
HUNK
Mission accomplished. The survival rate was 4% and valuable human resources were lost, but that is war.Details
Changelog
1.0.13
- Added item: Crystal Skull - can be used in ANY cauldron to receive one free item
- Strike Teams now drop one Crystal Skull per stage, but only when the artifact is active
- Added item transformation notifications to the custom HUD; these are a little inconsistent still
1.0.12
- MGL's cylinder is now broken and needs to be manually rotated after each shot
- Added attachment: Refurbished Cylinder (MGL) that restores its semi-auto capabilities (lacking a model for now)
- W870 damage: 14x140% > 14x150%
- M3 damage: 14x120% > 10x130%
- Fixed child neck snaps being weirdly offset
- Fixed Beetle Guard counter being weirdly offset (what did they even change to break this one?)
- Fixed Uroboros monsters sometimes defying death and then aimlessly walking in one direction for the remainder of their life
- Fixed NRE spam whenever HUNK died
MGL was/is way too strong, W870 didn't seem to hit as hard as it should and M3 needs a noticeable damage drop as its tradeoff for being semi-auto
1.0.11
- A few times I've been around that track
- So it's not just gonna happen like that
- Cause I ain't no hollaback girl
- I ain't no hollaback girl
1.0.10
- S.T.A.R.S. Badge no longer spawns chests
- S.T.A.R.S. Badge now transforms into USB Dongle Key on the next stage after picking it up
- USB Dongle Key spawns red item chests
- Nemesis now appears immediately when you pick up the S.T.A.R.S. Badge
- Nemesis' theme now only plays on his first appearance
- Nemesis now leaves the stage permanently when you down him on his first appearance
- ^Solves the issue of Nemesis artifact being purely beneficial by giving a red item on stage 1, and solves the issue of Nemesis' bgm overriding the game's bgm constantly, while also giving Nemesis a warning shot before you're fucked sideways for the rest of the run
1.0.9
- Frag Grenade damage: 8000% > 10000%
- Added grenade: Brilliant Behemoth - single use 8000% damage rocket
- Added OSP display to health bar
- Added Medkit and First Aid Spray displays to health bar
- Added Lunar Ruin display to health bar
- Added custom item interactions to the custom HUD
- Fixed missing barrier display on health bar
- Fixed broken text on HUNK's custom item interaction popups
- Fixed Anti-Tank Missile and Riot Shield cases destroying themselves immediately after spawning
1.0.8
- ummmm changelog fix sorry,,,,,,, 1.0.7 happened
1.0.7
- You Can Now Neck Snap The Child
1.0.6
- this never happened
1.0.5
- Reworked Minigun: now has animation, VFX, better SFX, fire rate is flat, damage is now 300% and scales with attack speed
- ^gun was hella rushed and totally failed to deliver on its power fantasy in terms of game feel, should feel good to use now
- LE 5 now has a different sound when shooting with the Moderator attachment
- M19 headshot multiplier: 1.5x > 2x
- Laser Sight (LE 5) headshot multiplier: 1.5x > 2x
- Dot Sight (MUP) headshot multiplier: 1.5x > 2x
- Laser Sight (Lightning Hawk) headshot multiplier: 2x > 3x
- M19 sidearm description now clarifies that it comes with a built-in Laser Sight
- Luminous Shot now charges up twice as fast- satisfied with the rework mechanically, but it took too long to even be usable most of the time
- ^keeping the charge after letting go of ADS was on the table, but that leads to the optimal gameplay being super tedious like before
- The previous nerf to NPC HUNKs' damage is now only applied to the enemy team. sorry Goobo, you are still loved
- Added config option: Expanded Sidearms - adds a bunch of guns to the Sidearm slot, unbalanced as hell and purely for fun
- Added config option: Shotgun Sidearm - removes the no sidearm restriction from Supreme Authority, again unbalanced
- Fixed missing death sounds for real this time, I hate this.
- Fixed subtle jank around weapon wheel sounds introduced by the last patch
1.0.4
- Added skin: Specialist - tied to the same achievement as Primal Knife for now
- NPC HUNKs no longer get i-frames from anything
- MUP fire rate slightly increased
- Weapon cases will no longer contain a shotgun if you're already carrying one, significantly reducing the shotgun bloat in the weapon pool
- Virus terminal in the Bazaar has been moved to a more reasonable spot
- Fixed missing HUNK death and C-Virus explosion death sounds. why does the most random crap break?
1.0.3
- Fixed broken virus terminal
1.0.2
- HUNK kick counter can now cancel into dodges as soon as the attack frames end; this counter is now S tier
- M19 ammo pickup multiplier: 2.5x > 1.5x - far outclasses the MUP, ammo economy drawback needs to be more clear
- CQBR ammo pickup multiplier: 1.5x > 1x - gun is a powerhouse even when without the absurd ammo economy
- Spark Shot ammo pickup multiplier: 2x > 1x - who let it be 2x in the first place?
- LE 5 reload duration: 2.4s - 2.2s
- SSG now reloads both shells at once
- Added new experimental sidearm locked behind cursed config, Broom HC: infinite ammo, but only 120% damage per shot
- Added a new ammo pickup notification
- Added a new experimental interaction prompt for the custom HUD based on the ones in Resident Evil, this is disabled by default for now until the issues can be ironed out
- Spruced up some elements of the custom HUD such as the Biomass bar thickness
- Custom HUD's rare item SFX now plays when Boss items are picked up
- Added a bunch of new config options to fine tune individual elements of the custom HUD
- Nemesis now constantly pushes nearby enemies back while gaining a new mutation
- CORRECTION: The Artifact added in 1.0.1 is actually called the Artifact of Poopfart ingame. This has not been changed
- Hot Dogger now has VFX
- Fixed Stun Rod electric VFX being gigantic
- Fixed G-Virus mutating multiple times at once
1.0.1
- Added Artifact of Strike Team - only available with playable Nemesis enabled, adds a Strike Team event for all survivors; currently has no reward and is purely for fun
- Removed Nemesis' "spidey sense" for now as it doesn't do anything
- HUNK kick counter duration: 1.55s > 1.4s
- HUNK kick counter cancel timing: 0.65s > 0.6s
- HUNK kick counter now grants brief i-frames before the kick connects
- Nemesis nonlethal execute now consumes if it ends up killing (procs included)
- Custom HUD is now disabled when the standalone HunkHud is installed, giving this mod precedence
- Fixed Spark Shot's attachment not counting for a certain achievement
1.0.0
- Rerelease
- Strike Team HUNKs now deal 1% damage per shot with their SMG
- Fixed G-Virus infected enemies not mutating when reduced below 50% health