
Description
*NOTICE: flashlights are worse in 1.20.1 because i couldnt use veil for them*
Ammo
Every caliber gets its own ammo types: FMJ, AP, hollow point, tracer, incendiary, subsonic, RIP, rubber/non-lethal, plus buckshot, slugs and flechette for shotguns, and API-T for the big stuff. Each gun takes whatever its caliber allows, and you switch between loaded types with B. AP goes through vests and thin walls. HP wrecks unarmored targets and does almost nothing against plates. Subsonic is quiet but drops faster.
Guns use real magazines per weapon family, so you load and carry mags instead of pulling from a magic ammo pool.
Ballistics
- Damage depends on caliber, not just the gun.
- Bullets go through walls depending on the block and the round, and they can ricochet off hard surfaces at shallow angles.
- Rounds snapping past you cause suppression.
- Guns can jam, and barrels heat up when you dump mags. You'll see the barrel start glowing orange.
Armor
Vests take plates, and there are helmets, a gas mask and a ghillie suit. Vanilla armor is much weaker against bullets now. Enchanted netherite used to beat the best vest, and that's fixed.
Grenades and explosives
Frag, flashbang, tear gas (bring the gas mask) and claymores.
Enemies
Bandits, gangsters, terrorists and UN peacekeepers, all with guns. They take cover, lean around corners, flank you, throw grenades, yell at each other, and some of them fly recon drones to find you. There are bosses too.
Structures
- Bandit camps
- Warehouses
- Underground tunnels
- A UN base where the commander gives you a quest
- A watchtower with exactly one guy in it: The Old Sniper. He sees you from way further than anyone else, he never comes down, and he has a Kar98. Watch for the scope glint.
Other stuff
- Leaning.
- Picture-in-picture scopes, including night vision, thermal and variable zoom.
- Weapon lights that light up the world properly through Veil, with toggleable and always-on versions.
- An FPV drone you can fly yourself (acro, so it flips).
- A radio for intel.




