Silent Storm

Silent Storm

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BlunterII Jun 26, 2014 @ 1:35am
BlunterMod v2.4 is available for testing
Just published the next version of my mod for Silent Storm Sentinels.


BlunterMod v 2.4[www.mediafire.com]

5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions... + v 2.3

If you are interested, please visit the mod thread at StrategyCore[www.strategycore.co.uk]
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~ Blunter ~
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Showing 1-15 of 15 comments
AppleNorris Jun 27, 2014 @ 7:43pm 
Ok, will see what this mod is o_o
Morkoth Jun 29, 2014 @ 2:07pm 
Very good so far but finding some strong weapons very early makes the game so much easier somehow. Also - i dont know if this is the doing of this mod or some other i installed - grenade ranges are so long now that it feels overpowered. Overall it's really nice to see such mods for this old but immortal game.
Last edited by Morkoth; Mar 26 @ 8:20am
BlunterII Jul 4, 2014 @ 11:48am 
Right, just keep in mind that most of the changes I introduced are experimental. They can and will be changed as I get more feedback from the testers.

[EDIT] Remember that the enemies in the new encounters from the Soviet subplot and all the new random encounters (REs) are stronger, better scripted, equipped with grenades and overall present more of a challenge to the player (compared to the vanilla ones). In light of those changes, you might appreciate better weapons earlier...[/edit]

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ReadMe for v2.4:

Includes v2.3 plus v2.4 changes

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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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NOTE: DO NOT DISABLE HINTS! MOST OF THE HELPFUL FEEDBACK AND
THE PLOT OBJECTIVES ARE COMMUNICATED THROUGH HINTS IN BLUNTERMOD.
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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BUG FIXES & CORRECTIONS:

- Numerous spelling corrections to the original campaign item descriptions, hints, journal entries and dialogs

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ITEMS & FEATURES DISABLED:

- HE rounds have been removed from the game (temporarily). "Sea Devil" HE ammo remained untouched

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NEW ADDITIONS:

1. NEW BASE AREAS:

a) ATP (Accelerated Training Protocol) area added to the base. It's accessible through an elevator located in the lobby.
- Door leading to the ATP is unlocked after the player becomes a Sentinel and talks to Sgt. Ozwell
- The strange contraption in the middle updates party members’ attributes and skills
- Specific skills and attributes are only updated if the player found and activated the appropriate key cards (Red - Dexterity, Shooting, Snipe, Burst; Yellow - Strength, Melee, Throwing, VPs; Green - APs, Evasion, Stealth, Spot, Interrupt; Blue - Intelligence, Medicine, Engineering)
- The yellow card is given to the player by Sgt. Ozwell when the player gains access to the ATP area. The red one is found in Zepernick (the Kommandant drops it) or in the Kopenick's "Vault" (the latter is not finished yet)
- Once all the cards have been installed a new quest "The Sphere" begins driven by Prf. Compton.
- The green and blue cards are not obtainable in this release.

b) Shooting Range area added to the base. Shooting Range is accessible through a door in the ATP area
- Door leading to the range is unlocked after the player becomes a Sentinel and talks to Sgt. Ozwell
- The left target gets replaced every 50 hits.
- The terrorist/civilian (2 targets to the right) training is incomplete.
- The empty area past the gate is unfinished.

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2. BANKER MISSIONS & CHANGES:

Currently, they include only "Counterfeit" (which is also a part of Soviet subplot).

- Banker interactions are conducted through Dialog Mode windows with bulleted responses.
- Bringing the report to Herr Lander changes bank currency exchange fees from 20% to 10%
- Bringing the report to Herr Lander yields an access card allowing the player to explore the "Vault" area in Kopenick
- "Mint" in Kopenick is NOT finished yet and thus unavailable
- Stocks are accepted by the bank now

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3. SOVIET SUB-PLOT:

Introduction of new adversaries: an ultra-nationalistic organization "Die Wolfe" and a mad scientist dubbed "The Professor"
Currently, this subplot includes the following scenario zones:

