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VoidGuns

Hand-held energy and kinetic guns for Void Crew: six guns, a Gun Charging Station, four HOLLOW enemies at stations and on EVA, and PvP Free For All, Team Deathmatch and Search & Destroy.

CHANGELOG

Changelog

0.5.2 (test build)

  • Enemy and turret bolts no longer hit a player standing just behind a thin wall.
  • Small clean-ups (unused Warden fields).

0.5.1 (test build)

Aiming

  • On screens wider than 16:9 (ultrawide) an aimed gun sits further out, so it no longer clips into the view ([Aim] WideScreenPush, F5 > Guns > All guns; 0 turns it off).

Pulse Grenade (new)

  • A rechargeable energy grenade, made at the Fabricator (30 alloys), glowing blue. Held in one hand, holstered (on the hip) and dropped like a gun.
  • Click to throw; hold right click to see its arc. Thrown, it blinks red, bounces, and bursts with the sound of a ship blowing up after about 2 s, or at once on hitting a hostile: up to 140 damage within 6 m (less further out, none through walls), to hostiles only.
  • After a throw it goes into your holster (swapping out a holstered gun, so you're straight back on it) and can't be drawn for 15 s; the HUD shows the time left, then READY.
  • Ten throws per charge, refilled at a Gun Charging Station. In PvP it's unlimited (the cooldown still applies) and hurts other players.
  • Settings under F5 > Void Guns > Guns > Pulse Grenade; /guns give grenade.

Enemies

  • In a Void Breach hive, chasing Troopers find their way round the halls instead of getting stuck in the corners (VoidGunsApi 8: AddRouter).
  • HOLLOW Sentries make a sound when they shoot ([HOLLOW Sentry] ShotVolume).
  • Enemy deaths sound like a short ship explosion instead of the metal ricochet. Enemy bolts hitting walls and grenade bounces ricochet 20% quieter; the grenade's blast has no ricochet.
  • No ricochet anywhere in the HOLLOW Warden fight: its wall cannon fires with a deep turret-cannon sound and its shells land with a small enemy explosion; armour coming off, Sentries arriving and its death use enemy explosion sounds; enemy bolts hitting walls near a Warden while it's being fought are silent.
  • Hull turrets cost less: their drone search runs every 3 s (shared, faster lookup), turrets look for targets on different frames, sight checks and bolts no longer allocate memory every frame, and enemies that haven't moved aren't re-placed. A bolt now stops at the nearest thing it hits. If the mod's turret aim or bolts take over 1 ms in a frame, the log says so ("Perf: ...") every 10 s.

0.5.0 (test build)

Personal shield (new)

  • An extra pool on top of your health that takes hits first, shown as a blue bar under your health.
  • Killed enemies sometimes drop shield cells. A medium cell (25% of your max health) has a 10% chance; a rarer heavy cell (50%) a 3% chance; Titans and the Warden drop twice as often. A cell sets your shield to its size, if bigger, and fills it. Dying loses it.
  • /guns shield medium|heavy|fill|off to test. Settings under [Shield].

Kill rewards (new)

  • Kills heal you and recharge both your guns (in hand and holstered): Sentries, Leapers and turrets 4-7%, Titans 9-15%, Troopers 10-13%, the HOLLOW Warden all of it. Your shield refills at twice the percent.
  • It goes to whoever hit the enemy in the 8 s before it died. Settings under [Kill Rewards].

Enemies

  • HOLLOW Warden (new): Void Breach's four-legged boss (its model comes with Void Breach). It has procedural legs, a tracking laser, stomp shockwaves, armour that flies off to show weak points, Sentries, wall climbing with a lobbed cannon, and a ship-explosion death. Settings under [HOLLOW Warden].
  • HOLLOW Turret (new, for Void Breach's hives):
    • It shoots players on EVA, drones, and the ship while it's moving (a parked ship is left alone), with the game's own hit effects and sounds. Its shot sound is the Confessor Carronade's, pitched up.
    • It's easier to hit with ship weapons (a bigger hitbox), has 70% less health, and drops nothing.
  • Explosive ship shells now hurt the mod's enemies (splash, and a burst right on one), as ship weapons already did.

Enemies (more)

  • Troopers hunt: out of sight they go to where they last saw you and search on from there; between bursts they press forward on anyone past 8 m ([HOLLOW Trooper] AdvanceDistance); idle, they roam down corridors.
  • Troopers and Titans drop a gun 35% of the time ([Drops] BigWeaponChance); Sentries and Leapers drop only pistols.
  • Troopers steer round corners and pillars instead of stopping at them.
  • Hull turrets are bigger, ringed with a glow, with a much bigger health bar. Their hits on the player ship go to the hull, never to a module.
  • Enemies kept inside a space (Void Breach's hives) turn away from its edge instead of pushing into it.
  • The Warden has its own stomp sounds.

Guns

  • The Shuriken PDR's and the Litany AR6's hold and left hand re-tuned.

For other mods: VoidGunsApi version 7.

