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Super Cryptark: Armageddon is getting a sizable upgrade, adding even more weapons, items and new features. Check out the huge idea list!

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Hey, Reactorcore here.

Development Resumes

I still play Cryptark with my mod on a regular basis, doing Rogue runs between work to wind down and its still as amazing after all these months. I then thought that why not expand the mod even further, since adding new guns, items and other things is incredibly easy. I love the game with the mod I've made, so I'm all for it!

Beside adding new guns and items I also wanted to try out some extra things that I didn't do, like updating the ambient lighting for all ships, so that playing the game with the advanced lighting system wouldn't be too dark anymore, as well as addressing some of the minor issues, such as emp lag and hell fortress/cryptark lag.

There are also some experimental ideas, such as overhauling the Excavation level with new super enemies and a new ending cutscene.

The way I'm approaching the extension project is by planning ahead, starting with a document where I collect all my ideas I have that I'd like to try to add to the mod. I wanted to share the document in all its glory as it is was on 19.09.2018:

SUPER CRYPTARK: EXTENDED
Upgrading the Super Cryptark: Armageddon mod

Paradigms:
lightmaps
ideate variants
use more smart projectiles
standardize projectiles and weapons
make sure to update characters/exosuits to use the new names
start with creating all projectiles first
make defence category useful
add tiers to weapon/item names
adjust rarity to complement above (1, 2 and 3)
reconfigure alien enemy weapon arsenal to be safe/seperate from player arsenal


Todo:
Tricannister spread vs precision fix
cyclerifle to auto
faster and better perfomance optimized EMP blasts
protonbeam emp stun time up
emp field stun time up
aggressively optimize emp field(s) performance
boost rammer ammo limit
slimo reduce lag
make heavy machinegun slow effect lesser (ultra gets more)
tone down enemies and emp in Hell Fortress & Super Cryptark, reduce lag
rename items and reconfigure repeat stat booster items (no RoF for nitro, standard recharge for Super Saiyan)
increase nuke rocket scale


New Weapons:
smart shotgun
vampiric devourer spread zip gun weapon T3
shiva octalaser
CN pulverizer
CN MegaSplitmissile
CN MacrossMassarce
Swarm missle shotgun
burst laser
CN electrostorm
vampire rifle
vampire rifle smart
vampire missle/cannon/grenade (initial hit for recyc-mode, lingering aura kills enemy)
CN gluon cannon (proton beam lethal version)
double sided shield (?)
smart cycle rifle
smart cannon
smart multicannon
slug cannon
frag machine gun
ultra heavy assault rifle
ultra heavy smart gun
CN smart chaingun
CN Megaton GFB
micro GFB
smart GFB
360 cannon
360 smart cannon
smart pulsar
smart helix
mini storm hammer repeater
lightning emp emitter
ammo operated energy weapons (chemical ammo)
smart burner
CN inferno flamer/burner
Graviton beam emitter (ghost bullet with lethal aura, traveling slow enough to register the 9000 damage it deals)
CN graviton ray attack
CN graviton 360 blast
CN graviton machine gun
CN graviton smart rifle
blaster smart
blaster burst
blaster shotgun/auto +smart
blaster chaingun
blaster smart swarm shotgun
aura projectile weapons (rad, emw, therm, gravi, par-emiss, microw)
-smart, cannon, repeating, semi-auto, machineguns, multiprojectile
high velocity cannons
slow velocity cannons
big berthas
laser variations (var damage, range, ammo, regen rate/delay, beam number, beam spread, color, rate of fire, pulse vs stream)
360 penta, septa, octa, tri spread machine gun, cannon, burst gun
smart cannister cannon
CN Killgun (fires a single bullet with enourmous damage aura, very low ammo)
barrage burstfire cannons (heavy and lite)
CN Cannon Hell
double/triple/quad missile launchers
CN zip bee swarm maw
zipgun helix
close range bullet shredder melee
thermal javelin non-retrievable needler
CN Grenade Expulsion
ClusterNukeGrenade
MicroNuke weapons
Laser Sword Melee
CN Gravity Tractor Sword Melee
gasvent forward emission
gasoline/napalm grenades/cannons/rockets
prism phase laser
barricade shield 90, 180, 360 versions
super repulsor shield
pulverizer codename
Frag MGs (frag projectile, bouncy piercing)
Mega Mgs (non-explosive cannon bullet mg, stun)
Bolters Mgs (mini rocket mg)
Thunderstruck weapon CN
buster rifle (railgun burst fire autoshotgun)
blue torch flamer
wide spread flamer
plasma grenades, explosives (use bfg explosion as payload)
reverse engineered alien plasma projectile weapons
Full Mechwarrior Weapon Set
SRM, LRM, PPC, Long Tom, Thunderbolt, Arrow IV, AC 10, Medium Rockets, Inferno Rockets, Bombast Laser (charge), LBX 20, Grenade Launcher, Grenade Machine Gun, ATM 10, Hyper AC, Gauss Gun (extra large coilgun with cannon rounds)
Lasers:
create a set of beam and pulse lasers (various colors) (fade out time var)
-red, yellow, blue, cyan, darkgreen, skyblue, crimson red, white, black, orange
rename autoplasmabeam
MW3-4 style lasers, cyan emp laser, yellow heavy, purple x-ray, skyblue concussive


