RLCoop is a realistic survival overhaul mod for Unreal, designed for co-op with such features as 1 life only, brand new bleeding and dynamic damage mechanics, an inventory system, and much much more.
RLCoop Beta v2.0 Release - July 16th, 2016 Re-upload.
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RLCOOP CHANGELOG FOR VERSION 2.0
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Added:
-NEW STEALTH MECHANIC! Monsters can't see you in the dark! Shoot out lights to hide in darkness! (note this still doesnt work if they've already seen/heard you).
-New weapons, Krall Staff and Elite Krall Staff. These are dropped by Krall and Elite Krall now.
-New head/weapon bob when moving that is synced to your footsteps. Bobbing is forced on now.
-Additional weapon movement when looking around for ADDED EXTRA IMMERSION EXPLOSIONS.
-Sprint function. Players now start in a jog, and can press a key for sprinting, either toggle or button.
-Controls added to INT allowing easy configuration of new controls and keybinds in normal preferences -> controls window.
-Selection outline in RLMENU for items.
-Added new buttons in RLMenu for binding keys.
-New RL_RazorBlade projectile for RL_RazorJack in order to fix headshots.
-Monsters move slower the less health they have, up to 50% slower.
-You can now heal another player by selecting a Health Pack or Bandage and pressing your grab key on the other player.
-When a player heals another player, neither player can move for the duration of the heal.
-Health Packs can now stop bleeding if your health is over 100, but will only heal 1 point.
-Ammo count will now be displayed for ammo types in RLMenu Inventory Menu.
-Global Iron Sights support with all weapons via a new control bAiming (still work in progress and a little buggy/not perfect).
-Stamina bar that appears when stamina is being drained. Stamina is used by sprinting, jumping, dodging, wall jumping, ledge grabbing, melee attacks, and is linked to underwater time as well. Stamina is recharged quick the less you are moving, or even quicker if laying down. The more drained your stamina bar becomes, the less you will be able to move and jump and melee.
Changed:
-Damage scaling system completely revamped. Still based on center of mass, closer to CoM, the more damage you do, and the higher chance for critical hit which deals double damage.
-Movement changes. You now move slower running straight sideways and even slower running backwards. You ever try running backwards in real life man? That shit is hard yo.
-Players now can only get gibbed from explosive damage, meaning no more exploding from fall damage and such.
-Tweaked rolling mechanic a bit, you slow down as you come to the end of your roll, and it stops moving you now at the end of your roll.
-ASMD shock combo no longer using extra ammo cause UNREALISTIC F DAT.
-Modified RLMENU layout, now shows your player character which later will display damage and other things. Also rearranged inventory slots to separate inventory and weapons.
-Decreased the accuracy for monsters, projectile and instant hit (note: custom instant hit weapons will still be 100% accurate).
-Moved player names when spectator to bottom left corner.
-Armor has been buffed, all armor values are now 3x their default values, to compensate for the much more realistic damage all monsters deal.
-Players move slower the deeper they are in water now.
-Jumpboots no longer increase the distance at which you can fall and not take damage, so be careful about using them now.
-Ammo is now unlimited for all weapons/ammo types, and takes up space in your inventory based on ammo pickup amount. For example, 6 eightball rockets = 1 inventory slot.
-When healing with a health pack, you may no longer move until you are finished healing.
-When healing with a bandage, nali fruit, or superhealth, you are forced to walk for the duration of the heal.
Removed:
-AcumBleeding.u as it's built into RLCoopS.u and no longer needed.
-RLMenus.u as it's built into RLCoopS.u and no longer needed.
Fixed:
-Extra headshot damage removed from weapons like rifle/razorjack due to multiplying with our own global headshot damage, so no longer needed directly in these weapons.
-Fixed not being able to stand up from prone when player standing on top of you.
-Fixed not being able to ledge grab on semi-solids.
-Fixed perma (jumpjets) jumpboots bug.
-Fixed swimming animation on melee hands.
-Fixed flying into the sky when rolling up a slope.
-Fixed ExtremeEnd trigger so now players can all take the fancy ride down without dying (RLCoopMut.u).
-Melee no longer explode monsters if too much damage is delt.
-Fixed sound flying everywhere in specator mode if you move your mouse REALLY REALLY FAST. (wait...no we didn't...BLEEDER!!!)
-Can now pick up and move chairs and tables.
-Fixed walking into BSP holes getting you stuck and glitching some times. Now teleports you back to last known stable position like it's supposed to.
-Fixed ammo duplicating when dying.
-Fixed armor charge bar not displaying correctly.
-Fixed monsters automatically headshotting you whenever they melee. Yes this fixes the one-shotting flys.
NEW CONTROLS:
bSprint
Allows you to sprint. Bind this to a new key, accessible in your controls options if you have RLCoopS.int, or configurable via the RLMenu in game, OR by either doing "Button bSprint" to hold down the button to sprint, or "Toggle bSprint" if you want it to be a toggle you only press once to activate, then press again to de-activate.
bAiming
Allows you to use iron sights on any weapon, and increases accuracy drastically. Bind this to a new key, accessible in your controls options if you have RLCoopS.int, or configurable via the RLMenu in game, OR by either doing "Button bAiming" to hold down the button to aim, or "Toggle bAiming" if you want it to be a toggle you only press once to activate, then press again to de-activate.