  • Turret and Warden kinds, plus SetWardenModel.
  • Find, Position, Health, SetHealth.
  • RefillPlayer.
  • SpawnAlloys, SpawnGun, SpawnShieldCell.
  • AddContainment (keeps enemies inside a space).

0.4.0 (test build)

PvP: Search & Destroy (new)

  • Galaxy Map: PVP → SEARCH & DESTROY. Four stations in a circle: BLUE's and RED's bases always across from each other, bomb sites A and B between them (glowing rings with A / B markers).
  • Rounds: the attackers plant the bomb at A or B (hold G for 4 s); it goes off 35 s later, killing anyone nearby. The defenders stop the plant, wipe out the attackers, or defuse it (hold G for 7 s). Wiping out the defenders also wins. No plant in 2½ minutes: the defenders win.
  • One life per round. The fallen spectate a living teammate (left click for the next) until the round ends.
  • Sides swap every round. Best of 5; at 2-2, overtime to best of 7. Each round starts with everyone home, healed and held for a few seconds. Round results, the score and your side are on screen; the end screen shows the rounds.
  • Settings under F5 > Void Guns > PvP > Search & Destroy.

PvP

  • A start song plays as the match's countdown begins: BLUE's or RED's for your team, one of them at random in Free For All ([PvP] StartSongVolume, 0.72). In Search & Destroy your team's song also plays at every round's countdown.

PvP

  • A loading screen while a match sets up: the map's picture (a team match's arenas in turn), the mode, the maps and LOADING, instead of the clone tube and a class picker you couldn't use yet.
  • No loot glow on any item during a match.
  • Jetpack flying is 10% faster in matches ([PvP] FlightSpeed).
  • Search & Destroy: rounds are 45 s longer (3:15), and the bomb goes off like a ship blowing up: the game's large explosion effect and sound, and a flash that lights up the site.
  • The start songs are quieter, and the control hints have room for longer labels.
  • Enemies' name tags and their names and health bars on the HUD's crew panel stay hidden (teammates still show in team modes); they came back whenever the game refreshed its markers.
  • Team Deathmatch's two arenas, and Search & Destroy's four, are about 110 m closer together.
  • Fixed: a gun still in someone's hands when a match ended came back to the hub with them, where the other player couldn't see it and it couldn't be dropped, blocking most interactions. Guns are now put away when a match ends, and any left in the hub are removed.

Guns

  • Taking a seat, the helm or a turret with a gun in hand holsters it and sits you down in one go (the game used to refuse: "can't use while carrying"). With the holster full, the game's refusal stays.
  • Kinetic guns no longer show the heat bar (they don't overheat).
  • The Litany AR6 fires with the Orison heavy autocannon's sound, pitched up.
  • The holster key does nothing while seated (a gun could be drawn in a seat or turret).
  • A gun in someone's hands no longer shows the loot glow to other players.
  • Holstering as a client no longer leaves the host a copy: a put-away gun is removed by whoever owns it on the network (the host couldn't remove a client's).
  • Drawing a gun that can't reach your hands (getting into a module at that moment) keeps it in the holster instead of losing it.

Enemies

  • Station encounters: Leapers and Troopers mostly appear inside, in the station's hallways and rooms (the game's own interior volumes, checked for walls on every layer, for open floor around them, and that they're not buried inside solid walls or between hulls); Sentries now and then, Titans on open floors. Zero-g stations no longer end up with no enemies at all.
  • The Titan's beam, every enemy bolt and the Trooper's muzzle flash and thrusters glow brighter and light up their surroundings.
  • The Titan has new sounds for its charge-up and its beam.
  • A flying Trooper no longer gets stuck so often: it checks its whole height for obstacles and detours around them, facing where it flies (and its target when it shoots).
  • Enemies go after whoever is closest: twice a second they switch to a clearly closer player they can see (they used to stick to their first target, often the host, and ignore a closer client).
  • Enemies spawned by hand (F5 or /guns enemy) stay with the station you're on or near, instead of flying off with your ship.
  • Walkers that lose their footing fall: down the gravity aboard, or in zero-g onto the nearest surface, as if there were gravity. No more hanging in the air.
  • HOLLOW Trooper: now the biggest threat (320 HP, harder hitting, more accurate, longer reach, bursts of 4). It walks by default but flies on its thrusters after players out in space or out of walking reach, shooting as it goes, and lands again near players on the ground. It also appears in zero-g station encounters.

New enemy: HOLLOW Titan

  • The largest HOLLOW machine: a heavy two-legged walker, about 3.2 m tall, 600 HP. It walks on floors only (never walls).
  • Sweeping laser: it stops, shows an aiming line for a moment, then fires a continuous 3 s beam from both guns that sweeps across you. Get out of its path or behind cover.
  • Get too close and it strikes for heavy damage.
  • Appears now and then in station encounters (aboard, where there's room; one per encounter). Settings under F5 > Void Guns > Enemies; /guns enemy titan spawns one.

