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About making AI throw grenades in the vents if you are hiding in there, it would be awesome but with the shitty pathfinding I can see all kinds of accidents happening. Not sure what to do to make that bit more engaging, it does suck that vent rats get immunity.
You don't even have to give the NSF soldiers LAMs and get them to try and throw them into the vents. Just edit the map and place some gas grenades or LAMs inside most areas of the shaft, though leave the path that leads to the top exit free of explosives, since I doubt any terrorist would have the guts to crawl up to such an out of the way place (and JC needs to get in somehow
Also, I'd move that NSF guard who was sitting in the chair in one of those shacks and put him on a patrol around the back entrance of the shanty town (maybe he walks in a rectangle from the area that I entered in the back of the shanty town to the vent access entrance). Considering UNATCO has them pinned down, you'd think all the terrorists would be up and alert, as opposed to staring off into space.
======================================== Augmentations========================================Augmentations now fall into three categories based on the way they use energyActive: Uses energy constantly while turned on. This is what all of the augmentations in the original game were like.Automatic: When turned on, goes into an "idle" state which uses no energy. When idle, will automatically activate when needed and drain energy while it works.Passive: Uses no energy.All augmentations, including passive ones can be toggled on and off at will. This is so that, for example, if you have microfibral muscle, you can still throw a chair at somebody's head without killing them.Regeneration============Type: AutomaticCost: 300 Units/Minute while healingDescription: Regeneration now works like the health system in most modern shooters, meaning that there's a delay between when you get hurt and when the healing kicks in. If you want instant healing you'll have to use a medkit. It's also a lot less efficient than it was before.Aqualung========Type: PassiveDescription: Aqualung now actually restores some of your energy when you're in water, in addition to letting you breathe.Energy Shield=============Type: AutomaticCost: 50% of damage from energy attacksDescription: Energy shield can now be left on indefinitely, because it only uses energy when protecting you from damage.Power Recirculator==================Type: PassiveDescription: Power recirculator is now passive.Environmental Resistance========================Type: AutomaticCost: 40% of damage from toxinsDescription: Environmental resistance can now be left on indefinitely, because it only uses energy when protecting you from hazards.Spy Drone=========Type: ActiveCost: 100 Units/MinuteDescription: In addition to increasing the speed and reducing the energy drain, I've added a few abilities to make the spy drone better at, well, spying. You can now use the drone to gather intel from datacubes, trigger buttons and switches, and even hack computers without exposing yourself to danger. On the other hand, the EMP attack has an energy cost, making the spy drone less overpowered (but still useful) as a guided EMP grenade.Aggressive Defense System=========================Type: AutomaticCost: 15 Units/ProjectileDescription: Aggressive defense now only drains energy when it's actually protecting you, so you can leave it on indefinitely.Ballistic Protection====================Type: AutomaticCost: 50% of damage from projectiles and bladed weaponsDescription: Balistic protection can now be left on indefinitely, because it only uses energy when protecting you from damage. Be careful though, as it can drain your energy very quickly if you find yourself getting riddled with bullets.Radar Transparency==================Type: ActiveCost: 200 Units/MinuteDescription: In order to reflect its usefulness relative to cloak, radar transparency's cost has been reduced by 100 units/MinuteEMP Shield==========Type: PassiveDescription: Rather than making you spend energy to save energy, EMP Shield is now a passive reduction to EMP damageElectrostatic Discharge=======================Type: PassiveDescription: Similar to its counterpart in Invisible War, electrostatic discharge (added by Shifter) has been made passiveMicrofibral Muscle==================Type: PassiveDescription: Similar to its counterpart in Invisible War, microfibral muscle has been made passiveSpeed Enhancement=================Type: ActiveCost: 40 Units/MinuteDescription: Speed Enhancement no longer allows you move silently at high speeds. You can still "crouchrun", but it'll make a racket.Run Silent==========Type: PassiveDescription: In addition to being made passive, run silent now reduces sounds made while jumping as well as running, similar to its counterpart in Invisible WarTracking========Type: AutomaticCost: 10 Units/DartDescription: Replacing the targeting aug, tracking allows you to fire darts which when attached to a target will display its location on your HUD as well as the data you would get from targeting.Vision Enhancement==================Type: ActiveCost: 40 Units/MinuteDescription: The range of the sonar imaging effect of vision enhancement has been doubled, allowing you to see stuff through walls from a reasonable distance.