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Man, thats some Soldier Of Fortune tier gore right there. : O
Ketchup 5.1 + Russian Overkill = Match made in heave.. erm.. hell. : D
With 4 playthroughs done, I still think the synthetic heart and aqualung are never worth taking.
SynHeart in GMDX has high BE use cost, does not overcharge existing augs, makes active augs use more energy than normally. The only benefit is getting the equivalent of 3 "free" augupgradecannisters for passive augs, and thats only if you even install them. I particularly never go for the passive ballistic aug anyway, so I'd only have e-shield and muscle boosted by it. Not worth taking ever.
Woot! I can confirm that the laser rifle does exist:
It was in the radioactive gray containment area in versalife or in level 2 labs in a closet next to the UC access computer, on its left.
I really like the weapon and found it not only balanced, but also very fitting visually with the rest of the vanilla content. Really surprised you decided to cut it out. A very competent piece of new content I say. :D
Cyberhound seems more suitable as a craftable weapon than a naturally occuring beast. : V
Thanks, an hour sounds fair.
The nasty thing about a hunger mechanic is that I'd be constantly stressed out to figure out the basic mechanics and navigation, resulting in trial and error gameplay that I'm not fond of, but an hour of mercy time should be enough time to grasp it all.
Tried that but nothing appeared. With spawnmass it says its an "illegal actor".
The spawnmass cheat works fine otherwise, I was able to give myself 40 weapon mods, including the new damage one.
I also noticed "allammo" and "allweapons" do not include AP bullets, WP rockets, EMP 20mm grenades and other secondary ammunition, nor special weapons like the UMP and Laser Rifle/USP.
Using "spawnmass WepLSRR 1" did nothing. What did I do wrong? I'm at liberty island, first mission.
Thank you, that helps! : )
Is there a summoning code for the laser rifle to test it out?
Whats the summon code for it?
I'd like to take a look at it before I play all the way to versalife labs to get one.
How harsh is the hunger mechanic? Like, how much time do I have from full health to death if I don't eat?
>Finished playing 3 playthroughs of GMDX
>Stumble upon the unlocked options menu by chance
>Find out theres a new laser rifle weapon
Is it any good or is it just a joke weapon?
Why wasn't it included with the base game?
Hong Kong level, the barge boat in the canal area. It has heavy weapon ammo inside it if you lockpick into its toxic cargo hold.
Its right next to the other ship that has the woman with a dog selling weapon mods.
I would not mind if the railgun stayed overpowered. :3
Arbitrary stat balancing breaks believability/immersion harder than anything else.
I just want to say that the new gore effects + plasma gun effects are METAL as hell. I mean holy **** the plasma gun has never been as good as this. So satisfying!
I noticed that if I hack the keypad into the closet in Alex Jacobson's room, go inside and accidentally click on the door to close it, there is literally no way out.
I was lucky enough to have 3 lockpicks to unlock the door, but if I had used those before, I'd be stuck there forever.
Did this mod have any unique weapons like in shifter?
I'm currently lugging around like 8 weapon mods I found, but I'm hesitating to use them incase theres a better unique gun later on, like Lebedev's magnum or similar.
Thank you Santa Claus! :D
By the way, how are creatures spawned in this game?
I'm hoping that its NOT like in Terraria or Starbound where they just pop in outside of your view out of nowhere. It would be far better if they had nest objects or some kind of physical spawning sources that the player can actually interact with and even destroy.
That way the player could have permanent effect on their environment by either completely wiping out all life on the planet, to relocating the nests into a controlled zoo to admire them, or to put in laboratory rooms to study and experiment on them.
I really disliked the system from terraria since it felt like my actions did not matter and that the world was not consistent, but run by some dumb arbitrary logic to make creatures appear literally infinitely out of nowhere.
I hope this will not be the case in Rise of Ages.
Hmm, maybe the delay could also be used to add an optional function of randomness to item drops, enemy locations and enemy amounts for mixing up playthroughs past the first experience?
I played it through two times and it was enjoyable, but the catacombs exit part drove me nuts, as did the cosmetic INF doors and keypads, so no votes from me. Needs improvement.
Man, I've played DX for like 8 times already, I love these new systems and features, but since the story and levels are always the same, its a bit difficult to enjoy it as it is.
I don't suppose enemy amount and placement on the levels is possible to randomize, no?
Posting google translate for convenience:
"Yuri Black Shadow 4.10 - Spanish - English; Added: Clonador of Soviet troops, Soviet Radar Aircraft, Controller Robo Tanks, Avion Soviet F-22 Tank Destroyer (Now With Turret) Germano, Sniper brazilian, Argentinos paratroopers, Allied Battle Bunker, Spanish Predator Tank, New animation Yuri Disk, Yuri Prime Now with less reach, Torre psychic - only two links - not detect more spies, Boomer submarine (Yuri): Two missiles without torpedoes, submarine Sentinel (Yuri) torpedoes and anti-aircraft missiles, Giant Jellfish (Yuri) with this psychic attack, Siege Chopper (only be built with the factory tank, and now transportation also), Boris has some minor range, Terror Drone (Soviet) - Now detects spies, change animation (Allied Amphibious transport , Amphibious Transport Yuri's), If you need help running the game on my page is available but aid and email."
Sounds like lots of new content and fun changes, cool. : )
I have high respect when I see the type of forethought that is shown in the videos and by your reply about keeping these imporant things in mind. Feels good knowing there is real care going into this.
I noticed the flare had significantly frequent emission of smoke compared to the old vanilla version. How much more intensive system requirements does GMDX need compared to the original game?
Thanks for the reply, I had no idea the game was DX11, since the whole game was built on the tech from the previous one to some degree, so I had hoped some performance scalability there.
But yeah, my graphics card doesn't support DX11 as it didn't in shadow or mordor, so theres no hope for me running F4. Bummer.
Would this mod make fallout 4 work on an old graphics card? Cause the one I have now (GTX 260) only has the game crash as soon as I try to run fallout4.exe.
Thank you! I have the GOG version too, so I was feeling sad I'd be missing out on this. I'm happy to know there is a crack for this.
Holy ****, this is huge.
Now all is left is an infinite discardable metagame where I can build a persistent fleet and fly from one solar system to another, defeating an enemy space engineer presense in space and on land, repair my fleet, then warp to the next solar system, discarding the old one.
It'd be an infinite war with a clear goal and objectives, I'd have a persistent fleet and player characters, the enemy forces can be randomly generated in terms of their amounts, placements and ship designs, it'd be reasonable in terms of computer performance and disk space since the worlds would be discarded once its complete. If such a metagame was added, I could literally play this game forever.
Bonus points if player-designed ships can be given to the enemy, so I can have infinite different opponents and new designs to inspire and capture for my fleet.