Post news Report RSS News as of November 14, 2014

News for November 14, 2014. Just a quick update on progress and wear this mod is at.

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Just an update on where I'm at with this mod and.

  1. Its not dead and I'll have a full release ready sometime next spring. April or May I think.
  2. 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:

  1. 1p29(PSO on sniper rifles)
  2. Kobra site
  3. 1pN58 Night Vision

NATO:

  1. Trulix/susat(colt on Ars)
  2. EOTECH
  3. ?? (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.
Pistols:
Stechkin APS
Beretta 92
CZ75
Desert Eagle
Fort 12
Browning Hi Power
Mp412
PB
PM
Sig220
TT33
Walther P99

Sub-machine Guns:
Bizon
M3 “Grease Gun”
Mp5
PP-91 Kedr
pp2000
VZ61 Scorpion

Shotguns:

BM16(with a long barrel)
Mossberg 590
Protecta
Remington 870
Saiga 12
Toz 34
Toz 194

Sniper/Long Rifles:
Karabiner 43
Karabiner 98k
Mosin Nagant
SVT40
SVD
SVU
Vintorez

Assault Rifles:
AN-94 Abakan
AEK971
Ak74
Aks74
aks74u
AKM
AKMS
Groza
Car15
M4a1
M16a1
M16a3
FN2000
FN FAL
FN FAL(special)
FN FNC
HK G3a3
HK G3a4
HK G36
HK G36c
HK 53
L85
Sig550
Type63
Sr3M

Specials:
PKM
RPG7
Rg6
M79
Gauss Rifle

Post comment Comments
7ty7
7ty7 - - 785 comments

Great update, thanks!

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キレックス
キレックス - - 445 comments

And they all will have proper upgrade trees, right?

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Villainz
Villainz - - 366 comments

Nice to know and looking for to it. this is a great mod keep it up

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PantsuEater
PantsuEater - - 17 comments

Somewhat im kinda sad that you could just finish the mod in 2 hours without avoiding the anomalies, but im really happy for the guns and their unique style.

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キレックス
キレックス - - 445 comments

He was probably referring to the stock game, which is also kinda incorrect. No way in hell you could finish that game in 2 hours, mostly because everything was broken to **** and back.

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tsf00181 Author
tsf00181 - - 283 comments

Yeah I was referring to the stock game with a little bit of sarcasm thrown in:).

AS for your other question, yes. I've made sure all weapons have upgrade trees appropriate for that weapon.

Reply Good karma+2 votes
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