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Regarding the poll. Isn't it against the poll rules to take back your choice and choosing something else from what you have originally choosen?
As option 4 of the poll had 2 votes before. Now it has 1 cause the person that voted there in the first place changed their choice to option 2. Which honestly doesn't seem all that fair in my eyes.
Spoiler:
While i can understand the meaning of the poll in some way or another. I would just like to say having it is rather pointless in a way. As people are automatically drawn to the one that has the most votes in the first place (and or drawn to the joke answer) and completely ignore other options which i found rather sad in a way as the other options don't even get a fightning chance before the clearly more popular choice. This is exactly why i find it hard for Game Developers hard to make good games nowadays as it just seems people want the same thing over and over again instead of trying on trying something new for once.
oh boy this one is going to be a doozie, okay, first things first I'm going to get right on finding that arcade game, i can't believe I missed it, I'm psyched for the jackhammer upgrades, well once I get used to crowbar dancing I never really used the jackhammer so I'm excited to see where that will go, and i going to be so glad about that gun smoke, seriously you shoot like 3 revolver rounds and boom, you can't see for shit, so I'm glad that's going to be "cleared" up (pun intended), I'm also happy about the M16 buff, I felt that it was kinda underpowered, contrary to the hype of it in both your description of it in the weapons section of the gameplay guide, and the game itself, it honestly felt weak. The pipebomb dilemma has been solved, I was always running out of them, so I never really got to experience the grenade launcher mod for the M16, so win win right? May I also suggest some crowbar upgrades, tier 1 would be too wrap it in like barbed wire, so it would deal like 15 to 30% more damage, and tier 2 would be to add a counterweight, so as to make the swings faster.
The Silver bug has been fixed. He can now be asked about that quest at any point, and will give specific directions for those who are lost in this hub.
As for melee weapon upgrades such as crowbar and bootknife, I am avoiding these for now. The reason for which will become apparent later...
As for the poll, it is intended to give me a general idea. Yes, people might gravitate toward the more popular option, but this is why you have been given *two* choices. It's not something I am concerned about. The next episode is something I've been thinking about carefully and have a good idea of what direction I want it to go in - just curious how people see it; more an action-adventure hybrid, a straight Build-esque shooter with lite rpg elements, or just a different surprise each time. Again, the poll is not a definite decider on future content. And if I was going to be doing the same thing over and over again, I'd just be making Ubisoft games basic weapon mods like I used to.
Version 1.08 of Afterglow Release
This is the newest (and probably last) version of Afterglow full release that will be available for the foreseeable future. I want to move on to other things now and have a lot on my backlog, not least of which is another unrelated project I'm assisting with, as well as the rumored episode 3, whatever shape or form that will take. Do note that anything groundbreaking that appears in episode 3 (or any other release) will most likely filter back to episode 1 & 2 at some point, so these episodes should not be considered 'abandoned'. Just that I am switching focus to other things - specifically, moving toward fully original assets and a greater use of the more powerful Zscript, as well as a more robust and engaging quest and dialogue setup.
Мы также работаем над русским переводом, для тех, кто предпочитает более восточный апокалипсис.
1.06:
-New mini-game added for unlocking final Uber-safe in Map22. Replaces crap switchhunt.
-Jackhammer upgrade path added to workbench. Regular jackhammer now twice as fuel efficient.
-Subtitles added to Barrett encounter. Door added to delay progression until his initial line finishes.
-It should now be impossible to become locked in Barrett's toilet cubicle.
-New music track added to Uptown. Credits to John S. Weekley (already included on OST album).
-Garavito no longer drops C4 on death, as it serves no purpose and just confused people.
-Killing the door guard to Uptown now opens Uptown. Why? There is no graceful method to doing this otherwise.
-Threatening the baron by entering Uptown early will give you the gate key, see above.
-Haunts/phantoms should no longer cause infighting when melee attacking, and no longer block the player when dead.
-Lucy should not be able to climb the ladder on the map21 gas station.
-Baron can now be attacked and killed, and has a ranged attack when aggro'd.
-Sheriff can now be attacked and killed, and has the correct animations when aggro'd.
-Prosperity guards now have death/pain frames and do not turn into subway guards when attacked/idle.
-Smiley can be shot in the face and also animates when speaking.
-Made 'gunsmoke' effect much less intrusive.
-Causing problems in Uptown now causes problems in Lowtown, as it should.
1.07:
-Vinaya's 'red blindness' final move is now avoidable, and she no longer suffers invisible corpse issue.
-Sub ending should only trigger if Smiley was also freed.
-Crowbar now less janky when swinging while lantern is out.
-Activating lantern with a two-handed weapon equipped will now switch to lantern/crowbar.
-Backing out of Smiley's quest without accepting it would softlock the quest if the guard is spoken to after. This has been fixed.
-Machinepistol can now be used one-handed with the lantern (but doing so makes the accuracy even *worse*).
-Machinepistol upgrade now replaced with a general overhaul that improves all stats by a small amount.
-Military rifle given a small damage and accuracy buff, particularly for single shots.
-Jackhammer workbench screens aligned correctly with others.
-Pipebombs can now be built from the workbench, which gives a use for junk in the late-game.
-As a result of the above change, vendors who sold pipebombs previously now sell jackhammer fuel instead.
-Full-auto machinepistol when suppressed should sound better.
-Golden crowbar is now worth +50% more on ebay.
-It should no longer be possible to take your bike into the checkpoint ambush.
-The Baron gives a bit more hinting about how to complete the sabotage job.
-Major grammar and spelling sweep. A few conversations had additional information added and/or shortened for brevity.
-Michonne gate guard can no longer soft-lock access through dialog. Just walking past him will still trigger a fight though.
