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AntiMaterialRifle

Anti-Material Rifle — a heavy kinetic bolt-action sniper for Mycopunk. High single-shot damage, low capacity, single-round reload.

CHANGELOG

Changelog

1.2.0

  • Reload interrupt: fire during single-round reload cancels remaining shells and shoots
  • Switched from RailBullet (hitscan) to standard SimpleProjectileBullet so speed/gravity apply
  • Perforator + Ricochet Protocol rewritten for projectile bullets
  • New upgrades: Boundary Incursion (gridgrow), Synchronize, Overkill (28 total)
  • Longwatch now meaningfully affects flight path after projectile swap

1.1.0

  • Full upgrade pool (25 modules) from upgrade notes — overtuned numbers
  • Paths: Death Mark, Auto Trigger, High Explosive C4, Longwatch, Perforator, Twin Link, etc.
  • Combat hooks: damage, fire, recoil, move speed, reload C4, chamber bonus, spread (Deadbolt / Auto Trigger)
  • Behaviour Data host mirrors CyclerRework pattern
  • QA fixes: Hullbreaker, Reposition/Overpressure move, Spotter/Scouter Highlighter, Powered Echo bullet, HE cube, Auto Trigger keeps tube reload
  • Round 2: Perforator via RailBullet.PierceTargets + falloff; Ricochet post-bounce retarget; Twin Link instant Shock; One in the Chamber clears block on fire; Scouter centered on aim point

1.0.0

  • Anti-Material Rifle (ballistic_sniper, gear id 87421)
  • Runtime clone of CartridgeSMG with full ballistic sniper GunData rewrite
  • Base stats: 145 damage, 48 RPM, mag 5 / reserve 20, 3.1s reload, projectile travel + drop
  • Single-round reload (one shell at a time; full empty reload ≈ total reload duration)
  • ADS spread fix (standing ADS near-perfect; hip stays wide)
  • Persistence: register before PlayerData.AddGear; re-bind GearData after save load (levels / equip / unlock)
  • Display name via TextBlocks; upgrade grid copied from SMG
  • Starter upgrade Match-Grade Rounds (enables hex grid + inventory UI via HasUpgrades)
  • Auto-unlock into gear select
  • Equip remap + identity stamp for NGO-safe spawning