New Items:
new turrets
-cannon, missile, shotgun, machine gun, burner, smart
-railgun, multilaser, recycler/vampire, electro lightning
new drones
-same as above with new weps
-also try to have actual enemies/exosuits as drones
overhaul deployable nukes/remonukes
-multiple explosion size - small < medium < mega <<<<<< armageddon
-multiple uses - 1, 3, 5, 9, 30
fast explosives & high damage vs slow, lingering & low damage vs slow,high damage infernos.
ragnarok green neutron mega nuke enemy wipe super weapon (no damage to systems)
rapid mini cloak item (10 sec at a time, reusable.)
proportional delays and activation code lenghts for the size/danger factor of each nuke
killburst (knockback cannister, kill edition)
knockback cannister super edition (ridiculous force)
tloc hyper


Experimental Stuff:
blacksuit mk2 for excavation
blacksuit shield deployer
lightschemes updated
super vortex cannon, guided remote rocket (extreme suck size)
beehive character launcher
Bee swarmer projectile for weapons
extra enemies for harder tier levels (jackal, bomber, spikedog etc. but with new weapon)
new maps(copied from existing) to populate with new enemies

Its more work than I first anticipated, but currently I'm making good progress on it. I've clear out many tasks on the list and I'm currently working on creating a large selection of projectiles, beams and hazards.

After that, I'll go over the existing 94 weapons and implement the tier system to sort weapons by rarity, making more powerful weapons slightly less common, while also changing the naming convention to have a T1, T2, T3 prefix, to better tell the relative power and rarity of a weapon when its found during a Rogue run in an item pod. Once that is complete, I'll continue with creating an undetermined number of new weapons, potentially making the total weapon count reach to 200+ guns.

This will take time, of course. Meanwhile, if you feel like you have an weapon variant you'd like to see in the next major release of Super Cryptark: Armageddon, you can do so in the comments. I'll check once a while and if there is something that I think will work within the limits of the game and I haven't made it yet, it has a chance to be made.

-Reactorcore

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Reactorcore Author
Reactorcore - - 644 comments

Update 1:

Good progress has been done.

Projectiles, beams and hazards are complete now. For projectiles in particular, which will be the base for many exotic weapons, there are currently now 185 total projectiles. Many of these can be utilized for multiple weapons and even applied into payloads for new projectiles.

An exciting mention for projectiles is that the projectiles used by aliens, such as blaster shots, brainwaves, juggernaut bombs and a few others have now been made available to player weapons.

I have also applied an overhaul pass on usable items, such as upgrades, health kits, booster items, creating several new items and renaming/reorganizing several of them.

Also some minor fixes and changes were applied to enemy units to decouple them from the player arsenal.

Last but not least, I've finally completed going over the existing weapons, fixing ammobox amounts, descriptions, names and some values. I also implemented the tier system, so each weapons have a prefix identifier for how advanced/powerful it is, as well as how rare or common it is to find in a weapon/tech pod during a game.

After I take a break from modding to catch up to work, I'll be continuing with implementing new weapons and testing them ingame, little by little.

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Reactorcore Author
Reactorcore - - 644 comments

As a sneak peek, here is the entire list of projectile files I have so far:
Pastebin.com

Reply Good karma+1 vote
sycspysycspy
sycspysycspy - - 67 comments

I like your mod but I do hope you could keep the original gameplay and pace. Rather than making it to be like a joke. In other words, balance the mod to fit vanilla better.

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