Ever played borderlands? Seems most people have, and it's a great game. Think I should clarify this has zero affiliation
with borderlands, its sequel, its developers, and so forth. Additionally, it uses no direct code, textures, models, and etc from the
game and is built as an EMULATOR, and legally there is a considerable difference between Emulation and Replication, so I thought I'd
clarify the difference. Anyways, this mod emulates borderlands 1, its lootpool, and some of its enemies within the bounds of Deus Ex.
It's an interesting mod, and although relatively small in how it is inserted, is a considerable game changer. It is (obviously)
inspired by Borderlands and had been sitting around collecting dust for a while in my files, so I figured I'd polish it up some and
make it more stable (and trust me, it used to be HORRIBLY unstable, I'm amazed I can grant stability a 10 now) and prep it for public
release... and it took a LONG time due to all the changes it had to be subjected to.
PATCH V1.1: Clipper didn't exist. This was an issue with trying to apply clipper unique status to a RandomRepeater and not a RandomMachinePistol... and due to the dynamic nature of the code it was OK with not doing anything after being unable to find Clipper unique clauses. Additionally, fixed a bug with the Vladof Revolution receiving accuracy and fire rate bonuses whereas the Revolution tends to be an exception to these. I'm really becoming known for jumping the gun and while I usually blame myself, I don't on this one, since it took a couple of weeks to get done and is VERY hard to cover all the bases.
Patch 1.2: Okay. I'm officially postponing this patch a couple of days just so I don't jump the gun, this is just aggravating for those who want to not be slave to patches and updates, no matter how minor and negligable they may ultimately be.
-Clipper colors itself blue now, and blue only. Previously it was almost always green, and by no small part because it is honestly not that good of a weapon.
-Pounder and Intense effects on cobras now bestow the proper +50% bonus each. How did I forget this?
-S&S Guns give more tech at higher material grade... because their current bonus is seriously undershot, most their guns look awful in tech, and that's just a tad off.
-Total miswrite in the readme, of all places. Bug in the place where I report bugs, ugh.
-Modified some of code used with burstfire weapons to reload properly once clip is depleted. Hyperion weapons still bug out though when scoped.
-Fixed reaper + clipper not listing melee bonuses in item screen for machine pistols
-Modified the way sniper rifles read tech levels. They now no longer start with less than 50% proc, and inherit 75% proc slightly easier.
-Fixed the Butcher not playing animations when firing. This was actually intentional due to how screwy the animation rate was, but I remember I had some code I'd developed for the same problem on other gun types, and applied it.
-Reduced masher accuracy penalty, they were just a bit too inaccurate IMO. Will not apply retroactively, meaning while old mashers won't inherit the bonus from your current world, new ones you go out and find will.
Ever played borderlands? Seems most people have, and it's a great game. Think I should clarify this has zero affiliation
with borderlands, its sequel, its developers, and so forth. Additionally, it uses no direct code, textures, models, and etc from the
game and is built as an EMULATOR, and legally there is a considerable difference between Emulation and Replication, so I thought I'd
clarify the difference. Anyways, this mod emulates borderlands 1, its lootpool, and some of its enemies within the bounds of Deus Ex.
It's an interesting mod, and although relatively small in how it is inserted, is a considerable game changer. It is (obviously)
inspired by Borderlands and had been sitting around collecting dust for a while in my files, so I figured I'd polish it up some and
make it more stable (and trust me, it used to be HORRIBLY unstable, I'm amazed I can grant stability a 10 now) and prep it for public
release... and it took a LONG time due to all the changes it had to be subjected to. I admit I feel bad because this took so much time
away from Hatchet, but all-in-all I'm willing to call it worth while, and hope you feel the same.
Things I wanted to bring into the mod, but weren't practical:
-Skags and other wildlife
-More bosses/unique weapons
-Rocket Launchers
-Some parts and effect we couldn't replicate, including projectile speed and ricocheting/unique moving rounds
-Pearlescent weapons and weapon vendors
-Better NPC textures (let's face it, the current ones are pretty uncreative and lame)
Damn not bad, sloppy but not bad.
as it is too easy. The game itself is easy, but with this mod is a fraud on)) It's been the nameless mod, the original game. In the nameless enemies all modes have been changed, that is, with the weapons .... as it was not particularly interesting)) especially with high bio electric energy regeneration .... well, you get my point)) And so do a damn good mod , play now redson 2020 Waiting for updates)
Damn, the game plays, a glitch occurred, now I can not pick up the equipment from inventory))
Missed out on this chain of comments. Anyways, here's my late feedback on these:
-Sloppy is pretty much MTMF's middle and last names. These were mostly done for experimental purposes in relatively lazy insertion methods.
-Too easy? Agreed. This can get pretty lax, but usually playing on higher difficulties ramps ups the mods challenge several fold. It's still not perfect and probably less hard than realistic base, but the tanky enemies hopefully balance it all out. Real bullet sponges, sometimes.
-Never encountered that glitch. Very interesting. I wouldn't be surprised if odd things occurred with the inventory because of this mod, but I would really hope otherwise.