Post feature RSS Desolation 0.2.5 features

The upcoming update version 0.2.5 turned out to be the biggest so far. We managed to rework alomost the whole weapon arsenal, we added a vast amount of weapon modules and attachments and implemented additional features to the core game of Desolation. I want to go over some of the upcoming content and features.

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If you want to check out the new version before it hits release on ModDB's page, you can join our Discord server and download the latest test version. Discord Invite: icons8 discord logo 48

  • Attribute system: The vanilla upgrade system for weapons has been completely replaced by a new attribute system. Every module/attachment has it's own attributes and will affect the weapon handling in a meaningful way. The UI has also been updated to reflect that.

    art 0 2 5 attribute system 1 noart 0 2 5 attribute system 2 no

  • UI rendered icons / icons for attachment context menu: A huge step towards immersion and QoL are the new rendered icons for weapons. These icons are generated on the fly after any changes are done to the weapon.

    art 0 2 5 UI rendered icons 1 no

  • Visual magazines: An important improvement to the magazine system are "individual magazines". This allows the player to visually identify currently equipped magazine types on players slot or weapons that are lying on the ground.

    reload test10 2 res4

  • Weapon cover compression: Coming close enought to any obstraction, the player will now contract the weapon accordingly.

    art 0 2 5 cover copression small

  • Weapon lenght: To support the cover compression, individual weapon lenghts have been implemented and added to the attribute system. This will impact the player's weapon choices and give CQB more meaning.

    art 0 2 5 UI weapon lenght 1

  • Actor body: To add more immersion, we implemented the actor body that will reflect the currently equipped body armor.

    art 0 2 5 actor body small

  • Head mounted camera: This feature works independently from actor body and adds inertia to players's movement. It can be toggled in options and the amount of head bob can be tweaked as well.

    art 0 2 5 head moounted camera

  • Unique weapon visuals: Small scratches and bumps will cover the weapons sufaces resulting in a unique look. No weapon will look the same.

    art 0 2 5 UI unique weapon visua 1art 0 2 5 UI unique weapon visua

  • Weapon condition: To further enhace visuals on weapons, surfaces will now accumulate wear and rust to indicate weapon part conditions.

    art 0 2 5 condition system 1
Comments
Some22
Some22

Wow. just, wow.
this mod has now become my favorite anomaly mod.
keep up the good work!

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skej
skej

this mod <3

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TomLink
TomLink

god damn. been waiting for months

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SpecShadow
SpecShadow

This looks like something from Apeiron games (7,62 High Calibre and others) - dirt and durability, time for ADS etc

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TomLink
TomLink

the weapon length also gives SMG a slot in people who likes to gun and hide's loadout

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Scholai
Scholai

oh my god lets gooooo

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twinstar360
twinstar360

ohhh!

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Dat_shit
Dat_shit

Alright, this modpack is officially dunks on EFP, i mean EFP is still a great modpack, but this is something magical, actor body is something i truily appreciate for i am immersion sucker.

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Guest
Guest

This looks amazing. If you would like some more inspiration on your dev work, check out Insurgency (source engine, 2014). It has the absolute best interpretation of FPS gunplay that currently exists.

Some of the noteworthy features include proper ammo counting and reloading of weapons which aren't empty and corresponding animations. (one in the chamber plus fresh 30 mag = 31)

The lack of crosshair and hipfire weapon freefloat (play the game and you'll understand) are also extremely good features.

Good luck!

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TomLink
TomLink

that shall takes a lot of reimplementation, and i don't think it is fully compatible with the X-ray engine. still, thanks for the advice. noted.

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