Sparroh-DMLRRework icon

DMLRRework

Marksman Laser Rifle — dual-mode DMLR rework. Auto DMR tags anatomy; hold-aim laser executes. Severance upgrades: Mark, Expose, Transfer. Independent gear; vanilla Scout untouched.

CHANGELOG

Changelog

1.0.0

First stable release of the Marksman Laser Rifle — a full dual-mode DMLR rework with the Severance anatomy framework.

Weapon

  • Independent primary gear slot (dmlr_rework) — vanilla Scout / DMLR untouched
  • Fully automatic DMR, ADS disabled, hold-aim (RMB) laser discharge
  • ~20 DMR hits to full laser charge; reload never mode-toggles
  • Hot Swap input handling (role/priority flip, empty-mag idle fixes)
  • Persistence: unlock, level, and equipped upgrades survive relaunch

Severance framework

  • Shared runtime for Mark, Expose, and Transfer
  • Transfer destinations prefer shells and damageable cores (never limbs)
  • Drill-path transfer: focus one outermost shell, then inward on that breach
  • Skip shell-gated cores until a living shell is cleared
  • Re-transfer guard so transferred hits do not chain forever

Dissection path

  • Neural Feedback — limb damage transfers % to core (laser > DMR)
  • Overkill Conduit — limb-kill overkill multiplies and transfers inward
  • Arterial Shred — +limb / −shell; Open Artery bonus laser transfer
  • Joint Breaker — every 3rd DMR limb hit applies Decay
  • Phantom Pain — bonus damage + charge refund vs regrown limbs
  • Bleed Charge — limb hits generate bonus laser charge

Breach path

  • Hard-Light Designator — shell kills Expose the core; laser refund on Exposed
  • Core Brand — DMR shell Brand stacks; max → next laser Exposes
  • Pulverizer — +shell / −limb with inward splash
  • Fault Line — repeated DMR hits escalate damage on the same shell
  • Reactor Tap — core kills refund charge; Exposed also refunds ammo
  • Breach Charge — shell hits generate bonus laser charge
  • Collapse Wave — shell-kill pulse scaled by shell max HP

Conductor path

  • Sympathetic Arc — laser on Marked parts arcs Shock to nearby enemies
  • Sympathetic Resonance — Marked damage echoes on other marks on that brain
  • Voltaic Battery — reload throws aim-battery blast + inward transfer
  • Demonstrator's Trick — mode-switch Mark empower (spread / heavy Mark)
  • Triple Feed — DMR always Shock or Acid (rolled per magazine)
  • Rot Thread — every 3rd DMR shell hit applies Rot
  • Marked Recycling — laser refunds DMR ammo on Marked or Exposed parts
  • Elemental Emitter — Shocking + Corrosive merge into one rolled Shock/Acid laser
  • Incendiary Laser — periodic fire damage wave along the aim path

Gunfeel & staples

  • Condensed Munitions — dump mag in one shot; pierce + charge scale with ammo spent
  • Long Scope — reverse falloff on DMR and laser
  • Overheated Capacitor — laser damage ramps with continuous beam time
  • Gravitational Collapse — with Laser Hover, laser pulls enemies toward aim
  • Remaining vanilla DMLR upgrades port as independent copies (Hot Swap, Aux Reserves, Laser Hover, economy cards, etc.)
  • Vanilla Scout upgrade pool is never modified

0.6.0

  • Phase 1C Conductor path:
    • Sympathetic Arc (ArcLightning): laser on Marked arcs Shock to nearby enemies
    • Sympathetic Resonance (Elemental Recycling): Marked damage echoes on same brain
    • Collapse Wave (Hot Exhaust): shell-kill pulse × shell max HP
    • Voltaic Battery v2 (Tosser): reload throws aim-battery blast + inward transfer
    • Demonstrator's Trick v2 (TosserTwo): mode-switch Mark empower (not flat dmg buff)
    • Hard-Light Designator moved to Shield Piercing slot

0.5.2

  • Hot Swap: empty DMR mag no longer auto-starts laser with no buttons held (hard idle when Fire/Aim released; poll real input; clear forceEnableFire on empty)

0.5.1

  • Hot Swap: laser only while LMB held with charge — no sticky laser after DMR
  • Phantom Pain: track killed limb ids/names (not brains) so sibling limbs aren't "regrown"
  • Triple Feed: stamp GunData.damageEffect so Photon Disc / shared systems see the element
  • Elemental Emitter: Shocking + Corrosive Laser merge into one rolled Shock/Acid laser
  • Incendiary Laser kept as separate fire-wave upgrade

