#šŸ“¢development

1 messages Ā· Page 3 of 1

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gray swift
# shell heart

The stealth code changed a lot, I'm not ready to spend days and days to check the NPCs reactions in different scenarii to determine if it's better or not than what GAMMA currently has. The busy hands fix for Stealth was made for the new version of the stealth system anyway, I don't think the old code had the issue.

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# shell heart

That means, Sin is gonna be more scary because instead of tickling you, they will kill you fast. I need to check how balanced that is, but I also know that they spend their time reloading their LMGs, so there's that

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gray swift
#

Next up: new artefacts defense values and defense cap raising system

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passive artefacts detection system is finalized: display a small artefact glowing icon among the status icons when an artefact is nearby and can be detected with your current detector. The distance is reduced compared to actually holding your detector (about half). This means that holding the detector is still better, but you won't miss certain artefacts anymore thanks to the glowing icon šŸ™‚

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gray swift
#

Rejoice, XM177 ain't gonna look absolute dog water anymore. Nvidia Texture Exporter Tool did some magic compared to crap Paint.NET for DDS texture compression (what the original mod author used, which butchered the textures). Picture in DX9: #ā•™šŸ–‡mods-making-discussion message

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XM177 texture got further fixes (uncompressed textures for certain parts) + Freedom patch over the existing patch. Looks like loosely stitched patch.

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gray swift
# shell heart

This avoids getting guns with prestine parts when disassembling a gun that got upgraded with a kit because it could be abused (get a broken gun with bad barrel, buy kit, upgrade it, disassemble it, get gun with prestine parts).

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# shell heart

So this brought a new gun balance point I'm about to improve, which is the ADS speed. The idea is to balance certain weapons about their aim speed. Some will be faster to ADS like pistols and snipers. Some a bit faster like SMGs. Some won't change (most rifles). While others will be slower to aim with (LMGs, big shotguns, etc).

The next step to make gun categories stand out and that I'll work on will be the leaning angle: some big guns will have small leaning angles while others will have larger leaning angle. This means that peaking will be easier with certain guns compared to others, thus exposing less of your body while peaking, or allowing you to better peak more easily. I would like to affect leaning speed as well, but I'm not sure this can be changed atm (requires further engine edits)

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gray swift
# shell heart

VSS got a damage boost and is C type: 9x39 enjoyers, rejoice (yeah ok it's single fire mode only, but full auto with 10 rounds was a bad idea anyway šŸ˜› )

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gray swift
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gray swift
#

With the latest changes in the Dev branch, artefacts don't emit rads anymore, containers are useless and thus soft removed, artefacts have negative or positive or neutral radiation resistances which work the same way as helmet or armor radiation res. So you can stack up radiation res with artefacts, or use artefacts for defense res, usually at the cost of rad res. I'm in the process of implementing all the positive, negative res rework for all artefacts...

The system is most probably gonna work based on +5 / -5 increments for the various stats

https://miro.com/app/board/uXjVKaB9zO4=/

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#

I guess a whole lot of people haven't been playing SoC / CoP for a very long time: containers, and other shit like that were introduced by Misery or whatever for extra tedium a while ago. Shit has to go. And I think that just balancing artefacts around "some emit rads" "others remove rads" is really bad in terms of gamedesign because it is its own self contained mechanic (artefact work with other artefacts and that's about it) that you can circumvent with consummables and fast travelling.

I prefer a system where artefacts allow faster radiations accumulation or slow it and work in pair with all the other equipment being the helme, the armor, the pelts and the technological items. It also makes sense from a lore perspective (artefacts are not created by "radiations", they are created because of the rip in the Noosphere. Some of them can work around radioactive particle physics and others don't, but the whole +7, +14 and +21ms with the containers is fucking hot garbage coming from Call of Misery or Last Day, like almost everything that comes from these two anyway. CoC was the holy text and everything based on it tarnished it in one way or another).

Also the whole "artefacts emit radiation so it's hard to get a lot of them" is extra dumb because 99.9% of the players were abusing companions to store their artefacts anyway.

Also I'm pretty sure the people being against the changes simply don't play with artefacts anyway KekSkew

Also: no more "anomalous bread is killing me" newbie problem or the "where are the rads coming from I'm dying" issue.

Simpler yet deeper system, and it doesn't make the game easier, it's just less bloat and tedium.

And I'll laugh during days when the gigachads get 90% ballistic res and 90% rupture res and get insta radiation poisoned and dying at the first rad pocket they encounter or almost get instagibbed by artefacts negative bleeding res.

