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В комнатах "High Spec" при настройке теней "Veri High" ~ 30 FPS (плохо) / "High" ~ 60 FPS (нормально).
При настройках теней "Low", "Medium" проблем нет совсем. При 30 FPS заметны "game slows down". Мои настройки в игре:
https://pastenow.ru/400950ec51d6c6bcb812b4aa32f44273.
При проверке изменял только качество теней
Мои системные требования:
8 GB RAM
Intel(R) Core(TM) i5-9300H CPU 2.40GHz
GeForce GTX 1650.
P. S. при прохождении основной компании проходил на "Veri High" тенях. С помощью вашей карты понял, что особо таковой разницы нет. Вполне сойдет на "High"/"Medium".
Very high shadows do have their uses. Especially with things like up close shots using strong point lights in a dark room. It also helps shadows stay somewhat sharper in a cascade. It is all a compromise though. It really depends on the effect your are trying to achieve.
There are a few areas where the cascades look rough, but you really have to look for it and overall the softer shadows look more natural in the majority of the rooms. You do lose some detail up close and extremely far away though.
I tried to calibrate the High spec around a medium shadow map setting so it does not require a 3090 to run, but still have good lighting.
I will update the low spec area once the final station map is done.
"I ain't got time to bleed" is my target for normal. The story uses "Don't tase me bro!".
So you have chosen death is a lot harder to complete, but it does end. (after 5 minutes) I am still working on the removing dead bodies script so there is no endless option yet. As it stands, Death will probably tank low end hardware before it ends. I have a pretty high end rig and it starts to slow down if I go much longer than the 5 minutes.
Three new enemies:
1: Runners. A light scout with human heads and no armor. They are fast but don't take much to kill. One head shot or two body shots with a base pistol will take them down.
2: Hunters. They are pretty much on par with the original slashy. I have toned down the stagger a bit and gave them a little head armor. Head shots only do 1.5x damage.
3: Tanks. They are much slower, (slower than creepers even), but have a massive hitpoint pool. There are no headshots on these guys either, so don't waste your time trying. They are so slow they can easily be avoided, but if ignored too long they can eventually corner you.
Also, there is no leotard option yet. It is on the list, but it will be a while before that is complete. There are censor masks though.The models themselves are going to change as well. The hunters will be getting some body armor. The tanks are going to be getting a lot of armor plating to make them look just as tanky as they are.
Story mode combat balancing:
This is still very much a wip. I am not getting much in the way of feedback so I am just winging it as of now. Due to the random nature of the enemy spawns, sometimes RNG can decide it wants to be a prick and spawn nothing but tanks. You will not have enough ammo for that. I have placed the explosive gas tanks on the map to offset this, but it is still not perfect. The third thing you can do if you run low on ammo is evade until the door unlocks and just leave. I don't like it, but I left that option there until I can balance it better.
Also, make sure you have some pistol ammo left when you head out. The fights not over yet and you will need to find more.
I also will be adding the difficulty selection to the story, but I want to make it a global change that will change all rooms. So I decided just to leave it on easy for now.
I'm definitely excited to see what's to come. So I have a bit of feedback for "normal mode", at least in the context of horde mode.
Runners are fine, they are quick and are fun to mow down when you have a bunch of them. I also really appreciate the lack of stagger from their attacks as that could be very annoying considering the speed increase.
I find more than 2 hunters can be very problematic since it takes 2 head shots to stagger perhaps keep it normal but also keep the reduced damage hell I'd even take only 1.25x or no extra headshot damage. I'm guessing these are basically the replacement for the average creeper so I'm trying not to get you to nerf these guys too hard.
I would like to see the tanks stagger after at least 4-5 headshots to possibly let you skirt around them if they start to trap you in, I agree head shots shouldn't do extra damage but I think precision should still be rewarded.
I think the few explosive barrel are a great addition and I'm sure will make great ammo conservation options.
I believe that is about it till new areas come out or the next buffs and nerfs to enemies.
Since you described the dark flashing areas to be temporary in the story perhaps you could add a button to the generator to activate normal but dim lights, I think it would help give players an option to create dark and light scenarios to accurately gauge what combat is like at its most hardest and easiest.
Do take my feedback with a grain of salt, after all this is in horde mode and I'm sure combat encounters will not be so hectic at least 80% of the time.
I'll be sure to leave some more feedback every now and again.
I almost cut the stun/stagger completely out of the runners and hunters then decided against it. As it stands it takes 4+ hits from a runner to stagger, and 2+ from a hunter. (depending on time between hits of course) Also, one hit from a runner and hunter at the same time will put you on the edge so anything that hits after will stagger you. How I decided on this is just "meh, sounds good" so I am definitely open to suggestion here.
I can definitely remove some stability from the hunters as well. I don't know if you noticed, but I left the enemies in the rest of the station attack outside of the generator room base slashy's for this exact reason. They are a known quantity balance wise. I did not want to break the game too much testing. Especially with just the pistol. The Phalanx is just a monster and does not care about anything, but a little tweak can really break the balance with the pistol. I will find a combination of head shot damage and stability that works for the hunters and a two headshot stagger. Hell, they may just go back to being slashy's.
