HoN Modder and Gamer
Looking good! Don't rush it, the concept is supeb! Just polish those animations a little bit and keep it up!
We really need those MP fixes, I only play on LAN.
Spell cooldowns shown on screen! WOW!
Cool feature! Would love some work on quests and MP compatibility thou =)
BF7 should look like this! If DICE still exists by then =)
This mod has become HUGE! But I don't mean huge in size but rather huge in features and improvements! What is great is that your work not only makes a huge difference in terms of "prettyness" but also quality of life improvements that really push BF2 into modern engine territories... Congrats on this awesome achievement!
I recommend you guys to do a campaign from scratch like you did your units and maps instead of doing what DAC did and that was to take Third Age (the old mod) as a base and therefore they struggled with some units/campaign bugs for years... and still do even to this day.
Love the Kensei! But Kensei weapons need to be strong and have a block/dodge chance increase since kenseis basically cannot use shield.
Also, any idea why Sierra made the monk so red? I know the cherokee red skins were kinda red but even them are not that red and this a monk we are talking about...
So she is not sick anymore? =(
Just kidding! Thanks for not turning Diablo 1 into Diablo 3!
Actually if you look at the well near Cain you can clearly understand that she drank from it and she is now skin poisoned! But really, change the clothing color all you want but please no guardians of the galaxy art style for diablo!
Why is her skin neon yellow?
Speaking about Vanilla Third Age... will that still be required for the Campaign? I hope not. In fact I hope you don't use any campaign assets from vanilla so Reforged doesn't get any of the bugs found on the vanilla mod. With a triple A team that Reforged has it is better to start from scratch, even if it takes longer but it will be much better in the end.
Why use the Unofficial Patch (v 9.2) instead of the most current one? (v 10.1)
This mod is simply the greatest and most ambitious Napoleon/ww1 era mod ever made! In fact it is so good that if the modding team manages to fix the crashes and also make it work in COOP then it is a 10/10 for me, being the vanilla Napoleon a 8/10.
This mod's devs are exactly like DayZs'. They keep adding **** like agriculture or custom consumables etc etc while their zombies are not even functional and the net code is ****.
They should have released Cordon with 4 player coop and monsters/ai working as a BETA proof of concept if they could really do that by now after so many years.
My guess is that they are supported by the many russian fans and they keep feeding them "artistic" things while they milk them until the end of time.
I will bet anyone that as soon as STALKER 2 is released in a coulple of years they will migrate to that engine because it is more "modern" and the "smart thing to do" and milk fans for another few years until the fools figure it out.
Finally! This same update came to PR a couple months ago and it made a HUGE difference in terms of visual quality and made the mod feel much more up to date.
Maybe it is asking too much, but what are the changes of getting enter able buildings? It would change the Infantry/Vehicle combat for the better IMHO.
Then you could make vehicles stronger and Infantry would have a chance by using Buildings for ambushing/getting cover from vehicles.
One of the changes between old and modern shooters is the ability to get into buildings... It adds so much gameplay value.
Damn... must feel good to be congratulated by a god himself... =)
Well said my friend! Vehicles should be powerful but scarce assets for both teams, and taking one one should feel like a medium step towards victory just as taking a flag does. Also loosing a vehicle should be one of the worst things that can happen to your team on the Battlefield!
OMG these look awesome!!!!! Damnnnn.... speachless!
Why haven't PR devs hired you already?
Also, IMHO there is no need to do a Vanilla version. You guys worked so hard on making all these new content and changes that I believe the mod should be whatever you guys want to play!
Personally, I would love even bigger changes to freshen up the gameplay and make it less arcadey/vanilla and more tactical/unique.
Even BF5 is going the "more tactical" route and making it more team based instead of the COD like gameplay.
If anything, I think players would appreciate a little more work being done on the vehicles. They need to feel more real and intimidating, specially if you reduce their numbers (spawn times) so the sight a most of them would be very scary just like in real life when infantry sees a tank and they don't have one of their own.
Vehicles should take a team effort to take down but also hurt the enemy lots of tickets to compensate. Having a vehicle on your squad should really empower it but all members should work hard to protect/support it as loosing it would leave the team in a "defensive position" for the next several minutes.
Also, only the best pilots/drivers on the team should use those valuable assets (vehicles)
Sgt_Prof and team, I simply lack the words to measure the contribution you are all making to the BF community. All I can say is THANK you so much, your talent and perseverance are just remarkable!
1) Having 2 BF2 mods (PR and HD) that went the full STANDALONE route, what were the difficulties for Project Remaster to go the same way? As you mentioned it is next to impossible to get a copy of BF2142 and even for the ones who have the discs it is a mess to install on Windows 10 and get it patched and working.
2) You asked for ideas for the future. I actually did a mini mod for BF2142 to get some of the Project Reality features. Basically all I did was:
- Downloaded a bunch of bigger maps and edited the viewdistance to be much higher (1000).
- Modified the vehicles respawns to take longer and only happen on main bases.
- Removed respawning at frontline flags and only main and/or flags completely secured were respawnable.
- I made the transports vehicles to be able to be used as respawn points (when no enemies nearby) so hunting for transports becomes important for both teams to reduce enemy presence.
These 4 changes alone made the gameplay much much better/unique. Teams would use all parts of the maps organizing ambushes for the enemy's transports, vehicles were valuable and taken great care of and teamplay was greatly encouraged.
Lastly, I also integrated a mod that made the Titans appear and be destroyable on coop matches. It was a lot of fun combining both game modes and I guess it will also work perfectly for Project Remaster.
I will let Wesp know about your work ZER0! Would be great to have your work not only making a mark on The Final Night but also the Unnoficial Patch as one of the leyends of Vampire =)
Wow... this is just incredible! The comentator/dev is just great as well! This community just keeps surpricing me again and again even after so many years! Also WESP!!! My God that guy is just unreal...
Can you share your visual improvements (HD) with Wesp so they can also be included on the Unnoficial Patch?
So much better!!!
Hey Mordor, I want to make a google docs spreadsheet with info and stats on all the classes. How can I extract the .mor files to check the classes out?
Thank you Mordor, for now we will experiment on our own but would be nice to know what we are choosing to invest our time in ;)
Where can I find the differences between the regular monk and a the Kensei subclass? Also, I am loving the Perks system but are you planning on adding Class Specific Skills? Like a Charge for Warriors etc etc.