"Naferia's Reign: Invasion of the Dark Mistress" is a 12-1/2 year long project for the BUILD-engine title "Duke Nukem 3D", though not all of those years had progress due to HDD failures destroying older versions. It is hard to put this mod into anything like a one-line summary, as it can't do the feature list here justice. :P One of the chief features of NR is the RPG-style mechanics mixed with traditional style FPS gaming, such as having improvable stats for Health/Armor/Attack/Defense/Speed, and being able to level up. Other elements include an extended inventory system to carry lots of items. Status buffs/ailments are present as well. But the most important feature of the RPG-style system is by far the multiple-character system. Unlike Hexen and it's ilk where you choose one character to use for the entire game, in NR you find new characters and increase the size of your group and can switch between them at will. (More can be seen in the Description >.>)
Again, real life is just a pain in the buttocks man. x.x That and expanding my gaming horizions and the occasional streaming as well, and other stuff... I need to regain some steam for this, and at the same time I need to find some GFX artists badly. :( But yeah, updated again just in time for the Holidays. Enjoy :P
Posted by LordMisfit on Dec 24th, 2012
* CHANGELOG *
+ Weapon Bugfix: A critically annoying bug concerning the Shotgun randomly 'jamming' after switching characters was FINALLY fixed after having been around since the inception of the multi-character system. Hint to all future developers of mods like this, make sure the player struct called "random_club_frame" is reset to 0 upon switching characters. The problem was linked to having the shrinker/expander [or any weapon with a 'glowing' component] selected on one character and then switching straight to another character currently equipped with a Shotgun.
+ Jump Mechanics: Jumping is redone. No more sudden decceleration and reacceleration in midjump when jumping really high. Crouching and then jumping causes you to jump very low [the old system meant if you released crouch while in the middle of the jump you suddenly went from hugging the floor to launching into the air XD]. Also, air-jumps are now only 2/3s as powerful as a normal ground-launched jump. Crouching while falling will also SLIGHTLY increase a character's falling resistance to help reduce potential impact damage.
+ Display Bugfix: Fixed it where having undamaged SuperArmor would cause the description for damaged/used Super Armor to display in the inventory screen if you highlight it's blank spot holder
+ Bug Fixes: Fixed a bug where invulnerable monsters can kill or affect a player by getting within range of one of their deployed Holoforms.
+ Feature Change: ATMs are changed. Cancelling from Deposits, Withdrawls and Wire Transfers go back to the options screen after an account login instead of completely logging the character out.
+ Feature Change: If you hold extra Duke3D-inventory items in your main inventory, you can press that item's respective button to give the current character one of that item if he/she is not currently carrying one directly already. [Applies to Portable Medikits, Holoforms, pairs of Night Vision Goggles, Jetpacks and Vitamin Xs]
+ Feature Change: Picking up a Duke3D-inventory item when the character has a partially depleted item of that kind in use, will instead put the item into the main inventory instead of refilling the partially-depleted item. [Applies to Portable Medikits, Holoforms, pairs of Night Vision Goggles, Scuba Tanks, pairs of Protective Boots, Jetpacks and Vitamin Xs]
+ Weapon Change: Pressing "4" will now cycle two firing modes for the chaingun, for those bitching at me they want the old chaingun back, you can now switch between bullets and rockets. :P
+ Displays: The weapons bar will show "4B"/"4R" and "5G"/"5S" to designate which mode of weapons 4 and 5 are current in use.
+ Worldtiles: A new set of 64 worldtiles have been added to the game's code, making up a total of 256 [from 19