I know there has been much radio silence since my last news post. The truth is, I've been somewhat busy adding in new weapons and features related to them. Even at this point I still do not have a solid list of how many new weapons will be in 1.07, but my guess is that it's going to take up all of February, and if I'm behind schedule, possibly even early March.
With all that said, even after adding in weapons there is still quite a bit of work to do, namely with adding them into the new random weapons system. Thankfully, this randomized system I've been using at least since the prototype 1.07 builds is very modular compared to manually adding each weapon individually to a character in the game. I have also figured out how to fix NPCs that spawn without any weapons, by giving them something guaranteed to spawn in their inventory at 1% condition, this gives them at least something to fight you with.
But I haven't focused only on weapons, I've also merged in a faction change feature from the start of the game, so that the player will be able to skip the bullshit of the missions and play how they want from a different perspective. Some mods add dedicated traders to hostile factions like bandits, mercs, and monolith, but I will add no such luxuries. Besides, they possibly take all.spawn editing, which I'm holding off until after 1.07 is out.
No, if you play as Bandit, Merc, or Monolith in 1.07 you will have to make do with what resources you can find, and make up your own rules. And for god sakes get the night star before you join a faction so you'll have a place to put your stuff.
Another thing that the faction change script typically does in most of the mods its in is give the player a rifle and all the gear they need right away. Being the typical sadistic dev I am, I am not giving the player such luxurious goods, instead, they simply get a pistol from that faction, (for bandits, Obrez counts as a pistol.) For Monolith, no extra pistols at all, only 4 F1 grenades to be used judiciously along with the player's knife for procurement of enemy weapons.
I don't think this is too harsh, I've come to expect people who play this mod to be smart enough to adapt to the circumstances of their surroundings, and come out of it for the better.
Then there is the last issue to contend with, hosting. The reason why 1.06 was split up into various parts was not just because I was slowly developing it, it's that lately, this mod is now too big to host as a single file, on ModDB at least.
Patch 1.07 will not be patch, it will be a full version of the mod released. This is because I lost track of stuff I added and I am now going to pay for it by having to find a goddamn host for this clusterfuck.
In fact, the last time I measured its file size, it rounded out at something around 6GB, and since adding several new weapons, and with stated projections in place, it could be substantially larger than that. So what I'm looking for here, at least from some suggestions from my player base is to find a new host for the mod in its entirety. I could try splitting it up, but I already know the problems of that. So I need a primary place for hosting 1.07 as a full mod, a mirror(s) for it, and a possible torrent backup, (in fact I may use this last portion for dev builds after 1.07 is out, which means a less-stable rolling release of new content that people can download and test.) What this means is that it may be possible for people to be playing stuff immediately after the post-1.07 big-merge occurs.
Oh, and I haven't forgotten about my old concepts, new maps, characters, and quests but all that stuff is slated for after the big merge, (which is after 1.07 is out.) And I still have no clue how I am going to do most of this stuff.