
Off to try some more Doom mods now!
Spoiler:More to follow at a later date.
I was thinking about doing that, but maybe for a later project. It's a good idea. The fire rate would be comparable to Doom's shotty, with no worrying about long reloads, so there is that, I guess. But yeah, decided that the arsenal will be mostly unchanged for episode 2, aside from a couple of new toys and some minor adjustments.atarumoroboshi18 wrote:Why not have a single-shot shotgun? Similar to the one in Metro Last Light. It would have oomph, but at the same time it would be needed to be reloaded after every shot, meaning it wouldn't be overpowered.
Sweet goodness!! I really can't wait for this DLC... I mean Expansion pack! Looking forward to it.ReformedJoe wrote:I like Ashes. I like Ashes quite a lot, even saying to myself: "jeez man, I sure wish there was more of it".
So for the last several weeks (with Vostyoks permission!) I've been working on a small Ashes map set, and I'm at the stage where I feel comfortable showcasing some of it.
Ashes: Dead Man Walking is a 3 level expansion campaign for Ashes 2063, in which you reprise the role of the scav.
I'd say that its around 50% complete. The trajectory is looking good for a late November release.
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Changes in V1.15:
Added the grenade launcher back in as a bonus weapon. Okay, it's unbalanced. Okay, It's not finished. Okay, you never get this in Episode One. But it's there anyway. Replaces BFG9000.
All weapons bar junker musket get a reload cancel. The boot knife has been made a little faster in order to fill this role.
Small changes to revolver and 9mm autoloader, to make them a bit more viable/different.
Some minor changes to the maps. Mostly bug fixes and stuff. Mostly.
Pit fiends have been nerfed a little in regards to health and hitbox, to represent their general viciousness.
Fixed the shotgun's "freakout" during reload on empty. Use your knife if you need to finish quicker.
As long as CJ's sound addon is loaded AFTER the maps and mod, nothing should be out of place. It's just a simple sound swap. I need to test this fully with Jetfire, but that should be exactly the same result. If you load it after the core files, nothing should go wrong.Korell wrote:Does the 1.15 release still work with CJ's Wasted Ashes SFX addon? Or does that break what with the weapon changes?