- "Bodies Found" (starts the Soviet sub-plot)
- "Counterfeit" (Soviet sub-plot splitter)
- "Debrief 1" (auto after "Counterfeit", introducing "Mikhalev's dilemma)
Depending on Cpt. Danilov's allegiances and the player's judgment the subplot splits at this point into 4 branches.
- Drug Dealer sub-branch: "Paretz" (merchandize drop off) and possibly "Blumberg" (lab and minefield)
- Replacement sub-branch: "Falkensee" (Dr. Meyer's clinic) and possibly "Bredow" (mansion with Mikhalev's double)
- Both sub-branches converge either in "Zepernick" (featuring "Die wolfe's" local Kommandant) or "Potsdam Outskirts" (featuring one of the Kommandant's elite squads)
- "Seefeld" (bloody note with a print)
- "Fingerprints" (Mikhalev's staff thumb print file)
- "RR Depot" (arrest the mole)
- "Debrief 2" (Ends the Soviet subplot. The player gets rewarded with "Protector" armored suit. The player can bring the docs found in some of the missions to Mikhalev for extra XP. We also meet Ivan the "mechanic" here and receive the next set of missions - "Upgrading the Protector". Opens "Lom" in Norway. "Lom" is not complete yet.)

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4. NEW WEAPONS, AMMO & AND WEAPON CHANGES:

Note: Most (not all) 'uniques' have their accuracy increased a little (from 1 to 7 %) through a database tweak

- 9mm Mauser Export rounds added (a powerful pistol round)
- PW wz.33 (unique TT-33 pistol with tweaked accuracy. Found in “RRDepot”)
- “18 confirmed” (unique scoped Springfield rifle)
- “Skull” (9mm Mauser Export unique M-712 found in “Zepernick”)
- “Dark Steel” (unique Kar-98 found in “Blumberg” ruins)
- “Volltreffer” + 6x scope (”Bullseye” found in “Hinting Lodge” RE). The scope needs to be mounted by a person not available in this release.
- “S&W” Model 10 (found in “Bredow”)
- Mac-50 pistol (found in “Bredow”)
- Poisoned Scalpels (found in "Falkensee"). Feature high critical hit and unconcious probability modifiers.
- "Vendetta" (unique Chatellerault MG, found in Rocco's inventory)
- Mannlicher carcano M94/21 (regular with no scope)
- Kar-98 (regular with no scope)
- Steyr Solothurn MP34 (9mm Mauser Export)
- Gepppisztoly M39 SMG (9mm Mauser Export)

- Armor Piercing (AP) rounds' damage is ~ 75% of the regular round now
- High Explosive (HE) and Incendiary (IP) rounds are gone (except "Sea Devil's" HE)
- Surplus ammo has been introduced. They are more common but deal ~ 10% less damage and have ~ 4% less penetration than the regular rounds.

- Most unique weapons' stats (from all releases) have been significantly reduced (in response to valid concerns of them being on the OP side)

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5. NEW RPG ITEMS:

- "Opium Package" not usable yet.
- Usable alcohol bottles added (regular, strong & spiced). The first two temporarily remove critical conditions, the last one buffs VPs.
- Blue dress + Italian backpack female uniform
- "Splittermuster 45" uniforms (1 male, 4 female versions) added. Currently, found in Zepernick.

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6. UI CHANGES:

- New Chapter "Brandenburg" added
- New Chapter "Central Norway" added
- New background textures for England and Switzerland.
- New global map markers for Bavaria, Brandenburg and Central Norway created and added.

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7. NEW CLASSES:

- Created 4 new classes: "Saboteur", "Infantry Grunt", "Zombified", "PK Operator"
- New Class "Saboteur" - Soldier/Engineer hybrid. Supports 39 character level-ups
- Almost all enemies and some allies have a new perk panel attached from a new class called "Infantry Grunt"
- Enemy PK pilots enjoy a new "PK Operator" perk tree with "Second Skin" being the first perk in it. Now they are not hindered by any PK penalties and present a real challenge.
- Zombies have their own melee-oriented perk tree. They are very deadly if allowed to get close to their targets.

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8. GAME PLAY and UNIT CHANGES:

