1.4.1
Compatibility
Required content
Changes
General for all mercs:
- Separated upper body animations from leg animations, so legs now move independently
- Added melee sound effects Reload out of combat now starts sooner
- Mercs now can't start shooting immediately after switching weapons and have to wait half a second
- Reloading now can be interrupted if taken damage from melee
- Now hired mercenaries regenerate when out of combat, though very slowly
Scout:
- Now can double jump in more random directions
Soldier:
- Nerfed speed
- Soldier's rockets should no longer get stuck if they end up outside simulation distance
Medic:
- Now can heal other medics in certain conditions
- Patient follow AI improved
- Healing range extended
- Increased syringe gun firing speed and projectile speed
- Fixed Medic's healing beam appearing even when there's a solid block between the Medic and the patient (visual bug)
Engineer:
- Now prioritises maintaining buildings more than combat
- No longer gets permanently stuck in rare cases when he fails to place a building
Sniper:
- Now can move while scoped
- Increased SMG firing speed
Pyro:
- Flame projectile base damage is no longer mixed with fire damage. Now armor should properly protect from flamethrower.
Spy:
- Improved AI when fighting player
- Semi-invisibility state (occurs when Spy cloaks and decloaks) now renders properly
- Being disguised no longer prevents Spy from being targeted 100%
Misc:
-
Small damage from mercs now triggers less screen shake (getting shot by Heavy no longer feels like having a seizure)
-
Transmitter item recipe now accepts Australium Team Tablet as well
-
Suspicious bread now can be used as an alternative to fermented spider eye in brewing
-
Added custom death animation for buildings Fixed log spam from missing textures, unused recipes, etc
-
Laid some groundwork in preparation for the MvM update. You can give yourself tf2_mobs:robot_heavy_spawn for preview.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:j9K8TJCq:sAbE8IiF"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:j9K8TJCq:sAbE8IiF"
}