0.5.0

  • Phase 1B: Mark plumbing + anatomy upgrades
    • Joint Breaker: every 3rd DMR limb hit applies Decay
    • Rot Thread: every 3rd DMR shell hit applies Rot
    • Fault Line, Reactor Tap, Core Brand, Phantom Pain
    • Bleed Charge, Breach Charge, Marked Recycling, Triple Feed rename

0.4.4

  • Transfer drill path: focus one outermost shell (weakest), sticky until dead, then inward on that breach only — does not clear every shell on a layer before going deeper

0.4.3

  • Transfer playtest debug (SeveranceSystem.DebugTransfer=true): BepInEx log lines + cyan floating "XFER" text on destination + health outline pulse on shell/core

0.4.2

  • Transfer destination: never pick limbs (parent walk was foot→leg). Prefer shell, then damageable core, then shell-under-core; skip limb segments entirely

0.4.1

  • Transfer destination: skip shell-gated cores (vanilla ignores core hits until a shell dies); dump inward into living shell/parent instead so Neural Feedback / Overkill Conduit / Pulverizer splash work before the core is exposed

0.4.0

  • Severance v2 foundation: Mark/Expose/Transfer runtime (SeveranceSystem)
  • Neural Feedback (Autocycler slot): limb damage transfers % to core (laser > DMR)
  • Arterial Shred (Shredder slot): +limb/−shell; Open Artery bonus laser transfer
  • Pulverizer rewrite: +shell/−limb + inward splash toward core
  • Overkill Conduit (Energy Regeneration slot): limb-kill overkill transfers inward
  • Hard-Light Designator (ArcLightning slot): shell kill Exposes core; +dmg + laser charge refund
  • Unmapped vanilla upgrades still port as fillers

0.3.3

  • Condensed Munitions: laser charge scales with ammo spent (20-dump → 20× laserChargeOnHit on hit)

0.3.2

  • Condensed Munitions: stop double-Kill NRE (disable PierceTargets when budget spent; never Kill from hooks)
  • Long Scope: reverse falloff also applies to laser (set range before laser early-return)

0.3.1

  • Condensed Munitions: real target pierce (PierceTargets + multi-pierce budget), not bounce
  • Long Scope: explicit reverse falloff curve (5→55m, damage rises with distance)
  • Gravitational Collapse: IPullable.AddImpulseForce_Client pull (no transform teleport / no kill)

0.3.0

  • Remaining design-doc rewrites:
    • Shredder: laser periodically applies Decay
    • Demonstrator's Trick (TosserTwo): mode-switch temporary damage buff
    • Gravitational Collapse (Sturdy): with Laser Hover, laser pulls enemies to aim
    • Condensed Munitions (DmrDmg): dump mag in one shot; pierce per 10 ammo
    • Incendiary Laser: periodic fire damage wave along aim path

0.2.3

  • Overheated Capacitor: apply ramp via ModifyContinuousBulletDamage (laser freezes BulletData at beam start)

0.2.2

  • Wave 2 simpler rewrites:
    • Tainted Exhaust (Hot Exhaust): DMR kill explosion
    • Pulverizer: every 3rd DMR shot applies Rot
    • Triple: DMR always Shock or Acid (rolled)
    • Long Scope: reverse falloff (damage ↑ with distance)
    • Overheated Capacitor (LasDmg): laser dmg ramps with beam airtime

0.2.1

  • Voltaic Battery (Tosser rewrite): every 3rd DMR shot + ~50% of laser damage
  • Upgrade port defers until PlayerData/GearData ready (fixes CreateUpgrade NRE)

0.2.0

  • Phase 2 wave 1: port vanilla DMLR upgrades onto Marksman Laser Rifle as independent copies
  • Deep-copied properties + hex patterns via CreateUpgrade (vanilla Scout pool unchanged)
  • Upgrade ids = vanilla NumberID + 50000 under mod GUID sparroh.dmlrrework

0.1.0

  • Phase 1: Marksman Laser Rifle custom primary (clone of ScoutLaserRifle / DMLR)
  • Automatic DMR fire
  • ADS removed; hold aim (RMB) discharges laser
  • Both buttons held: laser wins (default); with Hotswap, DMR wins
  • Laser charge fills in 20 DMR hits (matches default mag)
  • Hold-R no longer toggles mode (reload stays reload)
  • Independent gear slot — vanilla Scout/DMLR untouched