- Every Random Encounter (RE) is scripted now and enemy perks are distributed at the start. Enemies patrol along the roads in a loop (with a few random behavior patterns)
- Enemy levels have been readjusted and overhauled. By default they were capped and calculated based on the combined average player party level. Now they are Hero level based and not capped (only slightly reduced at very high Hero levels in some chapters).
- New lighting patterns have been introduced. Sunny morning, sunny morning (low fog), dark night fog, very dark night fog, night low fog, rainy day fog.
- PKs are stronger, more encumbering, auto-destruct and have increased sensor range (depending on the model)
- ABRS robot (a potential party member found in one of the S^3 secret missions - SECM 3) could not be hired/activated if your Hero's engineering was < 121. Now the process of "activating" the robot will succeed as long as one of the party members passes the ENG requirement.
- ABRS robot has its armor reduced to 340. The type of armor ABRS currently has is a regular PK armor (more susceptible to rifle / MG rounds with lower ricochet probability). Later, Ivan will offer to upgrade ABRS.
- All non-silenced weapons are now heard by (i.e. alert) everyone on the map when discharged (achieved via database tweak). No more "Calm" AI state (smoking enemy icon) when the battle is raging on a few dozen feet away.
- Most evidence (RPG Items) are color marked (Yellow - important, Red - Crucial).
Note: Keep the evidence you find.
- Bringing evidence and completing bonus objectives earns extra XP (up to a whole level). The process is Hero-level-based (meaning that if your hero is lvl. 14 and there are party members who are lvl.5 - those might advance to lvl. 12-13 upon receiving that reward.)

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9. NEW RANDOM ENCOUNTERS:

- Poland (NW corner) features 2 new REs: "Village" and "Ruins". Populated by bandits and smugglers. "Village" has two versions: basement - 4 variants (no fog), no basement - 3 variants (fog). One-time RE "Ruins" is a difficult 7 wave defense encounter. The only place to get "Sea Devil" and its ammo.
- Bavaria (NW corner) has a new "Bridge" RE. There are 6 variants: 4 "Bridge" and 2 "Overpass" (with small ruins)
- "Hunting Lodge" a one-time RE in Brandenburg added. Populated by smugglers. Watch out for Linz' spouse in there... a nasty lady. The place to get "Volltrefer" and a scope for it. "Hunting Lodge" is part of the unfinished "Collector" sub-plot)
- Some original (S^2) REs were enabled
- A One time RE "Clinic" added to Brandenburg (starts "The Vial" sub-plot, which is not finished yet. "Wansdorf" is incomplete.)

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10. CAMP ZONES:

- Soviet Base (and the future American Base) are now accessible through the Brandenburg camp (a modified and scripted GDR camp zone). Just camp in that chapter and you'll see what I mean.
- UK camp zone, currently used in England, Bavaria, Poland and Switzerland, received a significant face lift.

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11. CASTLE LINDEN CHANGES:

- Carlton mercenaries' stats significantly reduced
- Minor changes to terrain and buildings to improve path finding
- Zombies have "Zombie" perk tree
- Bandits are for the most part "Infantry Grunts" now
- Bandit PK is now relatively weak. It auto-destructs when PK's armor drops to 0. The pilot's class was changed to "PK Operator" with all the appropriate perks and stats.

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Please visit the thread at StrategyCore - Silent Sorm Series - Modding for the links, the mod details or if you wish to leave a comment...

Thank you.
_____________________
~ Blunter ~
Last edited by BlunterII; Jul 13, 2014 @ 11:28am
flagyl2 Jul 20, 2014 @ 5:27pm 
I haven't downloaded this mod yet, but thank you for all the time snd effort. It is appreciated.
BlunterII Aug 8, 2014 @ 11:06am 
You are welcome. :)

I am working on a crafting system (medical and explosive items) and remotely activated explosives at the moment.
Please, visit the thread[www.strategycore.co.uk] at StrategyCore if you are interested.
___________________
~ Blunter ~
Last edited by BlunterII; Aug 8, 2014 @ 11:07am
derzruud Aug 17, 2014 @ 9:30am 
Just started new S3 campaign with your mod, Blunter. Looks pretty good :)
BlunterII Aug 19, 2014 @ 8:16pm 
Thank you for trying it out, derzruud.
There is an update coming up. Please, check out the thread at StrategyCore...

Lots of pictures... :)
___________________________
~ Blunter ~
Last edited by BlunterII; Aug 19, 2014 @ 10:21pm
Mirva Mar 24 @ 1:13am 
Since I can't seemingly get register for strategy core..

Installed this mod, added it to my saved game... and I dunno if half the features are working <I see no elevator etc in the HQ>

Do I need a new game to make it work? I'm running gog version if that matters?
Yes, Mirva. Start a new game. I am not sure if AddMod (if that's what you used) can handle it, since the amount of data/ changes my mod incorporates is tremendous.