-Nameless traders and losers in Lowtown and guards in Uptown now have dialogue, not that they are very helpful still.
-Fixed motorcycle headlights turning off when on slopes, and made them a little brighter.
-Minigame rpg icon on hud should not appear when using cheats outside of minigame.
-You can now "Charge-cancel" the final upgraded Junker Musket by using your bootknife. Sadly there is still no option
to switch from zoomed to unzoomed while charging due to hardcoded a_refire stuff that I haven't the time to dig into.
-HUGE sound optimization pass, dropping bloat by 12mb. Many thanks to Shockwave_S08 for the work!
-Minigame player now emits sound when hurt, to indicate to player that they have lost a "life".
1.08:
-Junker musket (and its derivatives) no longer have autoaim enabled. Scoped shots will no longer randomly veer off to hit buckets, etc.
-Exit switches for maps INT01, MAP20 and MAP21 have had their delay before exit reduced considerably, reducing the chance that the player gets back on their vehicle(s) and spawns with two on the other side.
-Water splashes are now the correct color for their respective surface.
-When fixing your bike in the subway, it no longer spins to face you in a manner implying it is sentient.
-Made ceiling lights invulnerable and non-solid, since autoaim seems to have a pathological fixation with them, and they
sometimes get in the way/act strange when attached to light-switches.
-Overseers got a better sound for crossbow and their cleaver attack should play impact sounds now.
-Credits and changelog added to main files. That way people can view these without having to find the forum thread.
-Silver now can be asked at any point about the tunnels quest, giving a clue where to find hazmat suits.
These changes will of course filter into the MODDB standalone release, as well as the update to the weapons pack. Finishing work on monsters pack and then nailing down the elusive sterilized maps for those who don't like Ashes and just want to fight Cyberdemons in downtown Atlanta. I don't judge, I love you all.
Also, who said the joke option on the poll was a joke?
Last edited by Vostyok on Sun Jan 16, 2022 6:17 am, edited 2 times in total.
Cool beans, I do like the sound of more replayabilty, but i also really liked the afterglow semi open world format, maybe you could make a mashup of all those elements, some rpg kind of aspects like you mentioned would also be pretty cool as well, also an oriental apocalypse does sound fun you have to expand your horizons, you know, original assets would be huge, that would mean that if you could get it up on steam or something, this game would finally get the recognition that it oh so rightfully deserves, you and the team have worked so hard and it really shows it, remember, if Hedon could do it, you most definitely can
p.s one thing that I would really like is optional maps, think of the gap as this cool, totally optional place you could go to but didn't have to that would definitely increase the allure of such a map, at least in my eyes, like some place which is completely optional but its worth exploring, do get what I mean?
Noticed the font is coming up red and Doom-style in this version.
Reupload if your menu screen still says V1.06. Includes new font that is designed to be more readable than the old yellow one, as well as fixing the menu graphic.
Unlike previous editions of patches, re-downloading this file will not invalidate saves.
I don't really mind the bike BTW. It was irritating in the original version of Ashes Episode One, but it's actually pretty fun in Episode Two. Just don't use it too much.
Moddb downloads list updated - this includes the separate pk3 files as well as the Standalone Freedoom-based download that has optimized settings. Includes updates to Episode 1/Dead Man Walking. Will update downloads here for separate file shortly.
I personally want less of the bike cause of final area of Afterglow and all of those damned Pitfiends spitting acid on you and hitting you before you can kill them.
And while I'm an fan of jumping with the bike it feels a bit overdone and annoying at this point.
Also I'm surprised as to why there are no poll option that literally states. 'any of the above but have less Pitfiends'
Vostyok wrote:Moddb downloads list updated - this includes the separate pk3 files as well as the Standalone Freedoom-based download that has optimized settings. Includes updates to Episode 1/Dead Man Walking. Will update downloads here for separate file shortly.
Did you fix the ending of map 17 that causes the scavver to die?
Vostyok wrote:Moddb downloads list updated - this includes the separate pk3 files as well as the Standalone Freedoom-based download that has optimized settings. Includes updates to Episode 1/Dead Man Walking. Will update downloads here for separate file shortly.
Did you fix the ending of map 17 that causes the scavver to die?
Yea i'm wondering about that as well. Having that major bug around is bound to mess up other people's runs.
He didn't. But from my testing, I reckon that you need to have at least 21 armor points to survive. 1 health point is enough, but having anything less than 21 armor points will lead to your death even if you have 200 health points.
Not only is this shit weird, but I am quite angry that nothing has been done about this.
Huh, I haven't ran into that bug since 1.0. I just tried it with 100 health and I lived though so I wonder what's causing that bug for you guys? It only happened to me at launch because I had really low health but it's worked fine every other time I've played, must be some really weird specific bug happening if he thought it was fixed before though.
Ihavequestions wrote:He didn't. But from my testing, I reckon that you need to have at least 21 armor points to survive. 1 health point is enough, but having anything less than 21 armor points will lead to your death even if you have 200 health points.
Not only is this shit weird, but I am quite angry that nothing has been done about this.
There has been a fix in place to stop this for several versions now, so I don't know what you're talking about. I've gone through with 1 health and 0 armor and been fine.
What are the exact steps you're taking, and do you have any other mods installed?
Edit: I think I know what's happening. Are you playing on apocalypse?
So, I've been unable to find the new secret at The Wall but while I've been searching all over the map I discovered that this fence has no collision. At first I thought it might be a part of the secret but after searching for a very long time I no longer think it is and wanted to report it if it isn't. Also, I'd love a hint for finding this secret because it is really eluding me. I assume that since the end of the tutorial is back that it could be there? But I don't have the faintest idea how to get there if it is and I feel like I've searched the whole map pretty thoroughly for any rogue buttons or posters or anything lol