I mod mods.
Does the C4 work with STCoP/Goulash? I know it worked for AO in the last version, but is it adaptable to other weapon mods?
I've definitely wanted a version of this that can be merged with 1.5r6 for quite a while now.
I want to find someone who can help me with that while I handle the actual balancing, I wanted to add a few guns, notably a shorter pump shotgun and some SMGs, probably Vityaz if I can find a mod with it.
Bloodsuckers are actually quite weak if you shoot them in the head, which isn't that hard to do, since I buffed assault rifles and shotguns they are pretty easy to take down, even .357 will deal well against them.
I still have a build of it, but it's a test build, it's not the release build, I think I do have a .7z of the release build somewhere.
If I have it I'll upload it.
I knew R7 was near a week ago, I should give you guys a few suggestions on your forums, and not really stuff for this new version, just simple changes.
My plan was to touch artefacts immediately afterwords as both a standalone addon and an accessory to Wounding v1.2 since I already have a .txt file outlining a new list of pros/cons for each type, and inheriting some of the changes that I had made to artifacts before scrapping ZoA.
This mod says it adds 50 artifacts to CoC, so when I get done with my alterations to the original artifacts this could prove to be very interesting to work on, but a lot of work to balance, and not just pasting values, but creatively making them all feel different and with fair trade offs.
Transparent scopes? It sounds like it could be that conflicting with something. I only touched config files and none relating to the UI, other than the texture of the inventory map.
Rename your gamedata folder, and start over from the beginning Gulash 0v22, then with itemsoup included with it, then Wounding, then try adding stuff sequentially.
Also, I want to try out this Artifact Extension mod, and what Dynamic Faction Relations mod are you using? Because I used the hacked 1.5r6 version of that on a separate build but it possibly caused me some issues with latency, if it wasn't experimenting with trying the game on DX9, which actually runs slower for me.
The one thing that I want to do next, the first thing I'll start work on is a complete re-balancing of artifacts, and possibly also Anomaly environmental damage and suits to go with it.
I wanted to add The Pig to Monolith rank4, if it's not in there then my mistake, I may have forgotten, they were supposed to get the M60.
I have to do some cleaning up of the loadouts in the next version, splitting the ranks into 8 and possibly having a separate config for sniper and support (heavy weapons) of the various ranks.
This has been updated with increased radiation protection for vodka, (it was significantly over-nerfed) should be enough now to take a drink and traverse parts of the great swamps without taking radiation. It definitely works in some radioactive areas.
The biggest change made is to damages.ltx, NPCs now have less armor, and guns are significantly stronger, making combat between the player and NPCs, and NPCs against each other absolutely brutal. Some mutant types may have to be nerfed in order to compensate for this change.
Upcoming artifact changes are pending, and those balance changes will significantly effect balance and likely be released as a separate addon.
It has a very mild healing effect, in addition to a radiation protecting effect. Vodka is an antiseptic, which means it could technically be used to heal wounds.
I'd like to improve it without the player having to drink just one bottle to heal a bit. And I think the radiation protection was reduced by half in tests.
I kind of like pseudogiants that way, they didn't take as much ammo as I expected them too, just plenty of grenades. I thought they would require hundreds of rounds, but they probably do without using any grenades at all.
RPG-7 needs to be balanced to at least 1-shot the things.
I think medkits do stop bleeding, it was something I was testing out, and I think they restore bleeding, but not as well as bandages do.
I gave vodka mild radio-protectant properties as a compromise for it losing its anti-radiation properties, which gives anti-radiation drugs a dedicated purpose, and it was intended to make radiation into more of a present danger that should be avoided with preventable measures instead of treatment.
I think that satiety might need some tweaking because the stamina bar doesn't appear most of the time, anti-radiation drugs could also be tested as negatively affecting stamina as well as satiety. The original premise was that they were supposed to make the player physically sick at the cost of healing radiation poisoning.
Boar are tougher, but their weakspots were also changed, it's easier to kill them from the flanks instead of when they are charging.
Cats took damage weirdly before and I altered their damage bones, it's possible I could nerf their health since they do more attack damage than dogs.
I'm more worried about the immunities of bloodsuckers, chimera, and pseudogiant because I think I made them too strong, especially the latter two, which you need either a lot of ammo, and/or grenades to deal with, and while I was okay with expending a lot of ammo and grenades on a pseudogiant, it could use some tweaking from general playtesting and existing in the game world.
ZoA is dead. If I'm doing anything I'm remaking some features for CoC.
As far as I know the Sidorovich thing goes away once you do a certain mission.
Thanks for pointing all of this out to me, but you are solely reading the weapon hit_power value and this is simply misleading because of how stalker factors weapon damage which is weapon hit_power x ammo k_hit.
As of now weapon balance is screwed due to body armor changes, I am still working on rectifying this by changing the damages.ltx files so that armor scaling works properly.
Weapon damage alone is not how I balanced weapons, I used weapon/ammo multiplied values, so you need to factor weapon hit_power against ammunition hit power in the ammunition .ltx files, and ammunition hit_power can vary depending on ammunition type.
If/When I get back to working on the mod AP ammo will have its damage increased again to give it a purpose over standard ammunition and .357 will be added in place of .45's current damage value. .45 will be moved down between that and 9mm's damage.
some of .dlls might not work, try a few in the optionals folder.
Isn't there like a helipad tech structure or something? I'm not really comfortable with Nod getting a carryall outside of tech structures / campaign for obvious reasons.
The Forgotten one seems like the best choice. I'm aware of the Black Hand one, I didn't know you tried it in CTF. I'm thinking something along the lines of a specific helipad tech building for Nod that could be used for certain naval/mountainous maps.
Infantry's a good choice at least until you can get orcas, and harass Nod's harvesters that way.
Though I'd expect Nod to throw massed buggies or harpies if I went that route.
After I autistically catalog each damage bone, then see if it's even possible to do.
This isn't SoF, so dismemberment is not possible.
Also, arterial bleeding in limbs like the legs/arms has already been modeled, it's just that the immunities system makes damage stupid without custom damage models for armors.
Yeah, but I'm not using Predbannik, I scrapped that idea.
Balancing armor to cover the torso only.
I'd say it's an understatement with the bikes. Not just the open terrain, but also the lower resources could make this map very harassment-heavy for Nod.
I remember the Forgotten Carry all existed as a tech unit in order to give the Brotherhood some air mobility. Is this still the case or is the Nod Carry all limited to the campaign?
Either way, I really like the update as it not only makes it so that each side can be played in a different way with unique units, but it also shows off the roster of units to the Forgotten / CABAL if there were ever missions featuring them in the campaign, it would be a refreshing change to have an extra side to fight, or a mission dedicated towards fighting one of them.
I don't think I'll be adding new maps in myself, instead I think I'll be moving the next build to a different mod based on build 1935 maps, removing all the story aside from a simple goal, and filling the game world with items for the player to scavenge and survive with.
Fixed the artefacts.ltx config file, I had put the wrong one in the fix.
I released a fix just a few moments ago.
I'll be posting a news article some time today about that, and about the state of the patch I'm working on.
Mod isn't dead, it's just been in extremely slow hibernation for some time, but work is getting done on an update.