Update log
Full Hot Dogs, Horseshoes & Hand Grenades update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Workshop
- Fixes
- Performance
Howdy folks!
Have an iterative build for you all, responding to all the valuable feedback you've given us on how Lucky Looter plays. Give this new rev a shot and tell us what you think!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 120 - Experimental 17
Additions:
Added New Sosig Types: ScavRot Decayed
Changes:
[TNH] Lucky Looter Hold Waves changed (fewer rots, new rots, more scavengers)
[TNH] Lucky Looter Supply room Sosig Type changed
[TNH] Lucky Looter now starts with a backpack
[TNH] Lucky Looter bosses are now MUCH weaker when choosing Arcade Sosigs in the TNH Menu.
[TNH] Tweaked Lucky Looter boss health thresholds
[TNH] Looting Character’s Box Loot now has attachments, locomotion tools, power-ups, nvgs, and melee weapons.
[TNH] Looting Character’s Supply rooms can now have up to 4 loot spawns
[TNH] Looting Character’s Gun Recycler now rewards box loot instead of a token
[TNH] Flaccid Steak’s Bosses now tagged as such (Round ends when boss dies)
Fixed:
[TNH] Fixed issue in looting characters where the lack of a gun spawned in the scene would break looting from then-on.
[TNH] Fixed a bunch of scoreboard internal API issues
Fixed a setting on Patterner that allowed invalid cyclic connections that could crash things.
K98k Scope now properly listed
Fixed incorrect metadata on Brown Bess Bayonet
API Notes:
Major changes to Take & Hold Characters for Looting-centric characters is under way!
Source
