Have a wonderful weekend!
Cheers, Anton
Full Changelog - Update 85 - Alpha 2
Notes: While in Alpha, all scoring tables for Take & Hold will be disabled
Additions:
Added New Firearm: Mac 10 (.45 ACP)
Added New Attachment: Mac 10 Shroud
Added New Attachment: Mac 10 Suppressor
Changes:
Attachable Shrouds (Mac 10 and Vector 45) Can be grabbed like foregrips. This means that any pistol that can accept a muzzle attachment and stock attachment can now be a fully functioning stable carbine.
[Take & Hold] Patrols now regenerate over time!
[Take & Hold] Ammo classes now spawn in era/set specific ways (no exotic ammo in WW2, etc.)
[Take & Hold] Object Constructor reroll
[Take & Hold] Shifted Availability of some weapon pools to be earlier
[Take & Hold] New Powerup Pools added and costs adjusted
[Take & Hold] Wild West Progression Difficulty heavily tweaked
[Take & Hold] Hardened Encryption damage-per-tier reduced from 1000 to 600
[Take & Hold] Swarm Encryption sub-target arranged changed, and sub-target count reduced to 4
[Take & Hold] Changed refire rates on some Sosig Wild West Weapons (to better represent that they’re single-actions)
[Take & Hold] Picatinny Sights now spawn with any firearm that requires one.
[Take & Hold] 5-6 More seconds Added in between Encryption Waves to give the player time to reload and re-stage equipment
Sosigs using the default config profiles now receiver 25% more Headshot damage across the board
Sosiggun P90 and Mp7 sounds swapped
Fixes:
CZ75 Shadow Now correctly SA/DA trigger
Fixes Sosiggun Lever Action Rifle
Fixed P38 Snub muzzle position
520 Shotguns can now properly slamfire
Match now spawns with Dynamite
Fixed Safety offsets for Super Shorty Shotguns
TT-33 Grip pose fixed
Fixed Dropped agent weapons not being able to be laser-grabbed reliably
M1918 BARs now have properly adjustable sights (whoops, looks like I never finished this lol)
Fixed Broken Turret Elevation
Fixed Physics Center of Mass Reset bug related to attachments
Fixed projectile data on .38 Rimfire
H3VR Early Access Update 85alpha1! Hammerless 520 & New Take & Hold Characters
Howdy Folks!
Hope you enjoy this Alpha. PLEASE let me know what you think of the (VERY WIP) new Take & Hold characters/progressions. The more info the better. I will attempt to synthesize feedback as I iterate on them. If commenting on them, PLEASE include what settings you played them on (health, equipmode, etc.)
Have a wonderful weekend!
Cheers, Anton
REMEMBER, to switch to the Alpha Branch: - Right Click H3VR in Steam and go to 'Properties' - Click on the 'Betas' tab - Click the dropdown and select 'Alpha1'
Full Changelog - Update 85 - Alpha 1
Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled
Additions:
Added New Modern Sosigguns (MP7, P90, Mk14, F2000, DP12)
Added New WW2 Sosigguns (Flamethrower, Bazooka)
Added New Drum Magazine for AK74N (95 rounds of 5.45 x 39mm)
Added New (Prototype) Take & Hold Characters
Added New Firearm: Scar 17 CQC
Changes:
Modified the standard progression for Take & Hold
Altered the settings for Take & Hold
Fixes:
Fixed pose angle and position for Sako 85 obrez, Meat Fortress Minigun, 12g Break Action
Removed:
Removed Melee Mode Maurice and Akimbo Pistols Parker Take & Hold characters
MERRY MEATMAS!!! - Update 84 Is Live. Your Presents Are In The SnowGlobe!
It's that time of year again!
Meatmas Day.
We've got an extra special set of gifts for you folks this year.
So when you get a chance, tear yourself away from family and merriment today, and jump into the Meatmas Snowglobe scene and tear open those boxes!
(We ask that you be polite and make sure to put prominent spoiler warnings in any post title if you want to talk about the gifts on the Steam Forum here. It's important to let everyone get a chance to be surprised equally :-) )
All of us here at RUST LTD. wish y'all a Meeeeeeeeerry Meatmas and a happy and safe holidays.
We’ve now come to the last of our themed Meatmas Month updates, which is a long awaited content and system drop for the Meat Fortress mode and its related objects. I do hope you folks enjoy finding all sort of ridiculous ways to mess around with what is the first player-deployable automated weapon system in the game!