======================================== Gameplay Changes========================================A "Challenge" system similar to xbox live achievements has been addedThe swimming skill has been changed to "athletics" and determines movement speed on land and jumping ability in addition to swimmingAn athletics skill of advanced unlocks the ledge Grab/mantling system: Hold the jump key down when next to a ledge and JC will hoist himself over it. NOTE: YOU MUST REBIND YOUR JUMP KEY IN THE KEYBOARD/MOUSE SETTINGS MENU TO USE THIS FEATURE.Changed the medicine skill to affect biocells as well as medkits to make it more usefulThe demolition skill now determines the amount of grenades you can carry, making it worth upgrading if you care about explosivesMade the GEP gun take longer to lock on to things if your heavy weapons skill is lowComputers no longer make the player invisible when using them. Now you'll have to beware of nearby enemies, cameras, etc. when hacking.Removed the targeting reticles when using a scoped weapon unless you're actually looking through the scope. That should give you something to think about before attempting to use your sniper rifle as a railgun, or slapping a scope on your tricked out superpistol. You can turn this feature off by typing "noscoped" into the console.Added white phosphorus grenades to the gameBallistic armor, hazmat suits and rebreathers degrade with use rather than over time, and tech goggles have a much longer duration and can give you heat or sonar vision depending on your skill level. These changes make the environmental training skill significantly more useful, so the skillpoint cost has been raised to be roughly equal to that of computers.Pickpocketing system: Press use on an enemy NPC who is unaware of you, and you'll steal their keys if they have any.More convenient tools: Press use on an an item that can be unlocked, picked, or bypassed (except for keypads) and you'll automatically equip the appropriate tool.Autosave feature: Automatically saves every time you change maps.Unconscious NPCs can now be killed. Also they dream, and have families who will miss them when you throw them off a building, you monster.Added the ability to toggle buttons and switches by shooting them, Duke3D style.Added bullet impacts on decorations.Restored "armor ricochet" sound when shooting armored targets.Added poisoned throwing knives to the high end random inventory list.Added fire propagation between NPCs.Added pain and death sounds that were previously only used by the player to NPCs. No more people saying "oof!" when breathing in poison gas.Made it so that NPCs can be "Stun-locked" by machinegun fireIncreased the amount of time between pain sounds on NPCs, to cut down on the "OOF OOF OOF OOF" factor.Prevented the player from reloading their weapon when they shouldn't be able to.
// one more thing I've liked on Shifter/Biomod - all junk you have left in your Unatco room was actually there upon next visit/mission, didn't disappear as in vanilla.
Though I like the mantling and it is more simulated, more player control, the problem I have with it is on occassion you can reach places you shouldn't be able to without MMuscle or Speed enhance. However, it's too good not to implement as long as you make some changes to accommodate...
- it's possible to pick up logs and throw them away, so they wouldn't make crates upon which they were placed on impossible to pick up.
- can frob an unaware NPC and steal his keys, if he has some.
-random loot on NPCs.
yeah, throwing stuff does damage, drop/throw something heavy on an NPC and he will die.
wasn't sure about the extinguishers. also edited my previous post, more knife stuff (my personal suggestion this time).
and yeah, it's all minor stuff, but then again, most things are. SCP is also like that - hundreds of minor fixes, and thousands of tiny, insignificant ones, that only the devs themselves will ever know about and enjoy.
example - did you know that the wormblood implant actually does not require any energy to operate (a.k.a let you consume worm piles to gain health)? probably not, and I'm not aware of one single person finding out about this bug - as the implant is used so rarely, it just never runs out of charge. but anyway, a solution has been found after some fiddling around, and now it's fixed. anything that can be fixed, is worth fixing.
