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Stuff I think of:
Set 6p health regardless of connected / alive players,
decreasing King Alpha's head-hp,
kicking out Gorefiend but increase Gorefast's bodyhealth and damage.
Then maybe options to increase Scrake runningspeed, changing FP rage requirement to 10s line-of-sight, and control over Bloatmines and crawlergas would make for some small neat addtions Imo. :x
Overall a GUI for mutators like in KF1 would be really helpful... :|
@Triple @Kore I'm not sure I want to implement a rebalance mod yet (tweak gas duration / bloatmines / alpha head health / gorefast health+damage / scrake runspeed / FP AI / ...more?). I'm not against it, just not sure I want to commit time to that yet instead of the other things mentioned on the ideas list.
Workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=858304678
1. Faking players doesn't let me directly control the number of zeds per wave, only increase it. For example, I'd like wave 1 to be 1 FP. Perhaps this could be part of the SpawnCycleDefs.
2. MaxMonsters per wave. When defining SpawnCycleDefs for waves, it'd be awesome to control the max number of zeds to exist that wave. For example, one wave is one zed at a time, the next wave is 200 at once.
3. Dosh multiplier.
4. Drop (ammo, guns, armor) multiplier.
I was sure about you will add me and ask for it... I really want this feature for new update of CD but i can give u for trying it first.