Valherran wrote:Question for you, what is the purpose of these damn dolls I keep collecting that spawn in place of the Megasphere?
Heh, that's a D4D feature. The only thing HF changes is the graphic for the doll's HUD icon. As Ghost mentioned, you brofist it for a health/armor refill with a dedicated keybind.
Valherran wrote:I messed around with the Deadshot, and that thing is kinda OP to where there is no reason to use the Carrion once you have this. It kills more effectively at the cost of less ammo compared to Carrion.
Agred and already rebalanced in the next update. I've given the Deadshot the ability to consume corpses like the carrion cannon, but increased ammo consumption to be on par with the carrion cannon. I'm aiming to make Deadshot more ammo-efficient for groups of weaker mooks, but leave the carrion as the ideal choice if you need to kill something big quick.
I have another request; Can you please make it so that the info for upgrades appears when you hover the mouse over the upgrade name? I want to be able to go back and read exactly what it is supposed to do and can't.
Also, a font color change for already purchased upgrades would be helpful too.
This is sadly not possible with the current MENUDEF. I'm bound to the same limitations that the game's native main menu has.
On the plus side, the HF upgrades are listed in the first post of this thread so you can look at them here if you need a reminder of what they do.
Speaking of glitches, I discovered that if you pick up a token and hit the exit while the animation is still going, you can no longer use your weapons for the rest of the game.
I'll time it so that the player is only allowed to move and look around exactly when the animation finishes, so that should help.
Unfortunately I can't disable the player from using the 'use' key completely, so it could still happen if a guard were to spawn right in front of an exit switch.
I'm guessing a PSA in the style of the one the morph runes have may be necessary in the meantime.
Also, the token-required upgrades you added do not consume the correct amount of credits. And if you buy upgrades that require tokens too fast in the menu (too fast as in not waiting for animation of token consumption to finish) it will also glitch out.
Yeah, I noticed yesterday that my ammo upgrades are set to take 2000 credits but they say they take 1000 (probably because I was undecided about the cost at the time and forgot to update the script once I've decided
). I've fixed it for the next version.
As for the purchase animations, I will fix this by dropping the white chip icon being displayed in the message area. Now you should only be able to glitch it out if your timing is faster than 1/35th of a second...
I'll add it back once I figure out a good way to do this without delaying the script.
Valherran wrote:Balance request: Pinkies need a minimum distance requirement to do their rush attack. I am getting sick of turning corners to get hit point blank by that rush and taking full damage, it's BS.
Good idea, actually. I'll do that.
Edit: Looks like D4D already gave it a distance limit:
Thanks for the feedback.