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You can open it up with GCFScape and look yourself, there isn't even much inside it...
I will make this change along with the rest planned in A2.0
For now, have it disabled for the map only.
Much appreciate the help finding this out, I will not forget this~
Super Hordes - Lite
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940934007
Not the best with code, but somewhere in there it must be affecting the damage of the 50cal, making it not reach that threshold of 50 damage minimum to hurt the required blockade...
If you remove that mod it should work...
And on my end I can see about some solutions, I'm not sure how much it it getting lowered by, but I can do some testing to see if I can find a sweetspot so you lot can keep your mod and I can keep my reguired mounted gun usage~
But I downloaded your modlist, and now I can't break it either... Somewhere in your mod list there must be a mod causing this issue. Must something that modifies the 50cal's damage or something... I'll take a look to see if I can find it, but that is 100% the issue.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2849924477
Also if you could show me any other mods too with it, want to knock out all possibilities
The wooden door and the pillars and set to have a bullet damage filter with 50 damage as the min to hurt, since the 50cal does damage...
I just made a small map and if it is affected by damage falloff, it would be at such lengths that I seriously doubt it would ever come into affect in my work.
For all intensive purposes it should not be not working...
I'm not calling you a liar, but if you can replicate it, I need to see proof and then maybe a mod list... because you would be the first to run into this issue, and if it is not an issue I can fix on my end I might need to course correct before it does become and issue...
There shouldn't be any way for it to fail, but if there is I definitely need to find solution.
I'm hard at work on the next one
Did I seriously forget that?... Unless I forgot to do that for vA1.2...
That should be a simple fix, unless something has changed it is just a console command on my end before packing it... I'll add it to the list for A2.0.
Just making changes that were needed...
Hints have been broken since the EMS update, the event had panic forever not being commented out, and the tutorialization is more so I can use this mechanic more later on and to help with those who can't read english...
There is no ill will on my end~
Biggest changes:
-Hints show for everyone now, got a work around to work
-Event has been nerfed some, no longer lacks breaks
-Survival support added
-Sun is brighter... Yes I am serious, no I am not changing it.
I will be focusing on chapter 2 for the next few weeks... once I get it playable I'll push it out, just keep in mind it will be dev textured and rough... See you in A2.0~
However I have deleted Chapter 2 twice now... because I hated it both times~
I think I actually have a good idea for the third attempt... does mean that when it does come out it will be dev textured and a bit sparse, but it is a public alpha~
I'll try and still push out A1.2 this weekend, so far a good amount of bug fixes, more paths to the event, hints show up for everyone now, event tweaks and fixes, and new tutorialization for the event before it happens...
No ETA yet, but I'm spending all of tonight trying to get that shit done~
It acts as a line if slight blocker before the reveal, but it is also the setting sun... that shit it bright as is~
I'm half tempted to rename the campaign to "God Damn the Sun"~
It is both a challenge for the player and a challenge for me as the designer because I had a find a way to make a warehouse roof interesting...
I have a few planned tweaks to the area, raising a couple vents, adding a couple more... but the area being treacherous as a whole won't change...
I'll tone down the event, not only because EVERYONE wants me to... but also because apparently I misread some of the information on the wiki... and might have set the "peak" of the event to last up to 25 minutes... >.>
I'm working on a fix as well as tweaking the SI limits... A1.2 will def have an updated script that is a promise~
The events a little rough. I think removing some invis walls and making more paths for the survivors to get around would be nice. Lack of mobility in the event room is the main issue imo.
Otherwise really cool campaign, looking forward to CH2.
There is only so much I can do with it being source AI navigating on prebaked squares on the ground... There are a couple skylights I might just need to convery to boards just for the bot's sake... I could always try some nuclear options, like marking the entire area nav in "Precise"... but I need to do testing to see how it affects the AI on both sides...
But this was the path I choose when I decided "difficult terrain" as a theme was a good idea...
Rare bugs are still bugs~
Is that something you can replicate multiple times?
The chucks of building when they move are set as "debris", meaning they don't collide with the player at all
The tank rock I use to knock people off the mounted gun to ensure you don't get stuck has its damage capped at 5, and I just verified that the damage is still 5 on expert.
I'm pretty sure the props that get flung are also debris or no collision as well...
There is nothing there that "should" be causing anything for an instant down, but if you can replicate it please do let me know...
And I do recognize that I overtuned the event... I'll be doing some test and playtesting to see what I can lower and tweak without going to far in the other direction...
Thank you for the feedback~
I know it comes done to preference... but the event doesn't work without constant pressure...
It is a two front war, against the zombies and the difficult terrain... without both being a constant pain in the ass the arena simply doesn't work...
I like doing experimental stuff, and I will say it now... I don't plan on doing a single normal event, which probably does mean I will be utilizing standing gauntlets rather often for this campaign in particular... If there is a way I can take the sting off in your eyes let me know, this is an Alpha still, everything is still up in the air to change, but if you simply don't like it then I understand and respect your stance~