No, I haven't changed that.
No, I haven't changed that.
The yellow points thing is a feature. It grants move points based on your agility. You can disable this in mod ini files if you don't like it.
The crafting bar issue, I will look into.
Sneak attack: first attack when initiating combat without being detected by the target, grants damage bonus IIRC.
Blackjack: hit the enemy in the head with club-like weapon to knock him out.
Maybe, I thought about it. But it's hard to justify when RP has too much Exp already due to extra context. I added a script that reduces Exp for killing gradually as you kill more of the same Kill Type. But maybe instead I should just tweak Exp level requirements table...
Fallout CE is the hot thing now, but back then it looked like Falltergeist had the best shot to become "the one".
New talking head is from this mod: Nexusmods.com
New version is uploaded. If you already started playing 0.9.0, I urge you to update.
Wow, such an honor! Yes, this applies to 062 as well.
I hope you'll give it another go when 1.0 is released :)
Yes, despite not being all too big. I thought it fits the role of "blowing stuff up at range" of Rocket Launcher and also makes Big Guns skill more useful.
Yes, Pyromaniac should work as expected when using Molotov or fire-based ammunition (for Shotgun and Grenade Launchers).
This version has some critical issues, I will post an update later.
Edit: updated.
Note: new Fix-Boy art is from Lexx (check out his mod that re-creates FO1 in FO2 engine: Github.com)
It will now, check the new version :)
Yes, a bunch of interesting mods are being worked on at the same time. I will definitely try out the talking heads for my play tests :)
FIXT is outdated, check out EtTu instead. It uses FO2 engine and so a lot of EcCo features can be used in that one, like the barter formula, with some adjustments.
There's not much point. Maybe some pieces of the mod may be used with EtTu, but FO1 is just too short to worry about some meaningful combat or economy balance.
Thank you for playing! I'm planning to revive the mod, adapting to latest RPu and fixing things. Hopefully, this year.
Did you find all the weird artifacts that have no apparent use or mention in dialogs/objectives?
Going Unity is a good option. Those old engines just can't compete in terms of productivity.
This is absolutely insane!
With Project Brutality 3.0 when you dual wield weapons, the ammo in magazine shown only accounts for one weapon. Is there a fix for that somewhere?
Can anyone upload a the most recent beta version?
Please I have to know what is the WAD on the screenshot?!
Works like a charm in Mafia: The city of lost heaven.
Didn't expect such a lengthy reply. I didn't imply that you don't have a QA team, I was mostly nit-picking about the terminology. It depends on how much features you are missing from the final release. If all major planned features are in the public beta, then it does justify the name.
You seem to miss the meaning of "Beta". Saying something is well polished before release is naive (unless you posses a real QA team). With some features missing as you said the more appropriate term would be "Alpha".
Finally installed and played today for several hours. Don't understand all the complaints about bugs and balance. For me, it feels just perfect. He added just the weapons that were missing (high-tier shotgun, proper machinegun to take place of the original chaingun which now serves different purpose, SMG for dual wielding awesomeness, proper flamer, "sniper" railgun.. just what I was missing in the last version). I enjoy this game much more then Doom 2016 for some reason (many reasons actually.. it's just better in most ways).
Waiting for the final release of Extermination Day.
Just curious, how far did you make it into the game when you came to the conclusion that prices are "hostile"?
In my experience with recent version, prices of most items were almost a perfect match for the income streams that the player has. Just try playing the way it was intended, exploring and completing side quests.
Economy is hostile? It's easy to raise money for a trip by selling loot to friendly NPCs and you can make a fortune selling artifacts and monster parts at Yantar.
50 RU per location is not "balanced", it's basically a teleport cheat :)
IMHO, 250 RU (down from 500) would be more fair for early game, but still cheesy for late game.
I would suggest to dig the script a bit and make it so the price of passing though a certain location depends on the "difficulty" of this location. So early game travel is more affordable at "MP5/AKSu" stage while late game travel is not.
phobos2077
Vlad joined
Author of mods for Fallout 2 and STALKER mostly as well as other games. Professional programmer.