Hello!
Apologies for short hiatus. Have been very busy over holiday period, as well as somewhat unwell and burned out. Still, new year, new works to be done. So time to get back to it
On the subject of fixes/bugs/improvements, many thanks to those who have been finding various issues within the mod. Am aiming to have a complete "definitive" (can we still use that word for releases in gaming now... hmm) release that should tie up some of these. Main focus is a new NPC for settlements, workbench pipebomb construction, akimbo lantern/machine-pistol, better tier-3 machine-pistol, some more clarification with quests, that funky dam raid music actually playing in the map that inspired it, as well as a big spelling/grammar sweep. This edition should update the Moddb version as well as the pk3 versions here. Also, finally should be dropping the monsters only version of the mod, as well as a sterilized mapset in due time. It strikes me that there was little point in making the maps mod friendly while there were still issues creeping through them, hence delay on that one.
On the subject of
Glock 9mm semi-automatic of indeterminate brand, it was discussed in the old thread way way while ago. I originally wanted to drop it, since it was difficult to balance it between the might and precision of the .45 revolver, and the fury and capacity of the machine-pistol, without unrealistically eclipsing either of them. We've discussed this within the team as well, and the common consensus then and now was i) It fills a niche in the early game when you don't yet have the machine-pistol and ii) it works better to conserve ammo than its bigger brother. Also a lot of people wanted to keep it in simply because they liked it. It's probably the most responsive and snappy of all the weapons at what it does, without lengthy reload times, rate of fire delays or constrictive capacity.
Future projects will work to smooth over this (and several other examples of) overlap in some of the weapons - keeping that diversity while keeping distinct roles and versatility of function. You'll see.
For those requesting title art - see below. Includes full-color versions of the new comic book panels as well, as well as the ending crawler. I hope this is useful to someone.
https://www.mediafire.com/file/e31pciwi ... k.zip/file
Finally, I may have stated before but the further tweaks and changes I have in mind and you have suggested probably won't find their way into this episode - pretty much everyone who was going to play this has played it, and I am more concerned currently about major game-breaking issues and severe QOL hiccups. Should episode 3 have that tighter, more polished look and feel, than more than likely some of those improvements will find their way back to ep1 & ep2 (as well as DMW of course). But I am looking to experiment with some ideas I have had with some of the expansion material, so hopefully you'll get a peek at that/those.
Finally, thank you. Thank you all for the continued support and feedback. It really does mean a lot to us. Now, I better get back to it. Hope to see you in New Nashville, if I don't see you before then.
