Here's a new version! Features: Jetpack,Inventory and Shop system and everything else that has been showed up to today.
Requires STRIFE1.wad to run. Tested on GZDoom 3.3.2, should be compatible with any newer version.
The mod isn't compatible with the Veteran Edition modification.
This package includes JP's HUD mod.
Thanks for playing.
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Credits
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All of them helped me in creating this mod, one way or another, so show them some goddamn respect.
=M= - Character design and Linearts
Nash Muhandes - View shaking
ACS positional damage
Mekan - Sprite concepts, Death animation
MrEnchanter - Assault rifle and machete sprite
Realm667 - Trader's sprite
Zedek The Plague Doctor - Some concepts, help with finishing sprites, Molotov
Dantos - Beta testing
Resources from different mods:
SpriteShadow v1.5 - Amazing shadow mod compatible with most wads. (By Nash)
Project Brutality - Weapon and item sounds, sprites
SgtMarkIv's mods:
Brutal Strife - Serves as a base for this mod
Brutal Doom - Grenade scripts
Brutal Doom 64 - Running scripts
JP's HUD - Amazing enemy healthbar mod.
Trailer: Youtu.be
nice work
Fisting triggers the guards
Start punching stuff around a policeman, I wonder what he would do. :)
Give me a Warning uhh
Now imagine if you lived in a dystopian future ruled by a techno-theocratic authoritarian state and the policemen were armed and given explicit commands to kill anyone who may pose a threat to the "peace".
You made me reconsider, seeing that i am surrounded by heavily armed angry rebels.
Doesn't work with the Veteran Edition? Where am I supposed to get the original WAD?
It is located within the Veteran Edition's folder. (Strife1.wad)
What I meant is that it doesn't work with the StrifeVE.wad (or how is it called) neither it can be launched using Veteran Edition's launcher.
Major bug I noticed; when speaking with the rebel's weapons dealer (not the trader in the base, the guy in the town), choosing the option to upgrade a weapon when you've selected a weapon that can't be upgraded immediately quits the conversation, but it leaves the picture of the guy that pops up permanently stuck on your screen. The only way to clear it is by reloading an earlier save.
I'll provide a more detailed review once I've played a bit more, but I thought that worth mentioning off the bat.
Great find, I'm definitely going to patch that.
So, I played a bit more. Here are some thoughts from my experience:
I'm glad you toned down the XP system a bit, it seems more balanced now.
Looting corpses is a nice addition, but it's very overpowered in it's current state. Within the first couple of levels I had more healing items, ammo, guns and crafting items then I knew what to do with. Cutting down the amount of lootable items to a maximum of three per enemy and making them crafting items only (with the rare chance for a health pickup or item) would work better. Enemies already have a good chance to drop ammo as standard, so there's no need for leaving it as loot. Instead you might want to consider ammo loots for the unlockable boxes instead (good work on those BTW).
Compounding the above issue is what you can sell to the Trader. Selling all of my available items mentioned above gave me well over 2000 gold, more than enough to upgrade at least four weapons and curb stomp everything in my path. While I would encourage you keep the option of selling your gear, maybe twig the prices so that you only get a small fraction of the cost when selling items (if that's possible. If not, I'd remove the option to sell ammo and crafting items).
The machete seemed obsolete to me if I'm honest - there isn't any real difference from the dagger and it sets off alarms when you cut someone. You also can't take people hostage with it. Maybe I'd use it if it allowed you to chop off heads. :)
I actually thought the revolver was pretty weak, even when upgraded. The basic pistol completely outshines it when you max it out.
The advanced crossbow doesn't seem to make any sounds when shooting.
Steel bolts are way overpowered; I was one-shotting everything - robot or human - indiscriminately with the things. Made even more broken by how easy they are to craft.
The shotguns are a nice touch, but also obsolete. They all kill basic enemies in one hit and the only differences are the reloading times and shell capacity. Probably best if you limit them to one or two rather than four, or maybe give some to the acolytes and cultists for more of a challenge.
Not sure what to think of the two alternatives to the pulse rifle. I keep repeating this word but they seem obsolete, especially when the basic pulse rifle is easy to upgrade.
The minigun was good to use, if again overpowered. Maybe a windup time would help?
I noticed that I can't still find the Trader when the Front moves to the castle, and their weapons dealer doesn't provide you with the option to upgrade items when that event occurs.
