Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
TWI's v1053 "sideshow" event update made at least one major intentional change and one major bug.
The bug: scrakes % HP rage calculation was broken by TWI in this update. You can see this in action in the vanilla game. Shooting a scrake with a 9mm in HOE multiplayer in the body will rage it instantly. Other conditions can cause premature rage too, like headshotting a scrake once with 9mm in HOE singleplayer. CD temporarily replaces the standard KFPawn_ZedScrake class with CD_Pawn_ZedScrake_v1053Hotfix specifically to fix these premature scrake rage bugs. TWI has preliminarily acknowledged this as a bug, so it is likely that they will fix it, and my _v1053Hotfix scrake class could be removed afterward.
The intentional change: TWI made a random chance (75% on HOE) for Fleshpounds to rage on spawn. There are some issues with it that make it work suboptimally. However, even if it were working optimally, it is not a well-considered feature IMHO. CD added a FleshpoundRageSpawns=true|false option to manage this change. Setting FleshpoundRageSpawns=false prevents FPs from spawning raged at all. For those masochists who like the idea of a raged-spawn fleshpound but want to exercise control over it, I also added a SpawnCycle syntax: FP! and MFP!. CD replaces Fleshpound and MiniFleshpound classes with _NRS and _RS subclasses as part of this implementation. The suffix mnemonics are "no rage spawn" and "rage spawn", respectively. If TWI changes their mind about raged-spawn fleshpounds and removes them, then this too could be removed from CD. It's not clear whether TWI will change it though.
For PowerZeds, what do you want to do? Do you want to only spawn the fleshpound classes PowerZeds_KFP_FleshpoundSmall and PowerZeds_KFP_FleshpoundBig, and never spawn standard fleshpound or CD fleshpound classes? What about mini fleshpounds?
Let's ignore minis and kings for now. Let's also assume that you only want to spawn PowerZed-class fleshpounds. In that case, replace KFPawn_ZedFleshpound (these can still spawn in CD if the user has set FleshpoundRageSpawns=true), CD_Pawn_ZedFleshpound_NRS, and CD_Pawn_ZedFleshpound_RS with your PowerZed classes. CD's final replacements happen in the GetSpawnListFromSquad function, which is called from the GetNextSpawnList function. Class replacements after those invocations should have the effect you want. Please see:
https://github.com/notblackout/kf2-controlled-difficulty/blob/master/Classes/CD_SpawnManager.uc#L798-L875
I too am not satisfied with what TWI did with FPs, as I think controlling FPs is one of the core strategies of the gameplay.
My custom zed mod (originally created by my friend, Iramok) replaces the % of regular zeds that is set in ini file with PowerZeds class.
For FPs, of those replaced FPs there is 50/50 chance (I noticed it's supposed to be (Rand(100)<50), but whatever) of becoming either FPbig or FPsmall.
I will modify my code as you suggested and will see how it goes.
Again, thx for your help.
I still want to use functions from CD, so, as a temporaly solution, I would like your permission to modify your CD mod and make my version of the CD mod which
1. SCs and FPs are not converted to CD versions
2. Incorporate your modification to SCs and FPs as part of my custom zeds classes.
My version of CD mod will run only on my server and the mod will not be publicly available on WS, but only those who join my server will download the mod via WS. I will add you as a contributer so that you can check the accessible status of the mod.
In your modding work, if you identify simple changes to CD that would make CD more customization-friendly, then please let me know. I would consider such suggestions carefully.
I will try to give you a feed back about the improvement, but I am not much of a programmer, so don't count on me about that.
As promised, I have added you as a contributor for the modified version of the CD mod.