Thanks buddy. I am not thinking too much on new weapons. Maybe the only thing i am planning to add is a grenade launcher, to compensate the lack of a proper Rocket LauncherYukesVonFaust wrote:when are we going to get a slot 7 weapon? (an M72 LAW? An MGL-Mk1 grenade launcher? or the FIM-92 Stinger?)

Thanks for playing!m8f wrote: Some questions:
- does the durability depend on difficulty? It would be great if it did. I'd like weapons to break more often
- when you use all the medikits, it continues to show up in HUD. I got confused why I could not heal in the heat of the battle.
- plants in pots instead of stimpacks are not very intuitive, but rather fresh choice of healing item representation (I suppose they are like herbs from Fallout?)
As a side note, is it a coincidence that Factotum, Kriegsland, and Flakes Doom have the same player class name?
1 - No, everything is ruled by Player inventory items and inventory checks. That's why you can't drop a weapon or switch to another and regain durability.
2 - My bad, i just couldn't find out yet how to display the "Selected Inventory" counter. But it's a priority to fix.
3 - They're from Demo versions of Resident Evil. I got inspired by High Noon Drifter (and it'll be evident on a upcoming mod too) to mix different types of healing items.
4 - Not a coincidence, just laziness =p
Thanks! Hope you enjoy it even more.Lime wrote:This update improves the realism of weapon mechanics. Thanks For Making this mod. Keeping an eye if there are new updates.
I know, sorry. I wanted to do a SUAB-ish reload for it, but i just couldn't find good model rip sources that would help me. But as i said, let's just pretend it for now. =pchronoteeth wrote:the calico is nice, but yeah I do agree, its really, really weird seeing it reload improperly