Always been a big fan of WBC3, looking forward to 0.9 immensely.
Always been a big fan of WBC3, looking forward to 0.9 immensely.
Is it impossible to fix the issue of the first slot weapon being unequipped? It's super annoying even for standard gameplay. Let alone when you need to hide behind a tree and switch a long range scope onto your AK because you spotted a controller in the distance.
Along the same vein it's annoying that the weapons change slots and unequip when you do stuff with attachments.
Ahhh, I believe that's the one, tyty. Geez that's sure a pain to find.
I'd definitely greatly appreciate that. I don't care too much about random stalkers or traders getting killed off but for instance I had to do some really janky stuff to keep the Military from killing off Hip and Fanatic. Needed to go to the great swamps so I could take a guide directly into the Cordon and protect them, otherwise most of the time the military occupying the rookie village would shoot them before I could get there, lol. Something else to consider for the future might be a 'semi-dynamic' zone rather than 'fully', though that might be too much work. What I mean by that is to have certain key locations like the main Ecologist base, Rostok, Rookie Village, Great Swamp Hideout etc. be unconquerable so the factions can never be 'totally wiped out' but can be neutered. I like the idea of Freedom attacking Rostok (actually happening in my game at the moment lol, sure tanks the FPS) but I'm not sure I like the idea of them actually succeeding in taking it, if that makes sense.
Since you say you went to every one in the game, where the **** is the one in the Duty tower? Is it actually on top of the entire thing? 'Cause I just couldn't bloody find it.
Ah, I missed the note on the patch about it not actually being balanced at all, lol, sorry. I do think it goes too far but I prefer meaningful but rarer artefacts than ones that aren't. Do you think you might try to expand on the mod at some point, for instance ways to reduce degradation, or restore it?
I'll still use this for the despawn but turn off degradation for now I think.
Looking at the conflicts it might just be what things are designated as having helmets? But I don't know what the ; are used for in ltx files. It seems to be commenting stuff out.
What about health regeneration and stamina boosting? Do those count? What about artefacts that contribute to carry weight? Does degradation only happen when it's actually mitigating some form of damage or does boosting carry capacity or regenerating stamina count towards it too?
*EDIT*
Checking it out, they seem to degenerate insanely quickly. I'd expect a gradual reduction over the course of a week but I've had two T3 artefacts lose a quarter of their efficiency walking around Rostok looking for a stash (not even sprinting most of the time.) So yeah, cool concept, but needs a lot of refinement for non-combat artefacts before I'm going to use it I think.
Don't you only get the free jellyfish if you start as a loner and do Fanatic's quest?
Uxie
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