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wanted to ask before potentially locking myself into a problem down the line:
Spoiler:
is it at all intended that you can break into the Uptown building via office chair + window and take the North Gate Key without resolving the town conflict? i personally preferred just sneaking off with it over helping either leader.
Ihavequestions wrote:Any enemy in this game becomes a pushover as soon as you get your hands on the Junker Musket. Even the final boss in Afterglow, and that lady is a real tough cookie otherwise. (I don't know about the length of her history, though.)
The Junker Musket is very strong, but I find it to be a bit slow for any real meatgrinding - even with the upgrades.
Vostyok wrote:
With regards to those particularly spoopy enemies you may have encountered, without spoiling anything, they are not intended to be all powerful. In fact, they are already doing all they can to stop you. It's going to get much much worse, however.
I kinda figured that these guys are meant to only be early precursors to the REAL eldritch horrors waiting in the future, and I can understand that they aren't meant to be all-powerful. They are, however, consistently the easiest fights in the game by a wide margin - excluding things like crowbar fights with Cannibals...and I might even call those riskier since they sometimes have ambushes and numbers on you.
I was hoping something like the radiation effect could potentially bump them up to like...at least a mid-tier threat. Somewhere around where the Cannibals with Master Blasters are sitting.
But I am glad to hear you have plenty more terrors in store. I'm sure you'll only continue to top yourself.
thugsta wrote:Loves your TC's but i was wondering, when are you going to release a sterile version of Episode 2? Also the monsters and weapons as standalones please
While I too am excited about the possibility of a sterile version, please remember the devs have been working hard this whole time on the full version, and stripping out all that work for a sterile version isn't exactly easy. Be patient and let them finish polishing the intended experience first.
Of course, i am in no rush was just curious if they had an ETA in mind or not is all
Do you have anything in mind that you will play with it (the maps or guns version, by the way?) Caligari87? Would love to hear your though as you got a good set of mods under your belt. Me on the other hand i would like to try it in VR as someone else said so far
Atticuszed wrote:The Junker Musket is very strong, but I find it to be a bit slow for any real meatgrinding - even with the upgrades.
If you're talking about the P.I.G., though...
I remember building the P.I.G., but I'm pretty sure that's not what I had actually used in the bossfight, instead using the Junker Musket with the 3-bullet (Tier 1) upgrade (didn't even get me the Tier 2 upgrade). In fact, I've totally failed at getting the P.I.G. to any use. I guess, next time I'll be fighting that lady, it will be much, much easier.
Anyway, Vostyok, here's another bug I've noticed in Enriched.
In map 08, coming from map 07 in a regular playthrough, I couldn't interact with the first door's console for some reason. Restarting (pistol-starting) the map fixes it, and when newly getting in from map 07, the bug doesn't occur, either, but the question is what causes this in the first place. I've came across this kind of bug with other GZDoom mods, too. Basically, a script that should be triggered is not being triggered. Savegames retain it, but it's not possible to reproduce on pistol start.
For this reason, it might be as well some weird GZDoom error not related the actual mod, but I don't know.
Absolutely brilliant. My only complaint is that the goals become a bit hard to understand a bit in to the game. I'm in the place with the junkyard now and I really don't know how to complete the goals and the area is humongous.
Guys I need help I've encountered an issue in Ashes Afterglow. So I'm at the 2nd hub at the Prosperity area. I completed a few missions for the townsfolk; I blocked off the mutant entrance in the sewers, I got the special seeds in the dome and I found a few spores which I sold to the doctor. But I can't seem to progress anymore.
When I talk to the sheriff the dialogue still suggests I have to take care of the sewer mutant problem but I already did that. I checked another playthrough and it seems to be I should be able to enter Uptown after getting the seeds and sealing the sewer hole. Am I missing something, or maybe my game has softlocking somehow through some scripting bug? Could anyone please help me out I really wanna progress with the game I don't want to restart my entire playthrough.
