Summary
Adds real weapons and weapon realism.
Notable Features
[list]
[*] New guns
[*] Weapon reliability, with which a weapon has a chance to fail and a certain time before shooting resumes
[*] Select fire modes for certain weapons: semi-automatic fire, burst-fire, and automatic fire
[*] Both automatic changes between select-fire modes based on range, as well as manual selection
[*] Burst-fire and automatic firing modes have an accuracy penalty that varies with each weapon
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Planned Features
[list]
[*] Gunsmithing table
[*] Weapons by era along with an accompanying research progression
[*] Custom 2D sprites
[*] Events to balance the deadliness of the weapons (e.g., immigration)
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Compatibility
Compatible with most mods that do not affect combat too much. Something like Combat Extended is likely not compatible at all. Smaller mods like Run And Gun or Avoid Friendly Fire are questionable.
How the Balancing Works
Old weapons are unchanged, therefore, only the newly added guns will have the select-fire and reliability mechanics. The new weapons are balanced towards realism, meaning that they shoot faster, are more accurate, and do much more damage than regular weapons. Keeping this in mind, the amount of resources and work to create the weapons is much higher than normal so that charge rifles are not just obsolete.