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- Having two weapons almost identical one with the other doesn't make much sense. I understand that people might prefer the reloading mechanic, but in the that case that person wouldn't be interested in this mod in the first place;
- Having three weapons in a single slot gives too much "modded vibe", while I think this mod is trying to go for the vanilla experience, the tweaks that improve or are a side-grade to the original without fancy stuff in between;
- Most importantly regarding the three weapons in a single slot, is that having to press a button once ("3", in this case) to switch between weapons makes the most helpful strategy in regarding of timing. With three weapons, you either have to use the scroll wheel or pressing multiple times a button, risking bringing out the wrong weapon.
I hope you would consider removing the regular pump-action shotgun entirely, it's too far off the aim of the mod in my opinion and makes it less fun to play; furthermore, the mod is PERFECT as it is, and without this awkward shotgun it would really be the default way to play SS3 if you wanted a more classic feeling
The removal of the reloading shotgun was actually a bug fix I accidentally have not included.
If you do have any reproduction steps (auto save, found somewhere in XYZ level) please do let me know - as there are multiple ways for the shotgun to be sticking around
Thank you and I hope you enjoyed your playthrough of Devolved!
The elephant in the room: Jewel of the Nile. Together Forever needs work (I suggest to remove the puzzles having only one room with the McGuffin in it) and Gathering of the Gods should be the main introduction of the Laser Gun, not including secrets (which means removing it from the end of Unearthing the Sun. It's a weird placement, Sam supposedly has completed his task and the upcoming boss does not take non-explosive damage, unless you changed that, I didn't test.)
New waves of enemies usually collide towards walls (every single harpy added got stuck), probably also due to the new level layouts.
In Temple of Nubia, the very last wave of enemies stood still for a very long time, with harpies crammed in a single spawn point in their idle animation, I probably was too far but not that far (sorry not to hear "another one bites the dust" this time around, was my favorite line)
The absence of melee attacks on Firecraker and Male Gnaars is very noticeable. It would require a mod, or tweaks from whomever created the resource pack. It's quite important because it gives too much away the fact that you're playing a mod.
Two times where the game was too hard in the mod: Unearthing the Sun (after collecting the Sirian artifact in the central temple. Wherever you run, Harpies get stuck, you get surrounded by Kamikazes and Major Biomechs and there isn't a successful strategy that I've found besides hiding the Power Generator room), also The Dark Bride (without the Minigun turret, the fight it's too hard. I don't know if you removed some enemies because of this, but if you didn't, I highly suggest it. You could also re-instate the turret, since a one-off gimmick doesn't hurt, like the single Cave Demon, not even considering that turrets are also present in Devolved regardless)
the secret Grenade Launcher in No Place to Hide requires either taking a little bit of damage from the turrets (that are deadly) or to be extremely fast deactivating the first one on your right. Maybe I've missed the stealthier approach, but it feels too hard of a "plaftorming puzzle" for it's intended use
Only correction I feel like making is the secret Grenade Launcher in No Place To Hide. It is possible to deactivate all the turrets and claim it without taking any damage and taking your sweet time :)
Jewel of the Nile is currently not part of Devolved
P.S: I know Jewel is not in the mod, sorry for the confusion.. I meant "are there any plans to include it in the future?" (hope so)
Also, the Minigun feels very, very underpowered. To be fair, it felt this way in vanilla as well. The issue? The firerate is so *slow* for a minigun. I feel like the AR has better firerate. Is there any chance we could see the minigun tweaked to be more like its 1st/2nd encounter incarnation in terms of how fast it fires?
The Minigun , by default , uses the same RoF as the Assault Rifle
I've played that levels 5 times in a row this days, because I'm preparing footage and notes for a mod review video on my channel that will still take probably a month to complete (I'm quite busy at the moment) and I can say that the right-side seal forces you to barricare inside the temple, fending off kleers at the door before the technopolip arrives: if you move outside, it will pin you down; The temple in front of the Sirian chamber spaws too many different enemies and they clog up the entrance.. if you manage to go outside, running backwards, you can make it, but is still challenging. The right-side temple is very well made, love how you reworked the place.
I also noticed the Laser Rifle is gone and the Khnum takes non-explosive damage now!
I want to stress a bigger problem with #5, and giving you some feedback about it: Too many rockets and way too many sniper bullets, even when playing from the level selector (hence, no extra ammo from previous levels) and not enough good targets for them. Harpies only appear at the beginning and the end of the level and rockets are generally not a good option in BFE for the fast moving biomechs and arachnoids, especially because this level corridors setting still has too many obstructions.
I highly suggest bringing reptiloids to this mod, they are official to the DLC so you won't even need to look for modded content, and they won't feel weird inclusions. They're great for long series of corridors like this entire level, or the middle section of #11, and you could even consider highlanders and highlander's bride at that point (especially in #11, where the miniboss is quite underwhelming, easy to cheese and frankly that fight would have been better without it, unless it's something recognizable like a big reptiloid is).
Since I'm writing an in-depth analysis of this mod for a YouTube video, I've played the campaign like 6 or 7 times already, and I realized that most issues with enemy spawns, gameplay flow, ammo distribution and weapon usage can be simply fixed by scattering some reptiloids here and there (their introduction: Broken Wings, only one on top of the bridge you'll come across after getting the AR. Optional: a small camera view like the one werebulls had at the end of the same level). In #5, the first one could spawn at the end of the bridge you'll destroy with C4, and then on top of building here and there from that point on until you reach the final battlefield, just 3 to 6 of them would suffice. The end of this level is quite underwhelming (BFE's problem, not an issue with your mod), and the fight before the Warship could be improved: less harpies and a couple of reptiloids to start, then adding a second wave before the warship arrives with werebulls coming from different directions, giving you a reason to use those extra ammo scattered around the huge, otherwise unexplored, battlefield.
Lastly, the final secret was way too hidden in the original BFE and forces players to traverse the area from the right-side all times, distracting from the battle: so I would suggest moving it earlier, in that unused urban area where some crates are concealing a corner that's actually empty (can't describe it properly, if there's a way to send you pictures, I would. That's also why I'm not touching the graphical issues of this level in this post). Something that could help the player greatly is to transform most (if not all) the +1 Cannon Balls of this campaign into +4 Cannon Balls (and also a couple more Minigun ammo pickups). +1 CB is just useless, and at least you could fasten the Warship fights with more ammo and they could help you for the final fight of #6, which is probably the toughest fight of this mod.
Belatedly, wow. Yeah, Minigun needs an RoF buff if it matches the Assault Rifle. The minigun is supposed to chew through hordes, not just be an AR that looks a little fancier.
The only needed "buff" would be giving the Lasergun at the beginning of the mid-section (in the old Devastator location), instead of the middle of level #9 in the cannon area. This way it's another reliable weapon to use when you inevitably go out of ammo and can't reach pickups