Just an update on where I'm at with this mod and.
- Its not dead and I'll have a full release ready sometime next spring. April or May I think.
- I need some help. I desperately need someone who knows C/C++ and can work in Visual Studio 2008. Also, I need some help with Lua scripting, I'm getting better at it, but someone who already knows it would be a lot better at it.
Wear I'm at game play wise. Random anomalies and mutants now spawn throughout the game. The anomalies are similar to SOC in that you'll get a warning with your detector, so get out your bolt. They change locations after and emission and spawn randomly with each new game. The idea is to increase the time it takes to progress through the game because you now have to be a lot more careful. Hell, stock you could probably run through the entire game, stopping only for a mission dialog and to shoot some bad guys and be done in 2 hours.
Mutants now spawn in larger numbers and are a lot more aggressive, plus I replaced most with the Cop models. Nothing much to say about these right now, I'm still balancing them. There will be a lot of fleshes and boars in the swamps along with a few bloodsuckers. Cordon and garbage will be fairly tame. Dark valley will see a few more but not much. Expect Agroprom,Warehouses and Red forest to be covered in mutants.
Game play wise, the above changes makes it fairly hard, But I've also changed up the NPCs a lot. NPCs are generally easier to kill because of redone ballistics, but those ballistics also apply to the player. They are also a lot better equipped. Renegades are no long the poor cousins of the bandits, they have powerful weapons(Older eastern block), but shity armor. Clear Sky is also more of a true faction now with uniforms that match and their own weapon type(older NATO weapons). Before they were more of a pack of refugees living in a swamp.
I haven’t really touched the other factions since they don't need it. I'm going to change out the monolith models for something better and make them tougher. There supposed to be so fanatical they ignore wounds, so I think their hit points are going to get a lot higher.
So as of right now, I've finalized the weapons list. I'll post it at the bottom of this page. I'm still going to use the Shoker scripts to have multiple scopes on most weapons. Older surplus weapons won't get nigh vision or red dots(so no Kobra on a Mosin Nagant). All available attachments will be listed under the weapons description just to clarify everything. Some families of weapons have a specific addons just for them,(the colts get the colt carry handle scope instead of the susat/trulix, HK weapons get the AG36 grenade launcher instead of the m203. I do have certain standards though and won't put in any type of ammo or addon unless it can be used on at least 2 weapons though I prefer 3 or 4.
Eastern block weapons:
- 1p29(PSO on sniper rifles)
- Kobra site
- 1pN58 Night Vision
- Trulix/susat(colt on Ars)
- ?? (Anyone know of a good NATO night scope model?)
This is the finalized weapons list. Some of these are going to get new models or re-skinned, but no more are going to be added(Unless I find a REALLY good reason to). NONE of the weapons in this mod are the crappy stock ones. I don't think I missed any.
Browning Hi Power
M3 “Grease Gun”
BM16(with a long barrel)