Presenting the 1.05 update for Ashes episode 2 - Afterglow:
https://www.mediafire.com/file/fmt50q4r ... 5.pk3/file
To play, you'll need a copy of Gzdoom or Lzdoom, and either a Doom2.wad or Freedom2.wad. Extract zip contents to gzdoom folder. Can be launched through a launcher or dropped onto the gzdoom exe.
This is a big one, please see the below for changelog since 1.02
Spoiler:
changelog
1.01:
-Fixed "red blindness" softloft issue in final boss battle.
-Vinaya's shockwave projectiles are now faster and visible.
-Fixed sequence breaking tunnel quest softlock in Prosperity.
-Added Walker's introduction speech.
-Fixes for some of the sequence breaking in dialogues.
-Relaxed difficulty mode has bonus damage resistance for player and reduced enemy aggression.
-Keyboard controls for motorcycle as well as mouse (bound to strafe keys by default).
-weird red glow during final end cutscene sequence gone.
-Roamer confrontation at end of hub2 now triggers correctly.
-removed/reduced blaster jumping.
-fixed some areas that can let player get out of bounds.
-buffed bayonet damage.
1.02:
-Fixed broken elevator in nuclear site.
-Fixed death-exit bug in city escape.
1.03:
-OutOfBounds barriers added for many places, or otherwise designed to resist explosive jumps.
-many mis-aligned textures bugs identified and cleared.
-many changes to maps regarding detail or arrangement.
-use_blocking lines added in relevant areas to stop sequence breaking.
1.04
-Small buffs to pump-action to make it more competitive vs sawed off.
-autoloader burst-fire and Machine-pistol no longer do minimum RNG damage.
-minimum damage of master blaster napalm shot buffed, flamethrower now leaves different decal.
-pipebombs fired from launcher should leave decals now.
-Killer pig now uses ammo for altfire.
-Altfire for killer pig now does direct damage as well as AOE.
-slight nerf for pig-tracer damage, while rounding out variance.
-buffed pipebomb radius and damage.
1.05:
-New voices added to vulture speech lists and occasional scripted events.
-hanging lanterns no longer flicker awkwardly.
-"Tom" sounds added - credits and thanks to Carl Shading.
-many non-functional doors have been given locked or barricaded textures to ease navigation.
-Spawning monster issues addressed.
-More ladders added in IDKFA warehouse and lower at a reduced rate to be more obvious.
-Porcelain voice lines added - credits and special thanks to BlueVaporConcord.
-Sawed-off triple burst no longer illuminates the world forever.
-New Ghost-Town theme for nuke site. Several music tracks remastered for gain and volume.
-Toms now do not sit still while hunting for player, removing invisible barriers.
-Friendly fire added to Porcelain's rescue, and she does more damage to bugdogs.
-Porcelain taking pain does not immediately cause her to go hostile.
-Porcelain Death/pain sprites added.
-Barrett should no longer rise from the dead to go hunt ghosts. Ditto for Porcelain.
-Violet now correctly changes dialog if bad news given.
-You no longer trigger the junkyard explosion before receiving the bombs.
-Wiping out Roamers *after* time has passed forfeits your bonus, but does not give a bad end.
-Blowing up roamers locks you out of Roamer reward, as appropriate.
-Garavito now drops the C4 needed to breach uptown, in case player already locked out.
-Breaking into Uptown without following rebels or roamers will not trigger one of their endings.
-You can now free Smiley even if you wiped out the rest of the town.
-Added obstructions and detail to nuke site "sludge tunnel" to impede progress.
-Garavito now locks off questline if Baron quest already started.
-Kyle locks off questline if key already awarded.
-Kyle changes dialog if arrested.
-monsterblocking line added to gas tunnels due to gasbag random encounter shennanigans.
-Mel should no longer randomly aggro at the player.
-aberrant revolver2 firing frame while holding lantern fixed.
-Glock3 burstfire no longer removes lantern from hand until reload.
-you can no longer break into the baron's manor using his own chair. Get fucked.
-new npc added to Hub2 for purposes of foreshadowing. woooooOOOOOooo.
-More npcs remove themselves from harm once invasion occurs.
-Barrett removes himself from existence before returning to town, avoiding clone issue.
-It is no longer possible to reach the rear of the first crane in map19, allowing mapskip.