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gray swift
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this is because 5.7 wasn't really a good round in itself and rather just used because P90 MP7 could fit the pistol slot. Since this is gonna change because I want to make Axes and Hammers worth using in the pistol slot, I want 5.7 to shine as a main weapon with 1 hand abilities to still be able to pull out your detector while being armed.

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Improved the P90 sight

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# shell heart

the display works but the math aren't good atm + I want to display the caps so there's a bit of work (caps must be displayed, because artefacts will increase the resistances caps šŸ™‚ , say you have 90% ballistic res, it's capped at 80%, but with one specific artefact the cap will be 85%). Helmets and body defenses will be separated as well, BR class might be displayed (I have to think how to make everything fit

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UI mods will have to adapt

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currently there's a small discrepency related to item condition on item cards, 100% condition are correct, but < 100% condition item stats are not correct, don't know why yet

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# shell heart

It was just condition that was applied two times, once by my script, and second time by the UI script displaying item cards haha

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(GAMMA becoming less bugged than AAA games confirmed)

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with this change, giants move 1.5 faster. Their attack also has max *1.5 range. Overall I want to make them more dangerous and hard to deal with. You can still flee them. But if you decide to fight them, they will be harder to kite.

Keep in mind some of their parts are needed to craft certain artefacts now

But I will also make rockets one shot them. So finding a rocket launcher and stocking up on rockets will be kinda important to deal with them with ease

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New UI that I will finish by adding the movespeed, the explosion res and the gravity res. After this, I will finish up the artefacts values šŸ™‚ (eh most probably will fix the food, drugs and artefacts res card UI values as well), then hopefully, the armors rebalance

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# shell heart

With that change explosions will not throw 54 or 96 etc shrapnel anymore (the cause of FPS reduction at every explosion; and unnecessary extra damages). Instead, only explosive damages are dealt, which are strong enough to kill anything anyway. Also, Grenade Launchers rounds deal a bit less damage while rockets deal more damage. With that change Pseudogiants now need 3 grenades to die but only 1 rocket. Chimeras still die with one grenade launcher round

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(in dev2 I fixed something in advance for MCM, but it's included in the new update so I had to update the file to cover the 1.5.3 update of the MCM script)

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About 5 hours of work just to input the LTX values compared to the game design document lol

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# shell heart

there's still a +1% -1% error still sometimes, I don't really know why... will fix later, probably a math.floor in adb script instead of math.ceil > make the artefacts ltx defense values proper based on 5% / 10% increments, it should be easier now with the proper values rounding

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I’m currently making sure that artefacts spawning in fields match the anomalies of the field + rebalance the artefacts spawning gradient to enforce crafting for endgame artefacts (T3 and T4)

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# shell heart

Magazines: spend 3 hours
Journal: spend 2 hours
Cards: spend 1 hour

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# shell heart

imo the elite detector was just weird to use compared to grizzly, so instead I removed it and made scientific (anomalies + artefact display) craftable from Grizzly detector directly. Questionnable choice maybe, but I prefer the Bear gameplay and thus prefer to have it available for longer, while making the scientific detector a huge and desirable upgrade. Also, since T3 artefacts are more rare, I think the appeal of getting a T3 detector might be a bit reduced, hence I made the grizzly and scientific harder to craft (to also take into account that containers don't need to be crafted anymore)

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# shell heart

This is NOT the full armors rebalance. Just addressed the elephant the room (Ace, etc) and increased armors slots globally. Also reduced / flattened armors ballistic resistances globlally. Some armors can go up to 7 slots. Proto exos are now Heavy repair kits instead of exo repair kit and thus serve as weight + artefacts carriers, reaching up to 7 slots when being full upgraded.

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# shell heart

Keep in mind that the anomalous bread is an invention from Misery. It’s not fitting the original games lore it’s just a Trojan horse that makes you accumulate rads

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# shell heart

Pelts have been made to not have any negative effects, they were made more common to loot, but only one can be equipped at a time (imagine a stalker with a big cape made out of the flesh of the mutant, having 4 of these make no sense). Next up: the knife you have will influence the quality of the pelt. The best knives will ensure 70-98% pelts qualities. Depending on how well it works, I might buff the pelts later.

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# shell heart

This was a long due buff to the axe and hammer, they are now much more usable, have fun mincing mutants to dice and role playing as a berzerker with 6 melee artefacts in your belt to one shot anything

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# shell heart

This is to prevent the "let's build reputation by easily walking and taking quests from people in an enemy base". It can still be done especially with the PDA taskboard, but it will be much harder, you'll have to move slowly, not too closely to NPCs, not stand still for too long, etc.