New enemy: HOLLOW Trooper

  • A 2.2 m HOLLOW mecha with a rifle and twin back thrusters, black with a glowing purple eye. 160 HP.
  • It walks you down and boosts forward from far away, then stops to fire bursts of bolts, leaning to aim up or down at you. After 12 shots it crouches to vent its gun: that's your opening.
  • Get too close and it bashes you with a thruster lunge, then boosts back out. When shot it sometimes boosts aside.
  • Its own voice: a call as it appears, another when it spots you, noises now and then, and a death cry as it topples over. Heavy footsteps, thruster roars and a venting hiss.
  • It roams its area when it hasn't seen you.
  • Appears often in station encounters aboard (floors only). Settings under F5 > Void Guns > Enemies; /guns enemy trooper spawns one.

Encounters

  • Enemies spread out over the whole station, inside and around it, as far apart as possible (12 m or more), instead of bunching up near where you came aboard. None appear within 10 m of a player.
  • HOLLOW Sentries are much easier to hear while you're in a suit ([HOLLOW Sentry] SuitBoost).

Holster

  • Sitting in a seat or turret, or using a console or menu that takes your hands, puts a held gun in the holster instead of dropping it on the floor (when the holster is free).

Sounds

  • Getting shot (by enemies or in PvP) makes you grunt instead of the metal ding. Others nearby hear it too. [Audio] GruntVolume.
  • HOLLOW Sentries have a new looping hover sound that plays faster (and higher) as they speed up.
  • HOLLOW Leapers and Titans have new footsteps: five clips each, picked at random, never the same one twice in a row. The Leaper's are quicker; the Trooper's are the Leaper's, deeper and slower.

0.2.0 (multiplayer test build)

PvP (new)

  • Galaxy Map: PVP → FREE FOR ALL (pick a map) or TEAM DEATHMATCH (two random stations, BLUE vs RED). Each shows a description and the map's picture, then START MATCH (host).
  • Maps: Download, Armory, Raid Base and Outpost, placed far from a hidden spawn ship and walled in. Doors open, power on, no loot, objectives, markers or co-op enemies.
  • Match start: 15 s to pick a class (or until everyone has), then a 5 s countdown frozen at your spawn, then the clock.
  • Six classes (one per gun). Jetpack and unlimited oxygen for everyone; the dash costs no oxygen; sprint on surfaces.
  • Spawns pick the point farthest from enemies. Spawn protection, kill feed, Tab scoreboard, end screen with a camera tour, then straight back to the hub (no tally screen; PvP gives no XP or rewards).
  • Team Deathmatch: no friendly fire, first team to 30 kills. Only teammates keep the game's outline and name tag; enemies (and everyone in Free For All) have neither.
  • Your skill tree switches to your Engineer loadout for the match and back after.
  • The host can end a match early: pause menu → RETURN TO HUB (click twice).
  • In PvP: the engineer's ultimate gives half its speed boost; no ship voice lines; arena lights on; the end screen shows only the scoreboard.

Multiplayer

  • Enemies move smoothly on clients (played back from the host's updates instead of chasing each one).
  • Holstering on a client no longer duplicates guns.

Guns

  • Renamed: Point Blaster, Shuriken PDR, Recuser Longbow.
  • New kinetic guns: Kinetic Revolver, Litany AR6 (red-dot sight), Benediction Rifle. Harder hits, slower, more kick, magazines with reloads (R), Litany-style rounds. They refill at the Gun Charging Station.
  • Rifles and snipers reach further; snipers' shots travel faster; the hit flash is smaller.
  • Shots pass through open station doorways; louder shots while wearing a jetpack.
  • Controls shown above the ammo panel. The charging station's sockets read Gun Recharge Socket.
  • Settings page (F5) split into tabs: Guns, PvP, Enemies, Ship & loot, Effects, Testing.

0.1.0

First release.

Guns

  • Point Blaster (semi-auto pistol), Challenger Rifle (full auto) and Longshot Sniper (4× scope), made at the Fabricator.
  • Overheat, spread that grows with heat, aim down the sights, damage falloff, and gun sway and recoil.
  • Every gun has a shot battery (80 / 240 / 25 shots), shown at the bottom right and in the gun's hover panel.
  • Holster on H: one slot, shown on the body, swaps with the gun in your hands; a holstered gun drops when you die.
  • New runs start with a Point Blaster per player on the starboard shelf. Shelves take guns.

Gun Charging Station

  • A buildable module (Fabricator, Utility tab, from the first upgrade) that recharges guns in about 30 s on ship power.
  • Lootable, and learned by recycling. [Unlocks] UnlockAll unlocks it from the start.

Enemies

  • HOLLOW Sentry (a flying eye that fires dodgeable bolts) and HOLLOW Leaper (a wall-crawling walker that leaps and claws), in HOLLOW black and purple.
  • Station encounters: defenders and reinforcement waves when you board a station, with alerts and an alarm.
  • EVA ambushes: Leapers crawl out to hunt players on EVA.
  • Drops: alloy shards and the occasional gun.