I like how the acolytes now actually use their shields, though the cultist's dodging mechanic is a bit cheap. Still, it's far too easy to slaughter your way through enemies as it stands, especially if you upgrade your weapons. The bad guys definitely need their health points doubled at the very least. I recall acolytes in the base game tended to take ten bullets to die and only give back five, but here they can easily die with just three bullets and could potentially give twenty back if you loot them (and this is on Elite difficulty). Even the tough as nails crusaders are easily dispatched with three seconds of auto fire.
I understand enough how the shield works, but what does the helmet do? I thought it was extra armor, but it doesn't seem to change anything when I'm hit.
My thoughts on the weapon degrading mechanic are... mixed. I didn't like it in Oblivion or System Shock 2, but here it actually does somewhat balance the upgradable weapons being overpowered (not enough to not justify giving the Order some more health points though). Plus you gave players the option to switch it off, which is always good.
Speaking of options, is there one to add more blood (at least without going into the console and fiddling with cvars)?
Finally, I noticed a couple of the key binds (the ones for the skill menu and shield) kept switching off when I exited the game. This may relate more to issues with the GZDoom configs and the multiple Doom mods I already use though.
That's all I can think of for now. I only got as far as clearing the castle, so I don't know if you had more surprises in store beyond that. Anyway, in spite of everything I've mentioned above this mod is still a fantastic effort in overhauling Strife and I hope you continue your great work in making it even better.
Wait how you take hostages?
There is a special attack button for it. (looks like left hand punch when activated), however you have to invest skillpoints into hostage taking skill. When you use this attack it checks if the enemy's health points are lower than your skill times 10. (with level 5 you can take enemies with 50 health as a hostage)
Hey, we've got an essay here.
Corpse loot is indeed abundant.
Trader already pays you only 70% of the original price but I'll make it 30~40%.
I'll see what i can do with the revolver.
Machete does more damage, can be thrown, you can take hostages with it(also has a stealth kill option) and you can chop heads with it too (one of the finishing moves does it).
Regarding shotguns and rifles:
I'll try to differ them some more although the idea is for the player to have 3-5 weapons at the time unlike Doom's full roster concept.
I'll increase the minigun's spread and also give it a speed penalty.
There is a trader at Map10(https://www.moddb.com/mods/strife-overhaul/images/trader), the upgrade guy isn't there yet.
Good notice on the crossbow, I'd never find that myself. Steel bolts will be nerfed.
Enemies will get more functionality as well as some health/ resistance buffs.
Helmet negates 1/3 of the damage until it's broken, I might give it a bit more durability though.
The weapon degrading was indeed a pain in the arse in SS2.
There is no blood/gore related option. The gore and blood might receive some improvements but it won't reach the Brutal Doom level.
I had the same issue with keybinds when I used more mods in one launcher. Fixed it by keybind them manually via console.
Thanks for the feedback!
Dude Irale portrait get stuck on my screen when i done talking to him
This has been already reported. You should be able to fix by choosing to upgrade something (the weapon has to be upgradeable) and exiting by choosing return in the menu.
Next patch will fix it.
How do i get the sg? i'm already on bishop part and i don't know how to get it.
If you mean Sigil, you get the first piece after killing the programmer so you either have it in your inventory or something is terribly wrong. The mod doesn't alter Sigil in any way.
If you mean a shotgun then you can get it from trader at Front base.
Yeah, the shotgun, i just figured it out, thanks anyways!
No problem!
Inserting one round of any type counts as 2 in shotgun or hunting rifle. Meaning ONE from inventory is removed when you got TWO in weapon mag. This means you can abuse it to get infinite ammo. Shotgun is a good example of it. Inserting only 3 you got 6 in mag. Then you change ammo type. And all 6 goes to inventory as TWO each. So unloading shotgun gives you 12 ammo of unloaded ammo.
Thanks I wouldn't ever notice this. The error happens only on those difficulties which alter ammo pickups and since i don't ever go below Veteran i haven't noticed.
It will be patched in the next update.
LoadActors: Load actor definitions.
Attempt to get invalid state ReadyADS from actor SO_UpgradedCrossbow.
Execution could not continue.
Script error, "StrifeOverhaul.pk3:decorates/npc/acolyte" line 198:
Unexpected token ')'