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# shell heart

with that change navigating within electric fields should be more interesting: instead of avoiding the anomalies based on blue screen effect, you throw bolts and run inside anomalies during their disabled time that got doubled (3 real seconds), more akin to the original games vision of electro anomalies

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This change is necessary to have artefacts spawning consistently while pushing the player to move naturally through maps instead of hard focusing fields on a given map.

Don’t worry, there will be enough artefacts, it just fights the ā€œoh again in the same spot!?ā€ syndrome

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This is mainly to address the blatant imbalances + reduced the endgame armors ballistic res a little to rely more on belt items (considering the belt items number boost). Heavy armor builds should hopefully be more diverse now. ACE is armor is not the best anymore.

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Quests number requrired to get a yellow stash: from 8 to 7.
Probability to get a yellow stash after reach the number of tasks complete: 50% instead of 99%

This should overall make yellow stashes less predictable to get but not that long to get.

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This restores the better stats bar behavior > hold ctrl to display 100% item stat (the stats automatically update, with this version the item info window disappears and reappears with a slight delay displaying the full stats. Not as nice as BSB but much simpler code wise).

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This should prevent issues with extended base building items

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I will try to push the changes to make you move to X18 before MM and BS to get the psi helmet > more stuff to do in the south

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This is to ensure Basic > Advanced > Expert toolkits find

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Much needed change tbh, been looking for this for a while since I thought it was a general parameter I'm fucking dumb hahaha

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# shell heart

This should add and fix the last bits of guns I wanted for the next update, will work on their proper balance and integration by remaking all NPCs guns loadouts this week... I still have to do the snipers penetration boost but I wanted to have the final sniper list first (and fix 338 federal damage to mutants too)

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Big mag users will have other toys to play with don’t worry

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(This is the final thing I'm doing before 0.9.3)

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This was done because they both allowed res up to 90% in most categories without much drawbacks

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Tbh I didn't expect the PAIN of redoing these from scratch, HOLY SHIT, that's 3h for 2 loadouts, fuck me

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Almost done

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only 3 to go

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This is just a list of curated guns, aka the 150 guns spawning in the game

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Already making the day 1 patch in advance

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# shell heart

It’s 4 days for uncooked meat and 10 days for cooked meat. Unlimited in fridges. The idea is to focus on getting a fridge to easily craft artefacts later for the few artefacts requiring meat like Meatchunk. The idea is also to enforce batch cooking which will go well with the increased water charges in the bottles and cantine. To make it easier to trade mutant meats, barmen will buy them at the same price than Butcher

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# shell heart

This is optional don't worry šŸ˜‰. ATHI Mags will just replace any kind of other mags addon, that's all šŸ˜‰

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Please WAIT before updating

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Actually I’m not sure it’s the best way to proceed with this. I think lurkers should be made a bit more common maybe ?

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# shell heart

With these changes, scopes should not be pixelated anymore while keeping the same zoom level

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||Two advanced Sin fighters are waiting for you in the main stairs||

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#

šŸ‘€

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Just a cleaner README with logo and more up to date info, nothing fancy thumbsup

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# shell heart

This gun will challenge the RAPTR and KS12 in terms of meta

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# shell heart

I never planned UDP9 as a starting weapon. It was an oversight from my part. Kept it for ISG for 650

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don't update just yet

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# shell heart

You can add bolt in the QAW... Just like detector, radio, etc

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So worst case scenario, you just press 5 and select the bolt

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# shell heart

This fix a long standing bug. It also makes emissions harder to avoid, meaning always having an anabiotic is more important if caught by an emission in the open.

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# shell heart

The idea here is to bring 5.45 HP to the level of Hydrashock. 5.56 got their HP buffed too, but they aren't as good as 5.45 HP. I thus buffed 5.56 FMJ penetration compared to 5.45 FMJ. Hydro is still cheaper and a bit more powerfull than 5.45 HP because I want it to stay relevant.

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# shell heart

This should avoid the "I have 5% of my rad bar I need to smoke" syndrome:

  • Better scaling of DOTs: no damage with low rads, higher damage with high rads
  • No more coughs overlap
  • Coughs delayed > only 1 hit every 9 seconds max.
  • More rads needed to start coughing
  • Faster impact of rads on max stamina - keeping low level of rads won't be dangerous for your health, only for your stamina
  • Higher max stamina threshold (can run over a short distance when being cooked)
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Couldn’t make the Sin allied to mutants in MM because mutants there are squad less and we can’t do shit with such mutants

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But don’t worry I added lots of fun stuff

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# shell heart

yeah it adds Sin to MM after it's cleared, and this time they are allied to mutants and it works

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