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Whoah wrote:Something I would personally like to see in a monster pack, is lower monster numbers, but higher monster strength. Maybe have their spawns tweakable like the ammo, just because stronger enemies in lower numbers really encapsulates survival horror, and keeps the enemies feeling threatening for longer
Agreed, strong, durable enemies in smaller amounts is a common theme/gameplay element in survival horror, so if this mod had a monster addon, that'd be a great addition.
It looks like i am going to need to start spriting the crowbar! Loser gets to be an addon (i mean it this time).
Again, i am reading all your comments and taking notes people, but i can't answer them all at the moment.
Once again i apologize. Thanks for liking Nightshift and please keep it coming so i can post regular updates if i manage to get a good internet connection!
Hey, could you make the rifle a non-randomized spawn? The other weapons aren't, so I'm not sure why the rifle is. I tend to play with just pistol start because that just feels more survival horror-y to me, but I'm several levels deep playing with a monster pack with no weapon drops (SUAB monsters to be specific) and I still don't have a rifle because RNGeesus said no. It hurts. x.x
EDIT: I just noticed in the ammo spawn CVARs that you can make rifles always spawn. Granted, rifles are replaced with rifle mags once you have one so I feel like that'd make rifle ammo too abundant. I'd like to see two seperate CVARs in that case, if at all possible. In the mean time I'll just turn off rifle box spawns and hope it balances out. ^^
On a side note, can you make monster ammo drops be affected by the CVARs? I don't feel like they are and it makes ammo way too abundant when there's zombies around.
Last edited by twinkieman93 on Mon Apr 06, 2020 10:48 am, edited 2 times in total.
So there's kind of a weird oversight with the shotgun; if your inventory is full of shotgun shells before you pick up the shotgun, you can't pick up the shotgun.
twinkieman93 wrote:So there's kind of a weird oversight with the shotgun; if your inventory is full of shotgun shells before you pick up the shotgun, you can't pick up the shotgun.
imo the rifle already fills that role pretty well. i say precision rifle for very long distance combat or a magnum revolver because resident evil/parasite eve/survival horror in general.
Out of curiosity, is there any chance rather than one melee weapon, we could have a choice of multiple weapons from a mod setting/cvar? Then everyone could have what they want! You could even change up how each weapon handles to add some variety and meaning to melee weapon choice.
Maybe there is an opportunity to add some kind of M40A1 sniper rifle or something like that? I mean, strong weapon, but only for 5 rounds in the mag (ready to deploy) and 10 rounds in the stock. Backpack can grant maximum capacity of stock for 20-25 rounds. Small amount of ammo just because this is very strong weapon. Also chance to spawn this weapon itself and its ammo are very rare.
twinkieman93 wrote:So there's kind of a weird oversight with the shotgun; if your inventory is full of shotgun shells before you pick up the shotgun, you can't pick up the shotgun.
Thanks for noticing, The problem was a repeated check for max ammo in the first pickup. If that unleashes more bugs, please let me know!
In the meantime, i have uploaded a v1.2 build to fix this issue and add a few Things. Now there is a quick Tonfa key and a CVAR to equip the tonfa right out after the quick attack! Tonfa also animates better and strikes better. Have fun unleashing your rage
EDIT: Check the addons section for two new addons! A texture replacer and a ambience soundpack that was originally planned for nightshift, but ended up separated because some players would not like the fact it adds to the weight.
Spoiler: Changelog
+ Fixed bug where you couldn't pickup a weapon if you had full ammunition. + Shotgun/Super Shotgun spots will always spawn a carbine now, (if you already have it, ammo spawns instead, just like before). + Tonfa animates a bit better and strikes faster. = New Rifle firing sprites by Zackdoessomething (For real, i thought that part was the shell deflector, otherwise i would animate it myself, so, thanks Zack! =p) + Fixed deselect animations for weapons when a grenade is held. + Added a 'Quick Melee' bind on the menu, and renamed the kick to "Quick Kick". + Added a CVAR so you can equip the Tonfa right after the quick melee.
Hi I wanted to ask if there is a way to get more shotgun ammo to drop? Ive played 2 wads already and noticed that i find barely any shotgun ammo. In my current monster setup its nearly impossible to survive with assault rifle alone (fairly frequent killbox rooms with elite enemies). If not, would you be so kind to add in an option to get shotgun ammo drops or pickups? Thanks, great mod so far