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Other than that I have been waiting for the new art to be finished so the mod will have staggered updates so content will be released when I get the art for them(mostly). It won't be like that for my next Madness Mod cause ill have the art ready before the mod and it will have a more streamlined focus.
The upcoming update does a little bit of multiple things(cuz I wanted to test features out). It'll not only be 1.6 compatible but there will be more enemies, a new gun, an optional end-game boss, a new Half-Mag ability and most of all, tons of upgrades exclusive to player Half-Mags
Sorry for the wait on stuff. 1.6 support will come with the bigger update and I'll finally focus on an AAHW mod lol and get that out faster by the end of the summer HOPEFULLY. So far I just need to put everything together
I can't use genome sequenser on Half-Mag and clone him.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2850854272&tscn=1743743684
Also to answer your other question from months ago(lol), I believe the militor uses the same ai as most pawns. Though don't worry, when I get to adding agents they'll be a proper swarm and only slightly less expendable than the average militor.
I also never played CE in any of my playthroughs lol.
somehow! Might still push that update out during the summer. Tho I really wanna work on a full fledged MC mod where you could control your own "AAHW" army. That's gonna take longer and I might just do it in parts somehow. Maybe starting on a base AAHW mod where the dudes are just a bad guy faction you can fight
Well, it's going to be up in our imagination when Half-Mag soon will have its own dedicated xenotype mod for Biotech.
I have reviewed it!
https://youtu.be/mpXOBLo2n1I
A really great mod, a few hiccups here and there but an amazing experience to lift up your playthoughs! Great work!
splendid, hope to see more mag through your development cycle
@Farbott @lexcpa324 I am on a big trip right now so I got some time to type this out in mobile. I do plan on making an update to this mod (and also to make it compatible with 1.4). For example, you'll be able to get the biotech version of Half-Mag genes and upgrade your Half-Mag. Though the features won't be that in-depth.
It's hard to explain, but it's how I want to set a certain framework for my future Madness mods where the Madness dudes are fundamentally different from other pawn types both in mechanics and code. Right now the Half-Mag is technically like a reskinnned mechanoid that I forced the code to treat differently. So further updates will be quick and dirty work arounds as I focus on a total revamp that'll introduce those features in a better way and make further mods easier to make.
Down the line though, I do wanna make a Mag Agent mod with its own unique mechanics to make the Mags a full fledged late-game boss fight.
But then realized it says "HALF-Mag", so it's fine.