I should note that the exact balance and functionality of the Dispenser is still very much a work in progress, and when Teleporters are added sometime next year, will likely get a bit of an overhaul to better accomodate more options/actions.
Anywho, going to race back to work now, as we’ve got a bunch of finishing touches to put on Meatmas Day gifts for y’all. Make sure to stop into the Meatmas Snowglobe on the 25th to open your presents!!!!!!
Have a wonderful weekend!
Cheers, All Of Us At RUST LTD.
Full Changelog - Update 83
Additions: Added New Utility Object: Engineer Sentry Added New Utility Object: Engineer Dispenser Added New Spawning Tools: Red and Blue Team Impact Tippy-Toy Spawners for Engineer Objects Added New Attachment: MF Pistol Suppressor Added New Attachment: MF Shotgun Suppressor Added New Attachment: MF Revolver Suppressor Added New Attachment: MF SMG Suppressor Added New Attachment: MF Oil Can Suppressor Added New Attachment: MF Generic Suppressor [Meat Fortress] Added New Sosiggun: Flamethrower [Meat Fortress] Added New Sosig Ability: Medic Radius Healing & Ubering [Meat Fortress] Added New Sosig Ability: Spy Cloaking
Changes: [Meat Fortress] Altered Pyro behavior [Meat Fortress] Soldier Rocket Launcher and Demo Nade Launcher now have appropriate sounds [Meat Fortress] Pyro backpack now explodes
Fixes: [Meat Fortress] Fixed errant bug spam [Meat Fortress] Fixed display light left on [Meat Fortress] Misc. fixes
H3VR Early Access Update 82! - Mk. 22 Mod 0 Hushpuppy and Noisy Nonsense!
Howdy Folks!
[previewyoutube="N_0Kz7xSJvg;full"]
Another Meatmas week, another fun theme! This week we’re delving into noise. Suppressing it, and making a ton of it.
The big new toy this week is a Mk22 Mod 0 Hushpuppy. With the slide locked it’s now among the quietest pistols in the game, and a precision tool for the sneakiest of you.
For a little background on the more goofball aspects of today update; I’ve been slowly collecting a number of novelty attachments that our friend Stefan had made, and as this Meatmas season approached, decided to commision a few more to round out a theme of cool new Suppressors… and some noisy-making toys. I know many of them aren’t the most practical things on the planet, but figured those of you who stream, make goofy vids, or just enjoy abrasive noises like me would enjoy them.
As for continued work on the Flintlock systems, I think I’ve gather enough data from folks playing with them to know what’s working, and what’s not. I know the ramrod is in serious need of improvement, so that will happen. In addition, now that I know my ontology for the whole system is solid, I’m going to start generalizing a few of the systems, so that they interface with existing game systems a bit better (like having the paper cartridges spawn in circumstances a brass cartridge would, etc.) This is also to prepare for the eventuality of other weapons in the scheme.
Have a wonderful weekend!
Cheers, All Of Us At RUST LTD.
Full Changelog - Update 82
Additions:
Added New Firearm: Mk.22 Mod 0 [9x19mm]
Added New Attachment: Mk.22 Suppressor
Added New Attachment: Mk.22 Stock
Added New Attachment: Grill Fork Bayonet
Added New Attachment: Spatula Bayonet
Added New Attachment: Bike Horn [Picatinny]
Added New Attachment: Bike Bell [Picatinny]
Added New Attachment: Gun Nut [Picatinny]
Added New Attachment: Meaty League Gaming Airhorn Foregrip
Added New Attachment: Bike Horn Muzzle Attachment
Added New Attachment: Loudener Muzzle Attachment
Added New Attachment: Soda Bottle Suppressor
Added New Attachment: Oil Filter Suppressor
Added New Utility Item: Meat Horn (Black Powder Horn)
[Cappocollosseum] Added New Gronch Job: Turret Testing
Changes:
Altered angle for Black Powder Pouring
Flintlock Firearms now use a PowderVolume-to-Velocity Nonlinear Curve for Projectile Velocity
Flintlock Heavy Pistol 18th Century Ramrod can now be spawnlocked
Fixes:
Black Powder Paper Cartridges can now only be inserted when bitten off first.
Made GunHatCases a bit easier to open with Key
Flintlock pistol now has correct collision sound
You can no longer tap powder out of a sealed paper cartridge