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-dogs are killed, rather than pacified, by trq darts (probably electrostun as well), blood and all
-npcs freak out a bit too much if I just go around armed or carrying explosives.-the shaking generator under castle Clinton looks a bit ridiculous.
-fluorescent lights in the MJ12 water treatment base (the room with tknives and other goodies) selectable, but do nothing?
-faucet near Ford Schick interactive, but lacking the water effect.
-7 shotgun sabot rounds point blank to destroy a camera? something is off there.
-some doors destroyable by weapons that shouldn't be capable of such a thing, while it's understandable that a (locked) wooden door can be opened with a crowbar (taking a while and making a lot of noise, of course), a baton or knife should be quite useless.
-npcs seem to be much less distracted by darts or knives landing near them, rendering my favorite tactic of throwing a knife into a wall and then baton the npc while they stare at the knife almost useless.
I guess I could make doors ignore some weapon types
Still works, it's just less effective very intentionally. You could beat the whole game just doing this same tactic over and over, for the most part, and that's not good. Not to mention this used to make NPCs go temporarily deaf: NPCs would not react to subsequent sound events for about 5 seconds after the previous, so you could fire the dart then literally run up behind them, jump up and down just to exaggerate, and then knock them out without them ever turning around. DX's AI was borderline broken in many respects.
if it's doable, then I would suggest going for it - steel doors only breakable by explosives, wooden/tin by large melee weapons, rotten by anything sharp etc.
interesting. will test some more, but I think you may have overdone it - I don't mind the deafness removed, or faster reactions, but no npc reaction unless the projectile lands right under their feet is not that great.
-Jock still has that weird thing going on with the first beer you buy for him being rejected, despite it being bough from the bartender as requested.-if you don't talk to him, and complete this mission's main objective, he'll come to pick you up in the chopper, but if you tell him to wait, and go to the bar, he'll be there as well.-also one hell of a mirror secret door Smuggler has going on, even a gep rocket won't budge it.-same goes for Paul, after blowing up the generator, he is supposed to be going in with his team at the other base, so he shouldn't be hanging around the subway station anymore.
-the red explosive barrels in the base basement are explosive enough to knock down doors, but not explosive enough to destroy the triplaser emitters (or safe doors). their yellow brethren have no such problems.
red is actually marked as flammable liquid, so it would probably produce more of a flameball than an explosion.
being able to blow up some things but not other ones is just odd.
Some cool new things:https://www.youtube.com/watch?v=eX0yienuEfI
And I thought you had a modeller now.
I wouldn't mind modeling something, but getting it out and into the game is just a big hassle which holds me back (time constraints). Or actually, getting to the point of knowledge where and how to do it.
also (if technically possible), maybe consider placing holstered large weapons on the AIs backs - an AI pulling a sniper rifle or flamethrover out of their assess when disturbed looks rather silly.
only sky is the limit now.
//remembered one annoyance of the first mission - if you give a gun to Gunther, he will run out and trip the laser alarm like an idiot if you didn't disable it beforehand. making him not do that in some smart way would be nice (even making the laser not react to him would be ok, as he can have an aug that makes him not detectable by laser).
cleaner bots still producing odd (bullet hit?) sounds when stepped on.
not sure what do you mean.
anyway, saving while crouched and reloading will make you stand up, can be slightly annoying sometimes.
//snapping to the future for a bit - the last dialogue you have with the smuggler determines whether he's caught or not (with "relax, no one followed me" getting him locked up). would be much better if that would have been determined by whether the player actually has been followed.
//and confirming, some unification between door destroyability would be in order. seeing a wooden door being destroyable, jump into the next room and another door of the same kind is indestructible because it's quest related. making sure such quest doors are always visibly reinforced would be nice.