Indeed we need more love to Strife. Looks tactical and realistic now!Jarewill wrote:Quick test run through the Sanctuary.
But i would like to see some stealth kill to take some Acolytes or maybe Templar down.
Indeed we need more love to Strife. Looks tactical and realistic now!Jarewill wrote:Quick test run through the Sanctuary.
Ive unearthed/retrieved these two things recently: I just didn't bother mentioning it here because its not ZDoom related.Captain J wrote:Indeed we need more love to Strife. Looks tactical and realistic now!Jarewill wrote:Quick test run through the Sanctuary.
Spoiler:But it's a nice little touch since it's usually not immediately obvious the guy is a plant.
Thank you for the offer, but I'm fine at the moment.Lagi wrote:Do you want some help with sprites frankestaining? or some weapon attack alt fire variant?
Stealth kills will be a thing, thanks to Mikk's backstabs.Captain J wrote:But i would like to see some stealth kill to take some Acolytes or maybe Templar down.
Hmmm.... Maybe I could make it so dropping the chalice, makes it so the player doesn't get soft-locked?Enjay wrote:Yes, the plot dead-end is quite a miss-step by Rogue Entertainment IMO. Sure, make decisions have a consequence but leaving you at an unwinnable dead end for making what can seem like a reasonable decision is not good game design IMO. At least (from memory) it's the only one like that.
IIRC the biggest problem with this was that the original game engine only gave you one save slot. I forget if this was ever patched in the DOS executable, or if that was an improvement in Chocolate Strife.Enjay wrote:Yes, the plot dead-end is quite a miss-step by Rogue Entertainment IMO. Sure, make decisions have a consequence but leaving you at an unwinnable dead end for making what can seem like a reasonable decision is not good game design IMO. At least (from memory) it's the only one like that.