//also, not sure whether this was BioShift, but the extinguishers could be used as makeshift pepper sprays, also not a bad idea.
This post is about game design. Just bear with me.In the 1982 World Cup Group stage, the West German and Austrian teams found themselves in an odd situation. With the Algeria-Chile match already played, the West Germany-Austria meeting would be the final match of Group 2. Based on the point spread of all four teams in the group, West Germany and Austria knew exactly what results would allow both to advance: a marginal (1-2 goal) West German victory. After West Germany scored in the first half, both teams settled into what was effectively pantomime. For the remainder of the 90 minutes, they politely passed the ball in their respective halves of the field, opponents occasionally making halfhearted challenges - but no real scoring attempts.The strategy was transparent to everyone, from the announcers to the angry crowd. Though popular culture condemned the match with names like Nichtangriffspakt von Gijón (Non-Aggression Pact of Gijón) or, even more pejoratively, the Anschluß, it ultimately allowed both teams to progress out of the Group stage. West Germany made it all the way to the final.To half-solve the problem in subsequent World Cup Group stages, FIFA scheduled the final two matches for any given Group to take place concurrently. In the case of West Germany-Austria, it would have prevented the teams from building a strategy based on the outcome of Algeria-Chile. However, FIFA didn't really fix the underlying issue, which was the design of how teams accumulate points in Group and how those points determine who advances out of Group. And now, on Thursday, June 26th, it's possible we could see a repeat of the Non-Aggression Pact of Gijón at Pernambuco, Brazil, when Germany faces USA. As in 1982, due to the point spread between Germany, USA, Portugal, and Ghana in Group G, both Germany and USA will advance in the event that they draw - regardless of the results of the Portugal-Ghana match happening simultaneously. Given the widespread condemnation of what occurred at Gijón in 1982, it's unlikely to happen again, but nothing in the rules would prevent it.When designing the rules for any challenge-based game, regardless of the form it takes, it's important to consider how the structure of the rules may promote working against the spirit of the game. What designers allow players to do may inadvertently reward behavior that even the players themselves find to be boring and unenjoyable. If these behaviors are advantageous enough, players will gravitate toward them with increasing frequency until they become the de facto "correct" tactics and strategies for play. One of the most commonly-discussed features that produces this effect is save scumming. Being able to save and load your game at any time is extraordinarily valuable for players, if simply for convenience. However, the way save/load works in conjunction with other mechanics can strongly promote reliance on save/load to overcome difficult situations.As an example, many role-playing games use virtual dice to "roll" a check when attempting to overcome a single obstacle, such as a locked door. In such cases, the player typically has one "try" on any static obstacle. In practice, they effectively have as many tries as they want as long as they are patient enough to reload. This type of interaction doesn't test players' skills in any new way, it doesn't ask players to attempt any different tactic, and given the "one try" system the designers put in place, it seems to go against the spirit of what the designers were trying to accomplish. While players love succeeding at overcoming obstacles, the percentage who love doing it via save/load is probably very low. Even so, that's what the game's design promotes doing for the best outcome.By writing all of this, I have no intention of placing any blame or fault on the players. In challenge-based games, designers present obstacles and create the rules and tools for overcoming those obstacles. Players can hardly be faulted for finding and taking advantage of shortcomings in how the systems interact. In the aftermath of Gijón, both teams had to deal with the anger of World Cup fans - especially fans of the Algerian team, who had been denied a chance at moving on due to the West German/Austrian collusion. And there is no doubt that the players who suited up and went on the field that day did not spend their young lives dreaming of strategic pantomiming. Still, FIFA's rules promoted that behavior - and still promote similar behavior. A repeat of Gijón at Pernambuco would produce justified howls of outrage. Still, a paraphrase of the old maxim applies: don't hate the players, hate the game design.
Overall, I had some trouble taking out the generator due to the fact that I had not upgraded my hacking skill to "trained" yet thus making it impossible to hack into the computer
the whitish wall looks like a fogging problem (first vid, 4:57).