Hello and Welcome,
Thank you all for viewing and downloading the mod, it really means a lot to us here at Rome Rise of an Empire Dev Team that you have taken the time to try out our mod. Any thoughts or feedback on the gameplay with this mod are most welcome as we are focused on delivering the best experience possible whilst delivering fear and helplessness. Please feel free to post any and all feedback on this post.
Good Luck All :-D
Sorry for the long awaiting reply I have been busy with work and christmas, I hope that you have had a good christmas.
So what the mod does... The mod itself changes the way the AI behaves across from the Alien to the Joes and the Human NPCs, in addition to this there was some graphical changes included.
Changes for the Alien:
- The Alien has been given increased intelligence, decision making and the ability to doubt itself if it was in suspicious mode. For example if the Alien was not in suspicious mode when you hide in the locker like if you looked around the corner but the alien didn't see you then you hide in the locker the alien would not be suspicious and would come up to the locker normally then would walk away. On the other hand if the alien saw you and was in suspicious mode then you hide in the locker it will come up to the locker like normal will be faced with the decision of open locker "Yes or No" (like normal) However (this is where the doubting itself comes in) it will be faced with another choice to either "Check it anyway or continue walking". So far when play testing the mode this has happened to me 3-4 times which was a scary experience.
- Multiple aliens, the mod is programed with a random number generator set spawn between 1 to 7 aliens per level/mission/area at the start. Which makes sense given that there is an entire hive on the station (spoiler alert for anyone whos not finished the game)
- The Alien is very aggressive but not without strategic ability, The Alien will try to put you into a safe sense of security only to ambush you after you think its gone. Additionally this behavior is also passed on to the additional spawned aliens who will work together to trap and catch you.
- Increased sensitivity, the aliens senses have been modified to make the alien more deadly but not untrickable, I have noticed in a video done by speed runner Julian that the alien can still be bypassed by throwing multiple items which I am looking to change as this makes it too easy for speed runners to get passed the alien - Youtube.com . I am considering though what the impact of the change would be for those who have not got the large number of items at their disposal or who have just started the game.
- 360 degree vision, The alien has had its 360 degree vision sense enhanced meaning that unless you are completely out of sight it will know you are there and will turn around and will come kick your ***
Changes for the Working Joes:
- Increased intelligence after all they are AI so they would not be able to be tricked soo easy.
- The ability to sprint/run after you as the walk was way to slow and it was too easy to get past them before.
- Increased vision, Their vision arc has been increased from 180 degrees to 270 degrees
Changes for the Humans:
- Increased awareness given that they are scared because of the Alien being on the prowl
- Increased vision, Their vision arc has been increased from 180 degrees to 270 degrees. This has made hiding spot behind that box at the top of the stairs at the start almost impossible and admittedly the fact you could hide in that spot from the AI was dumb because human vision arc is 180 degrees meaning you would be seen but for some reason the developers of the game made the human AI ignore 45 degrees of that 180 degree vision arc.
Graphical changes:
- The game was given more of a cinematic visual to try make it seem more like a movie than a game.
I am looking to add further features to the mod in later patches and if there is anything you would like to have added let me know here and I will have a look.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
This comment is currently awaiting admin approval, join now to view.
Hello Guest,
Sorry for the long awaiting reply I have been busy with work and christmas, I hope that you have had a good christmas.
So what the mod does... The mod itself changes the way the AI behaves across from the Alien to the Joes and the Human NPCs, in addition to this there was some graphical changes included.
Changes for the Alien:
- The Alien has been given increased intelligence, decision making and the ability to doubt itself if it was in suspicious mode. For example if the Alien was not in suspicious mode when you hide in the locker like if you looked around the corner but the alien didn't see you then you hide in the locker the alien would not be suspicious and would come up to the locker normally then would walk away. On the other hand if the alien saw you and was in suspicious mode then you hide in the locker it will come up to the locker like normal will be faced with the decision of open locker "Yes or No" (like normal) However (this is where the doubting itself comes in) it will be faced with another choice to either "Check it anyway or continue walking". So far when play testing the mode this has happened to me 3-4 times which was a scary experience.
- Multiple aliens, the mod is programed with a random number generator set spawn between 1 to 7 aliens per level/mission/area at the start. Which makes sense given that there is an entire hive on the station (spoiler alert for anyone whos not finished the game)
- The Alien is very aggressive but not without strategic ability, The Alien will try to put you into a safe sense of security only to ambush you after you think its gone. Additionally this behavior is also passed on to the additional spawned aliens who will work together to trap and catch you.
- Increased sensitivity, the aliens senses have been modified to make the alien more deadly but not untrickable, I have noticed in a video done by speed runner Julian that the alien can still be bypassed by throwing multiple items which I am looking to change as this makes it too easy for speed runners to get passed the alien - Youtube.com . I am considering though what the impact of the change would be for those who have not got the large number of items at their disposal or who have just started the game.
- 360 degree vision, The alien has had its 360 degree vision sense enhanced meaning that unless you are completely out of sight it will know you are there and will turn around and will come kick your ***
Changes for the Working Joes:
- Increased intelligence after all they are AI so they would not be able to be tricked soo easy.
- The ability to sprint/run after you as the walk was way to slow and it was too easy to get past them before.
- Increased vision, Their vision arc has been increased from 180 degrees to 270 degrees
Changes for the Humans:
- Increased awareness given that they are scared because of the Alien being on the prowl
- Increased vision, Their vision arc has been increased from 180 degrees to 270 degrees. This has made hiding spot behind that box at the top of the stairs at the start almost impossible and admittedly the fact you could hide in that spot from the AI was dumb because human vision arc is 180 degrees meaning you would be seen but for some reason the developers of the game made the human AI ignore 45 degrees of that 180 degree vision arc.
Graphical changes:
- The game was given more of a cinematic visual to try make it seem more like a movie than a game.
I am looking to add further features to the mod in later patches and if there is anything you would like to have added let me know here and I will have a look.
Kind regards,
Deathium
Whats up, good year, listen is this somehow balanced, or is more like a masochist mod