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GAA1992 wrote:1 - i don't understand what exactly happens when you press the cross akimbo on the mentioned weapons. If you could clarify it, since it seems to be a big flaw, as you said!
Oh, DOOOH my god... After hours of writing and editing, i happen to screw that main-event bug report, am i? ANYWAY, said weapons will give you one extra-ammo when keep pressing Cross Akimbo key anytime. It's absolutely problematic if cross akimbo is your top favorite.
3 - Let's see if i got it: The Gepanzer-Wanderer stops attacking if you get behind him?
Yes. It can't attack nor chasing you. Eventually making it vulnerable.
- More ammo? Well, i could make the shotgun go to the vanilla-ish 50/100 and the heavy ammo to 100/200. What are your thoughts on it?
- I understand it's strange to see the Bombenschuss use 2 ammo and spit one (or the panzerkreus using 3) but that's more of a gameplay factor than a graphic oversight, really. I got inspired by Doom 4/'16 after realizing how balance was going down after some longplays. With 50 ammo at my side, i wouldn't take the bombenschuss out for nothing, and all the other ammo types just got stuck in there. The Heavy Ammo request is understandable, due to how fast it goes, though.
- I've planned a substitute for the Tome of Power, but haven't really thought about the other items. Thanks for reminding me.
-I think that if you can not do it as I suggested, you could at least say yes, I will say that the amount of amunition is better
-When it comes to this, I can understand that balance can drop so I can get used to it
- There is nothing to say about the reminder, but I hope that in the next version you will take it into account
Hi guys, i come to announce that Kriegsland 1.8 is released!
I didn't really wanted to release this, as there are still some issues to fix, and i'll list them later. But my next days of the week (and the weeks after) will be very busy, and i'll have to use my time properly, leaving me very short of time to work my mods.
So, i don't like to "hang" things because they're half ready; just play it instead! The next bugfixes will be small and you'll already know what's going to be.
Here comes the changelog!
Spoiler:
GAMEPLAY CHANGES:
- Added the last cross akimbo remaining: DL-44 Blaster and Ekelhaftwaffe
- Corrected Lawine-6 firing patterns for both akimbos. (It was resulting in the wall explosion bug again).
- Nerfed damage on the DL-44
- Kampfpistole got a damage buff.
- Jadtfaust SSG was sped up by 6 ticks
- Added three new variants to the imp soldier replacement (Waffen-SS)
- Both bosses now fire tracers instead of hitscan bullets
- Odin got his projectiles heights fixed, and now he fires missiles instead of fireballs.
- The Big Waffen soldiers were renamed to ubersoldat kaptains and were moved to the revenant slot, as well as gained a HP buff.
- Optimized kick/knife/grenades timing for the Ekelhaftwaffe
- Fixed a bug where the cross akimbo was giving 1 ammo unit everytime it switched back and forth.
- Raised heavy ammo limits from 75/150 to 100/200
- Renamed some files to avoid conflicts with another games such as Doom Incarnate and High Noon Drifter. (will be more useful once the enemies pack is updated).
- Removed shotgun robot from the game until i get to work a better enemy.
- Fixed a bug where the Gepanzer-wanderer would just stop if you get behind him (the answer was the +QUICKTORETALIATE flag).
- Knife quick attack, as well as the berserk version (only avaiable when the knife is selected!) Got a GOOD damage buff. Enjoy your new stealth kills.
- Flammenwerfer soldats got a high HP Buff. YOU WERE WARNED
- Fixed akimbo ekelhaftwaffe using less ammo than necessary
- Flammenfaust flame speed got nerfed a bit.
GRAPHIC/SOUND CHANGES:
- New clipbox sprite.
- New knife sprites.
- New intermission screen
- The credits file were included below the main decorate file.
- Added a little lens effect to the STG-60
- Removed terrain/waterfall and splashes smooth effects, due to NUMEROUS map conflicts. If so desired, they'll be brought back.
- Smoother animations for Bombenschuss, Mauser M972, DL-44, Kampfpistole and Lawine-6. (Thanks to my buddy YukesVonFaust)
- Deselect/kick/knife blur added to missing weapons (MG92, Puls Kanone, Ekelhaftwaffe, Elektroshocker and Kar82)
- New sprites for keys (Astrostein).
- Kampfpistole flare effects slightly enhanced
- Enhanced Nazi burn effects, as well as new sounds by YukesVonFaust.
- Changed an enemy machinegun sound and added some more.
- Corrected flying soldiers offsets, as well as their sonic and plasma deaths.
- Added body drop sound to Heavy machinegunner.
- Added a fade in effect with a TNO sound and a death fade out effect.
- Added a decal to MG92 projectile.
- Some new bouncing sounds for the grenade
- Some new sounds for the Flamethrower
- Lowered the volume of some existent sounds for the flamethrower
- Added a ear ringing sound effect for most explosions.
- Fixed status bar positions a little.
- New shotgun pumping sound.
- Bullet decals don't flip upside down anymore.
- Weapons now have different bobbing styles according to their port.
- New zoom sprites for the Karabinner Kar82
- New sounds to the Bonbenschuss.
- Elektroshocker sprites re-organized more to the right side of the screen.
- A new attack sound for the Elektroshocker
- Fixed Kriegrobot's projectile position.
- Fixed chasecam's player sprites when burned.
- Added a impact sound for the Ekelhaftwaffe projectile.
- tried to fix the MG92 clipping sound, but i don't think i can really fx it, because it is probably being caused by releasing the trigger exactly when the sound loops.
- Sturmball enemy got bigger, harder and behaves a little bit different than before. Also it has a rolling sound.
- Hell Knight replacer robot now plays a grenade fire sound when firing.
- New sprites for the Kar82 charging state.
- New shooting and death sounds for the DL-44 projectile
NOW SOME SIDENOTES:
- Kriegsland Enemies pack still isn't fully updated, i'll edit this when i'm done.
- Of all bugs/oversights/suggestions i wanted to fix, the only ones i've left behind were the dog bite bug, the extra Heretic Items, weapon extra ADS's, and the Ubersoldats/Super Mutants.
GET PSYCHED!
Last edited by Dr_Cosmobyte on Wed Dec 06, 2017 8:09 pm, edited 4 times in total.
Just double posting to say the Enemies Pack is updated.
@armymen12002003
Could you indicate some good games with tank enemy sprites? About the turret, it must be a enemy that moves by itself, otherwise, we'll experience the same issues from the past when we had the Tesla Coil enemy.
indeed, this was a good update. The Bombenschuss feels a little nicer to use and everything in general has been improved...though I don't much like the shakiness of the screen while you're ADS. Was that always there? Aside of that small complaint, just glad the update in general seems to further improve the quality of life aspect of the mod.
Made some new things for the game, which are really good, but not so ground breaking. For example, i tried doing all ammo types display on the status bar, since it was a old request and D3athStalker just made it beautiful on Doom Incarnate.
Some special items which i won't tell now, some new item sprites, nothing so great. But i am pretty sure that 1.9 (actually i missed the number, the next was going to be 2.0, but let's screw that) will be good enough too
EDIT: Could somebody good at ACS help me implementing (and teach me how it works) a new move to the game? All credits and thanks will be included!
GAA1992 wrote:Could somebody good at ACS help me implementing (and teach me how it works) a new move to the game? All credits and thanks will be included!