AntiMaterialRifle
Anti-Material Rifle — a heavy kinetic bolt-action sniper for Mycopunk. High single-shot damage, low capacity, single-round reload.
CHANGELOG
Changelog
1.2.2
Reload feel
- Single-round reload chambers on shell finish (not mid-anim), so cancel no longer grants free ammo
- Soft-cancel: fire during reload finishes the current shell, then stops the tube chain (empty → stops at 1)
- 0.5s bolt-close only when the tube sequence ends or is canceled (not after every shell)
Fixes
- Custom gear no longer resets to CartridgeSMG / BounceShotgun after main-menu relaunch (persist catalog id after spawn stamp)
- Heavy Grain no longer double-applies damage (was squared, then stacked hard with Subsonic)
- Reserve Load no longer double-applies ammo capacity; unequip no longer wipes other GunData mods
- Death Mark no longer re-applies from its own blast / AOE chains
- On-hit upgrades ignore DamageOverTime and AOE (Shock DoT no longer retriggers them)
- Scouter uses a short pulse highlight instead of a long near-continuous ping
- Spotter/Scouter highlights no longer wipe each other or NRE on bad meshes
- Myco Splash applies Rot via overlap damage instead of null-VFX explosion spawn
1.2.1
- Hand wrote the descriptions because AI is stupid and adds flowery language.
- Also cleaned up the structure of the mod, no functional changes to the weapon (other than upgrade sizes being smaller for now).
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 id87421) - 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