-Added new collectable (4/4)!
-voice quotes added for Pig part collection.
-Added subtitles for scavver speech.
-Gun dealer in Michonne circle no longer forgets he gave you a discount.
-Lucy's leap attack should hold priority over running, making jumps easier.
Main points to note: explosive and 9mm weapons have all received a buff, there is a new secret in map22 (involving the last Ubersafe), a new collectible, and some new vocal work. The conditions for some of the endings have been relaxed, and there is a new ending that can be unlocked, as foreshadowing for an upcoming expansion pack.
This is probably going to be the last major update for Afterglow. Please note - it *will* break saves made in previous versions. Further updates will fix any major bugs and a few graphical issues, but shouldn't break saves anymore.
As we roll into the tail end of this release, please let me know your thoughts on episode 2 as a whole - would like to know what you really enjoyed, what you think didn't really need to be here, and anything you'd like to see - we're using this information to plan a possible episode 3 (tbc). On that note, we do not require story ideas or suggestions. We already have a story in place for this. But we might be doing a small collaboration project if anyone does on the off-chance feel like mapping for this mod. A serious of short stories with other characters. Let me know if interested.
And once again, thank you all so much for the patience and support. Your feedback and love is always appreciated. More news (mission packs, standalone packs, soundtrack, etc) to be announced.
Good. I've wanted to replay since finishing version 1.00 so now I will. As for thoughts, the only thing marring my experience with Episode 2 is that I got lost fairly often. But in the end it was usually something fairly obvious that I had missed and I got through it and found most of the secrets without needing to use a walkthrough. I did need to noclip a few times too, but that's been fixed. Other than that, it was excellent the whole way through and better than most commercially released games of it's kind. I especially appreciated how every map looked and felt and even to an extent played differently. One of the most memorable FPSs I've played, and it's only 2/3rds done.
Okay, finished second playthrough on 1.00, now I have few thoughts and few questions, first of all I got two different endings for both hubs. Spoliers ahead!
First playthrough
Spoiler:
- I got bad ending for Michone Circle despite completing all quests but medicine one (I missed ladder in the gap thus not found a golden key)
- I got "best" ending for Prosperity aka allying with Baron (I'm basing this on 2nd playthrough results)
- Got Silver killing people on road in both endings.
- Only visited ruins of Spire.
Second playthrough
Spoiler:
- I got good ending, compliting all quest for Michone Cirlce
- I got "neutral"(?) ending siding with Kyle and overthrowing Baron, Prosperity got in worse condition but still survived. From this I guess that siding with Roamers will trigger "worst" ending aka ruining Prosperity or am I wrong?
- I rescued Smiley in both playthrough, but got no mention of him in epilogue.
- Got a mentioning of secret shop (really funny bit on that map, talk about economics).
- Again wisited ruins of Spire but coudn't find a way into second secret map.
- Got all 3 collectibles, what does they grant? Upgrading lazer gun?
Other than that - intresting part is that playing this second time I found that totally missed part of tunnels that connects
Spoiler:
Prosperity to Junkyard
Well as for suggestions, the only intresting bit I'd like to suggest for possible ep3 apart from my previous post about few more guns - is to add a bit with riding a truck on highway past some major city in ruins, so far we've seen most of highways ruined, would be a cinematic moment plus vehicle different from bike.
Again, thanks to Vostyok and all people who worked on this, one of the best shooters with great writting and amazing horror elements, marvelous soundtrack and funny dialogs, thanks for this masterpiece!
Last edited by Big_Boss on Sun Nov 07, 2021 2:39 pm, edited 1 time in total.
a) The glock2/glock3 mirror frame bug I reported is still there.
b) The iconic "Ashes chord" (doo-dae-doo-dae) that used to be played on a bright synth in the previous versions of the intro track (being slightly more pronounced on the left channel) now has been moved to a decisively quieter synth that's more pronounced on the right channel but can be barely distinguished from the rest of the music. The bright synth is still there, now playing a different chord but unfortunately almost completely drowning the "Ashes chord." It also largely drowns the guitar.