I haven't checked with StrategyCore in a while (been busy...personal stuff). I'll get back to working on v2.5 in a few weeks, hopefully. There are a lot of updates that will require proper testing: crafting system (Lab and Workshop), new maps, uniforms, weapons, characters, new sounds and plot updates.
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~ Blunter ~
Last edited by BlunterII; Mar 26 @ 2:45am
flagyl2 Mar 26 @ 7:39am 
Originally posted by BlunterII:
Yes, Mirva. Start a new game. I am not sure if AddMod (if that's what you used) can handle it, since the amount of data/ changes my mod incorporates is tremendous.

I haven't checked with StrategyCore in a while (been busy...personal stuff). I'll get back to working on v2.5 in a few weeks, hopefully. There are a lot of updates that will require proper testing: crafting system (Lab and Workshop), new maps, uniforms, weapons, characters, new sounds and plot updates.
_________
~ Blunter ~


Blunter, I haven't tried your mod yet, but I want to thank you for all your dedication to this great game.

Great work and thanks again.
Originally posted by BlunterII:
Yes, Mirva. Start a new game. I am not sure if AddMod (if that's what you used) can handle it, since the amount of data/ changes my mod incorporates is tremendous.

I haven't checked with StrategyCore in a while (been busy...personal stuff). I'll get back to working on v2.5 in a few weeks, hopefully. There are a lot of updates that will require proper testing: crafting system (Lab and Workshop), new maps, uniforms, weapons, characters, new sounds and plot updates.
_________
~ Blunter ~

I'm so glad you're still active in this :)
Thanks for all the work Blunter. I could never get the Silent Storm editor to work. Anyways just been trying your mod, you've done a lot of work on it, a lot! But I ran into some bug, random encouter Castle Linden. After successfully completing second wave. Then maybe 60 seconds later Windows 10 message says Sentinels.exe crashed?
Game freezes then crashes. Ver 2.4 latest version.
I tried your mod on another computer and Castle Linden worked all the way thru. Maybe
the problem is intermittant, not sure, my previous computer got fried.

Anyways, Castle Linden was pretty good, I wasn't really prepared, but the challenge is what
made that random encounter so fun. I did it over a two day period it was so long.

I found Comptons note in that special area but I can only read 75 percent of it. My resolution
is not high enough to read entire note?

Also, for some reason the special area in the basement with ozwell and compton is all black
I can't see a thing. It might be some limitation of my videocard probably. I can see some colored
lights show up and when I press alt, the screwdriver and compton note showed up.

Thanks again for all the work Blunter!

Too bad they didn't continue and make Silent Storm 3 or 4!

I played H&S but the game only lasts 2 hours then its over, not much bang for your buck I thought.
I started your mod campaign. I talked to the Banker npc and he started me working for the Russians? So I'm a traitor now? I find the story very confusing. I'm supposed to investigate an
alcohol smuggling ring? and find a traitor?

Anyways, I ran into a problem. I got as far as Central RR Depot mission. After the intro
dialog, it crashes the game and Windows 10. Its the first program I've seen to crash Windows 10. I have to physically turn off the power to restart. I've retried it five times without success.
Maybe that mission was designed for a computer with lots of ram, mine only has 2 gig.

P.S.
I went back and retried it once more, I didn't press ESC this time, which means to skip dialog, it seems to crash windows 10 and the game.

So I let it run for 30 minutes and it just continued to hang in the train station.
I was able to press ctrol + Q to quit and get out.

Thanks.
Last edited by potatospud; Jun 16 @ 3:14pm
Originally posted by potatospud:
I started your mod campaign. I talked to the Banker npc and he started me working for the Russians? So I'm a traitor now? I find the story very confusing. I'm supposed to investigate an
alcohol smuggling ring? and find a traitor?

Anyways, I ran into a problem. I got as far as Central RR Depot mission. After the intro
dialog, it crashes the game and Windows 10. Its the first program I've seen to crash Windows 10. I have to physically turn off the power to restart. I've retried it five times without success.
Maybe that mission was designed for a computer with lots of ram, mine only has 2 gig.

P.S.
I went back and retried it once more, I didn't press ESC this time, which means to skip dialog, it seems to crash windows 10 and the game.

So I let it run for 30 minutes and it just continued to hang in the train station.
I was able to press ctrol + Q to quit and get out.

P.S.S

When I first arrived in Brandenberg area, I saw a random encounter appear.
I went there but upon entering I pressed green button LEAVE. It has not
reappeared since? Neither has the other random encounter in brandenberg.
I waited one hour for any random encounter to appear to no avail?



Thanks.
Last edited by potatospud; Jun 18 @ 7:27am
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