The tanks I am hesitant to change, but I am still open to it. I want them to really put the player in the hot seat even though they move as slow as they do. Those things are terrifying without the help of gas tanks. The thing I would really like to do is add some iFrames to the player dodge, but I am not entirely sure it is possible.
The real pain in the neck about all this balance is part of this is just a side effect of the wave mechanics too. Most of the time you will encounter these things will be more like the rest of the station attack which changes things dramatically.
I do like the lighting suggestion too. Again, I am not sure if you played or noticed, but I left a light on for easy. Personally, I love the suspense of not being able to see all that well, but I know that can be overwhelming too. I think having a light option independent of the difficulty is a great idea.
Thanks again for the feedback, every little bit really helps.
To reiterate, of all the enemies I really just find the hunters need a bit of tweaking.
At least to give you a chance since by the time I've got my aim right and start to lay into them they're basically in striking distance and that ability to shrug off the headshot makes it just a bit too much in my book.
However, instead of just reverting it back maybe consider it an upgrade to the normal Slashy but a precursor to the tank? Haydee has never really been known for the amount of enemy variety so whatever you decide I'll live with it.
Speaking of tanks, I agree it is fine as is. I do find it funny how the tankiest of all of them has bullet soaking hooters on display, honestly I find that to be inline with Haydee thematically but if you have some badass armor that's sexy too!
That being said, I have a pretty interesting scenario involving tanks that would make for a pretty tense for the player. It would involve you trying to get down long snaking corridors and stairs covered in mines like the final stretch of Haydee 2, however there is always a tank close behind you so you have to be quick and shoot all the mines to deactivate metal gates or door locks. Idk, just spitballing.
Truth be told, I was using the pistol most of the time! I was a fan of the smg in the first game but oddly enough not in the 2nd.
I think it is because you don't really have the ability to dodge creepers like you do with walkers especially with the narrower corridors so having 1-2 shot kill weapons are essential.
It also doesn't help that the smg was a direct upgrade to the pistol without having upgrades in the first game but here it is its own thing.
Please don't get the wrong idea though, I forget you have your awesome Phalanx I just instinctually went with the pistol so my perception of "balance" maybe a bit skewed.
Added Iframes would be a godsend, I guess that is why the devs cut out the combat roll since it would do very little good combat wise in vanilla game, plus there could be the issue of dodge rolling through mines if it is too generous. But If you can find a way to add it and utilize it properly then hey, why not?
So after going back for another round I did see that easy mode adds more light so my apologies I legitimately did not know about that feature.
No need to apologize, there is so much going on during that sequence it is easy to miss. Even with the light on it is still fairly dark. I still like your idea of having the light a separate option. That will be a thing in the next update.
I prefer using the pistol myself. It just "feels" better. I actually like using pistols in most games if I can get away with it. I was thinking of maybe giving the pistol a fire rate increase to match the squirt fire rate fully upgraded, but I also don't want to make it too powerful either. Maybe I will add a fire rate upgrade case in the weapons crate so it can easily be tested both ways.
The Phalanx was originally supposed to by used in very specific situations where it's overpowered-ness would be compensated by lack of ammo, but it just ended up helping balance the generator fight. I still have two more weapons to make yet though so I am sure things will change again as they each find their best use/purpose in game. I hope I can get the Phalanx to a point where it can be used for what I originally designed it for. To put enemies that jump out at you point blank on their can in record time, but too expensive to use outside of emergencies.
I will try a few more tweaks with the hunters to keep them unique.
Tanks/long corridor, I like that idea. That is the main purpose of that enemy. To put pressure on the player if left alone, but also be too expensive to just outright kill most of the time. They will be getting some serious armor. I really want them to look like walking tanks. I am not sure how much of them will be hanging out when finished, but yeah, it is pretty comical the way they are now. Those are some serious implants they have.
Thanks again for the comments and feedback. So much of this mod is just experimentation on my part so it's nice to get some different perspectives on it. I can only see what I see and sometimes I just get so focused on certain things I get tunnel vision.
https://youtu.be/2OzT1kjmdqY
Edit: Ok that does work. I am going to post media updates here. I don't want to spam the screenshot, artwork and video hubs with small content like this. If this is something you would like to keep tabs on, sub to the thread.
This is also testing how I am going to build an outdoor environment. You are going to leave the police station in the next chapter for missions. There are a lot of props I want to build, but I can work with what I have now to plan everything out.
When you say 'leave the police station' does that mean the immediate area we see outside the glass doors will be accessible?
Sorry I was MIA for a while, I had an extremely rough year.
Anyway, as far as leaving the Police Station, yes and no. You will be able to leave the station and go outside, but it will not be a seamless transition. The glass/reflection puts the absolute smack down on performance.
So what you see from inside the lobby will be a simplified version of the outside area. Once you "teleport" outside you will not be able to see inside the station through the glass. The glass will look like a mirror.
I am also going to keep the outside areas very small, at least in the beginning. Just about everything outside, model wise, will have to be built from scratch.
I don't want to get ahead of myself, but eventually I would like to have some exterior crime scenes/missions.