Internal Conflict Still Lives
Posted: Sat Nov 15, 2014 9:59 pm
Yo.
This is just a simple post to inform those who give a damn / don't give a damn, that the LMS monster brawl mod Internal Conflict is not dead from neglectful author murder, it's still in the works. Although, it's going very slowly due to my hour-demanding job.
No promises on a release date, but plenty of changes are happening. So seeing as I have sweet fuck all to actually show for it... I figured I'd just post up some of the changes that are being done, and let those interested decide if it sounds good or not. If you've never played IC then you might as well stop reading.
First of all, I'm dumping the ammo regeneration system in favor of a set ammo count per weapon. Players will no longer start with their 3rd power weapon, instead they'll have their item from the start and a hefty amount of 2nd slot ammo (depending on class).
Achievements have been simplified to kill streaks or double/multi kills, no more lame 'wait around for a bit' to unlock stuff. Achieves will also no longer award you weapons. Instead they will buff your class or class weapons.
Basically, weapons and ammo will now be awarded per kill instead of through regen & achievements. So every kill will give you the next level weapon you don't have, and give ammo/usage for every weapon you already do have. That includes items and special powers such as the arachnotron's EMP.
The removal of ammo regen scripts and (I admit)stupidly designed achievements will not only kill a player's desire to camp, it'll also make IC compatible with deathmatch. So, win-win there.
Other small things are being tweaked, altered, or improved. Some examples:
Re-balancing (poor lost soul).
A lot of poorly designed weapons that either sucked or generated lag are being adjusted or outright scrapped and replaced.
The archvile's reviving ability functions properly now, and when an archvile dies all of its summons die with it.
Maps are being updated, and I'm shrinking some of those huge maps. Some new maps too!
Trying to remove anything that devours net traffic.
A new set of teeth for a lost soul hud sprite (thanks to Hellsfait for a well-drawn template).
Better reaction/feel for weapons (no more sluggishness).
Additive sprites render better in Software mode.
New intermission pics, and loads of bug fixes.
Additional traps in IC2. Fuck you.
I'm also debating on shrinking HP amounts so things don't drag on so much, although I like the idea of 'Big Monster = Big Life'. Maybe buffing every 2nd slot weapon is an alternative option, but I'm really not sure how to make things faster paced without utterly destroying all current balancing. Kinda stumped on that, might just leave it as is with tweaks here and there, might just change it all entirely.
7th slot weapons will also be done in the next update, whenever that is. Hopefully soon so I can switch back to my other project.
Anyways, if you've read this far, hopefully this is good news to you.
Cheers~
This is just a simple post to inform those who give a damn / don't give a damn, that the LMS monster brawl mod Internal Conflict is not dead from neglectful author murder, it's still in the works. Although, it's going very slowly due to my hour-demanding job.
No promises on a release date, but plenty of changes are happening. So seeing as I have sweet fuck all to actually show for it... I figured I'd just post up some of the changes that are being done, and let those interested decide if it sounds good or not. If you've never played IC then you might as well stop reading.
First of all, I'm dumping the ammo regeneration system in favor of a set ammo count per weapon. Players will no longer start with their 3rd power weapon, instead they'll have their item from the start and a hefty amount of 2nd slot ammo (depending on class).
Achievements have been simplified to kill streaks or double/multi kills, no more lame 'wait around for a bit' to unlock stuff. Achieves will also no longer award you weapons. Instead they will buff your class or class weapons.
Basically, weapons and ammo will now be awarded per kill instead of through regen & achievements. So every kill will give you the next level weapon you don't have, and give ammo/usage for every weapon you already do have. That includes items and special powers such as the arachnotron's EMP.
The removal of ammo regen scripts and (I admit)stupidly designed achievements will not only kill a player's desire to camp, it'll also make IC compatible with deathmatch. So, win-win there.
Other small things are being tweaked, altered, or improved. Some examples:
Re-balancing (poor lost soul).
A lot of poorly designed weapons that either sucked or generated lag are being adjusted or outright scrapped and replaced.
The archvile's reviving ability functions properly now, and when an archvile dies all of its summons die with it.
Maps are being updated, and I'm shrinking some of those huge maps. Some new maps too!
Trying to remove anything that devours net traffic.
A new set of teeth for a lost soul hud sprite (thanks to Hellsfait for a well-drawn template).
Better reaction/feel for weapons (no more sluggishness).
Additive sprites render better in Software mode.
New intermission pics, and loads of bug fixes.
Additional traps in IC2. Fuck you.
I'm also debating on shrinking HP amounts so things don't drag on so much, although I like the idea of 'Big Monster = Big Life'. Maybe buffing every 2nd slot weapon is an alternative option, but I'm really not sure how to make things faster paced without utterly destroying all current balancing. Kinda stumped on that, might just leave it as is with tweaks here and there, might just change it all entirely.
7th slot weapons will also be done in the next update, whenever that is. Hopefully soon so I can switch back to my other project.
Anyways, if you've read this far, hopefully this is good news to you.
Cheers~