Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)

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Korell
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by Korell »

Wow, nice update GAA1992.
erni945
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by erni945 »

Great update, I like the new enemy and animation when he is killed by the burn :D
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TheLightBad96
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by TheLightBad96 »

I love the update GAA1992, the monster pack especially considering that it runs pretty well with arachnocide's weapons only mod. I only have one minor gripe with the monster pack and its that when I kill a Auto-Rifle wielding enemy He does not drop rifle ammo for the rifles in arachnocide but I guess that is because all drops are centered on the 4 vanilla ammo types "Bullets, Shells, Rockets, Cells" so i guess that's is just a personal issue. Still works great with it. I guess some sort of arachnocide version would fix this problem but I don't think it would be entirely necessary at this point in time "not that it would be cool to enjoy both aspects of two of your mods at the same time"

There is also one thing I missed, I am not sure if this was removed a few updates ago but I noticed the robots "ones that use energy weapons" do not drop energy weapon ammo anymore. but I guess this removed for balancing purposes so people do not have limitless energy weapon ammo if the room was filled with the robots.

All minor criticisms aside I love the Update and I really love the monster's only pack.
sturmtruppen141
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by sturmtruppen141 »

How about weapons only mod? :lol:
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Captain J
 
 
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by Captain J »

Yeah, that sounds challenging enough. Besides, Fire definitely burns.
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SoundOfDarkness
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by SoundOfDarkness »

sturmtruppen141 wrote:How about weapons only mod? :lol:
I second that.
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-Ghost-
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by -Ghost- »

I'd say no for burning damage on enemy death, but I don't really feel strongly either way about it. The flamethrower guys are pretty tough though. It feels like they can get me from fairly far away most of the time, while tanking enough shots to get their damage in.
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namsan
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by namsan »

I like to see burning enemies, but I don't want to receive damages from burning enemies.
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Gamma64
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by Gamma64 »

Wenn ist das Nunstruck git und Slotermeyer? Ja! .. Beiherhund das Oder die Flipperwaldt gersput!
Yet another relatively un-noticed obvious Monty Python's Flying Circus reference...
:D
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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by Dr_Cosmobyte »

How could you possibily read that? You should be dead from laughter by now!

I considered putting some more Monty Python quotes of that episode, but i thought German players would get offended by the stereotyped accent.
sturmtruppen141 wrote:How about weapons only mod? :lol:
Very soon, pal. All i can say!

For all other users, thanks lots for your reception on this update! I am pleased as well, there's some more adjustments to make (some discovered RIGHT AFTER i uploaded it...)

But things can wait. Work is narrowing my time and i am working on another projects to rest my head a bit.

Also, thanks for voting! It seems damage from burning enemies will be a thing soon. Sorry for those who voted the opposite, but if i can get to make a CVAR on that (i doubt it) both sides will be pleased.

More news soon! ;)
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-Ghost-
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by -Ghost- »

Will the burning damage on death apply to other enemies as well? I wouldn't mind it then if it's a hazard for everyone.
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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by Dr_Cosmobyte »

Yes! It will use the command A_Explode, which pretty much works like the name says so. Just make a explosion without sound and on a very small radius (the nazi radius, actually) and whoever get touched will recveive damage. :P
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SoundOfDarkness
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by SoundOfDarkness »

GAA1992 wrote:I considered putting some more Monty Python quotes of that episode, but i thought German players would get offended by the stereotyped accent.
Well, I'm german (nothing to be proud of) and I wouldn't get offended by that. BUT... I think it would ruin the fun and make the mod feel like a parody. What I don't like in mods like this is when the nazis say stuff that doesn't make sense. I think it was in Brutal Wolfenstein where the flamethrower soldiers say something like "One russian less to take care of." when they spot you.
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insightguy
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by insightguy »

GAA1992 wrote:Yes! It will use the command A_Explode, which pretty much works like the name says so. Just make a explosion without sound and on a very small radius (the nazi radius, actually) and whoever get touched will recveive damage. :P
How long do you intend for the nazi to burn? Any longer that 2 seconds might become a hassle due to the fact that burning enemies can block of areas and make the player grind to a halt waiting for the enemy to burn out.
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Dr_Cosmobyte
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Re: Kriegsland : Blutordnung (15/10/17) Enemy pack and poll!

Post by Dr_Cosmobyte »

Hmmm, good point. What do you think about this: The screams last for at least five seconds, so what about making it normal (not damaging) for the first second (the ignition, let's say) and make it damage until a little before falling into the ground. So the player can run 'n' gun and not get hurt.
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