I mod mods.
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.
Does that school bus in the first image have infantry slots?
New map looks absolutely desolate, and it's 6 player. Love it.
Very informative update. From the tiberium lifeforms to the new tech structures and vehicles. I like the principle of the new naval map that is based around expansion, and some of the new features you've added to make base expansion easier and more practical.
The mobile CABAL refinery is a unique variation of the mobile war factory that has more potential than simply being used for expanding across water. The yellow plant life is familiar looking and fits in with the desert areas, the red plant life even more so, like a cross between termite mounds and coral.
Do you have any plans for 2 player map with a purple/blue tiberium field between the two players? It doesn't have to be positioned dead center in the middle of the map, it could be slightly north or south, but equidistant between the starting points, while still being close enough to make an MCV move from each start viable. A good example of a map like this would be the first one in the list of DTA's maps.
Excellent to hear.
Simply put, the damage graph is misleading, it only measures the hit_power value of the weapon itself, without taking its ammunition into consideration. The weapon damage is a multiplier of the bullet damage, and frankly I have thought of removing it from the game altogether to end this confusion.
They were designed with vanilla hit_power values in mind.
Every weapon in ZoA has had its hit_power changed, and not only that, but each of the various forms of ammunition for that weapon also have different k_hit variables, so even individual weapons in the game can have completely different damage depending on which ammo you use for them.
The 7.62x39 AKs used to have significantly more recoil in earlier patches. I could take a look at giving them new values.
I do not find them to be identical. The AK-74 has far less recoil, except for the folding stock variant, which has moderately less, and the AK-74M has the least.
I've considerably increased the duration of armor in the game, but I've still maintained it at a low durability due to the fact that ceramic body armor shatters in order protect the wearer.
I already have some special types of armor in the game that degrade at a slower rate, and I could probably extend that to certain armor types being of a polyethylene-type construction instead of a ceramic type, which is both more durable, and lighter, at the cost of offering less protection.
It is intention that late in the game the degradation of armor becomes more problematic. I have other intended problems unique to journey past Red Forest Pripyat, particularly with an added trouble of finding edible food and medical supplies from dead Monolith fighters.
Well that's good news, I do think the lifeforms for this mod have some cohesiveness to them when it comes to their design, almost like a believable ecosystem.
Damn, that was my favorite of the older maps. It was 3 player, asymmetrical, had ruined cities, red/orange tiberium, and a neat deserted highway.
I think it deserves another shot like the last forest, maybe adding a few Nod/Forgotten capturable structures to make it a little different from the current set, but entirely up to Morpher if he ever chooses to remake it.
Will Hills of Silence get the same treatment as the last two of the old maps you've posted?
From what I remember it had two cities, with a hospital and an armory. It was also my favorite of the older TO maps.
I've always liked the map design in TO, you and Morpher seem to make maps that have a natural asymmetry, while seeming to preserve a balance between the spawn points, which feels very much like old TS maps.