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RE-D

Extended Arsenal Changelog

Nov 6th, 2015
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  1. [v.1.30, Update 2]
  2. -- Added Redshirts faction. Temporarily their vehicles just reskins of existing vehicles.
  3. -- Better hud icons
  4. -- Fixed PKM kill chance.
  5.  
  6. [v.1.30, hotfix 1]
  7. -- Small fix in invasion_all_weapons.xml
  8.  
  9. [v.1.30]
  10. -- Updated mode for actual version of the game. Now it works in Steam Workshop, YAY!
  11. -- Added PDW for each faction (Kriss Vector w/o suppressor, PP-2000, MP7), you can take them from "native" minibosses, with a small chance
  12. -- Added KORD heavy machinegun, instead of MG42. It can be dropped from minibosses with a small chance.
  13. -- Better HUD Icons
  14.  
  15. [v.1.21] Update 2
  16. -- Added mounted grenade launcher, like a test. Temporarly it's using machinegun model.
  17. -- Nerfed accuracy of all LMG's slightly.
  18.  
  19. [v.1.21]
  20. --Updated mod for actual version of the game. Now it sould work normally.
  21. --Mounted grenade launcher. So far, same for every faction. Careful with this new toy, you can kill yourself accidently.
  22. --Added a coachgun as an unlockable weapon for every faction. Because two barrels always better than one.
  23. --Added unique anti-material rifles for every faction (KSVK, DSR50. And we already have a Barrett M107). It's could carry by minibosses of "native" faction, with a small chance.
  24. --Unique carbines added (M4A4 and HK416. AKS-74U already in game, but I changed it's model). You can take it from minibosses of "native" faction.
  25. --New common weapons for minibosses added.
  26. --Tweaks, tweaks, tweaks (watch below)
  27.  
  28. [V.1.10]
  29. -- New weapons added (full list you can watch below)
  30. -- Now most of weapons have a different weight and inventory encumbrance. Basic parameter still 11 points, assault rifles have it.
  31. -- AK47 for Brownpants cosmetically changed. Icon, model, and name. Now it's AK-74M
  32. -- AKS-74U tweaked and it's model changed.
  33. -- Small tweaks of accuracy of all basic assault rifles
  34. -- Heavy machineguns now have higher chance to kill (0.7)
  35. -- Small tweaks of accuracy for every heavy machineguns
  36. -- Now you can shoot with PKM and M240 in crouch, but with a horrible accuracy
  37. -- Nerfed accuracy of all basic light machine guns in compared with the previous version of mod
  38. -- Decreased commonness value for LMGs and HMGs.
  39. -- All sniper rifles have a higher sight range modifier
  40. -- Binoculars have a higher sight range modifier
  41. -- Increased commonnes value for sandbags, mounted machinegun, mortrar and mounted minigun. Now AI's use them more often.
  42. -- Changed XP value to open several weapons in invasion, first of all it concerns of new weapons and machineguns.
  43. -- Changed factions' RP and XP balance. Brownpants now have a cheapest weapons, and few XP need to unlock it, while Greenpents has most expensive weapons (and you need 3000 XP to unlock MG3 :P )
  44.  
  45. New weapons full list
  46. AK-74M
  47. Coachgun
  48. DSR50
  49. HK416
  50. KSVK
  51. M4A4
  52. M249 SAW
  53. MG3
  54. MG4
  55. MG36
  56. Ots-14 Groza
  57. QBZ-95
  58. RPK-74M
  59. Saiga-12
  60. Kriss Super V
  61. PP-2000
  62. MP7
  63. KORD Heavy machinegun
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