I didn't make it!
In the invulnerability fix, the files are in the wrong folder, they should be in gamedata\config\gameplay. Either way Wolf is still vulnerable. :( Does it work fine on your game?
My [COLOR=Purple]webpage[/COLOR] is updated with the latest version of the basic mod and the weapon textures, though there has been no changes with those except the addition of a [COLOR=Purple]larger P90 targeting recticle[/COLOR]. It is my version just larger in case anyone does not like the minimal one that I originally created.
Now that the dropped items are working I have found another problem. I have limited the artifacts that can be dropped, yet either the game or the mod is overriding my limits.
For example death_items_by_communities controls what different members of a faction drop when they die. While death_items_by_levels controls what is dropped on each level (map) so that you not see things like Ancient Glassbeads being dropped at Cordon (where you start). The logical way to handle these is to cross reference them and only when the entry is positive in both files will that item have a chance to be dropped.
You have probably guessed that this is not what happens. I have the communities file limiting the military so that they cannot drop any artifacts since they are contraband. Either the designation of the Military at the Cordon base and Bridge have been altered so that they are no longer [Military] or else not all these files are actually used. I have NO entries for artifacts in the military section yet they are dropping level 1 transmuted artifacts!
Due to this I will be posting a new fix for the Dropped items, and I will be limiting all the artifact drops significantly until this can be sorted out. If anyone knows a guide to what the [killer]:stalker faction is I would appreciate it since google has failed to be much assistance.
I will experiment for a bit and see which file(s) are actually being used. Then I will post this fix. I just wanted to let you know that I am working on it.
Hopefully the final fix for the dropped items is up on my site (see sig at bottom). I figured out why there were too many artifacts and medkits. These should be much more realistic now. As you progress the artifacts will be more frequent and higher class. Monolith have the best. Medkits are much rarer, but bandages still abound. Come on, their just bandages. :p
The Mutant tweaks are looking good, but I still have to audition a few before I can release. They will have increased spawning after blowouts, and they have been rebalanced as well. Zombies, for instance, are a little faster, but are not as damage proof. Rodents are speed demons, and almost everything regenerates faster. I have to test them some more, so it could be out tomorrow. :naughty:
Oh hey, what do you think of making the boars stronger, and perhaps the fleshes a little weaker? As it is now a flesh can take two magazines of rifle ammo unless you hit it in the face, while I'm often able to down a boar with one shot to the head with even a 9x19mm. I'm not saying they should be made really tough, but I would like to feel scared of them again when they charge at me. =p At least make them strong enough that it takes a few pistol shots to the head to stop them.
MattyDienhoff;4630976Oh hey, what do you think of making the boars stronger, and perhaps the fleshes a little weaker? As it is now a flesh
Already on the Boar part, but I think it is the giant head that is causing the problems. Every shot is a head shot. The creatures are hard to tweak since the system they used does not translate into the game logically. I mean, that if I double a creatures health you would think that it is a lot tougher, but in some of my tests (last day and a half) they were only able to take about 20% more bullets. The old way was just to crank the Immunities, so I am trying to undo some of that. No wonder I always found AP ammo so effective, since it would have a larger impact than one would assume. Although I have read a number of people who think it does not do much at all. :lol:
The fleshes have such a weak attack pattern (slow with a lot of turns) and damage capability, plus the fact that it is so darned easy to get a head shot (that noggin is huge!), I do not think I will lower them very much. All you have to do is run past it, get it to chase you, gain a little ground and then turn and unload five or six rounds. Then run some more if there are still some alive.
All I am working on are the mutant spawns, creature stats, and mutant interactions (which try to eat each other) so I hope to be done soon. I have another four or five to test and then it will be ready to release. Tomorrow at the latest.
A question for everyone. Some mutants (boars, snorks, and a few others) come in different rankings. MattyD was pointing out how boars are too easy to kill, and if he was on one of the early levels, it would mean that he was talking about "weak boars". Would you prefer a more standardized mutant, so that the "normal" version is used in all the areas except the special areas (X18) and the advanced areas (Radar and onward)? It would make the early levels more dangerous, but it would be more realistic. The advanced area mutants would have to be tougher to survive (not that they do a lot of that after they spawn). :rofl: But if they were all 'normals' they would be too easy to kill, and that would mean upping their stats, and then the early levels would become a real grinder.
"I have a single target moving toward us at high speed. Oh my god! It's a rat, run away, run away!" -Victor Chernokov, lone Rookie Camp survivor on the Day of the Rat.
On mutant rankings, I've never really noticed much difference between the different types of boars when it comes to resilience, clearly there is a difference, but it's so subtle it's barely noticable. They all go down too easily. Huge head = huge mutant skull that should be able to deflect a few measly pistol rounds.
Also, it'd be sweet to see that peculiar, crusty looking flesh variant more often, I only seem to recall seeing those in the dark valley and army warehouses.
The fleshes have such a weak attack pattern (slow with a lot of turns) and damage capability, plus the fact that it is so darned easy to get a head shot (that noggin is huge!)
I'd say it's more like a face shot than a headshot. You can only really get a good shot at the front of their head, the rest is surrounded with blubber. :lol:
I do not think I will lower them very much. All you have to do is run past it, get it to chase you, gain a little ground and then turn and unload five or six rounds. Then run some more if there are still some alive.
It's never that easy for me. They're very reluctant to chase me if I've got my weapon drawn and facing them, and they spend most of their time running around in circles away from me rather than towards me, leaving me with no option but to saturate their blubbery carcasses with magazine after magazine of ammo until they drop.
MattyDienhoff;4632049Also, it'd be sweet to see that peculiar, crusty looking flesh variant more often, I only seem to recall seeing those in the dark valley and army warehouses.
It's never that easy for me. They're very reluctant to chase me if I've got my weapon drawn and facing them
I just checked and there are two visuals for the flesh. One is for the weak and normal version, and a different texture for the strong. That is probably the one you are talking about. Since they are set in the creature file, to get it to work all of them would look the same. I will see what I can do.
I have a trick to getting them to chase me. I run away. I get near them and then when I hear/see them coming towards me I run and they seem to follow. I have tested hundreds in the Dark Valley so I think you will find them a little more aggressive now.
It took nearly two days of debugging but I have finally figured out what was going on with my mutant spawns. I really hope that CS is not this badly designed...
I now have about a day's worth of taking coordinates and testing before it will be ready.
Update: I have the spawns done, and am about 1/3 of the way through the game test and it is going well. I am just editing the anomalies to fix a few things and tweak their ranges. I did not like their ability to effect you so far outside their animation ranges. I am also trying to tweak the detectors so that their ranges get better with each model.
Bit of a request. Think you could add muzzle velocity in with the rest of the weapon stats?