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v2.6 Beta #642
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Owner
Die4Ever
commented
Mar 6, 2024
•
edited
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- Augs improvements
- auto augs (optional)
- tweaked difficulty settings to compensate, increase combat difficulty for all
- increased energy usage for Aggressive Defense System
- don't delete aug upgrade cans from carcasses
- increased AugBots chances (especially helps higher difficulties)
- fun new Crowd Control effects!
- more randomized goals:
- M04 NSFHQ 2nd computer (transmitter computer)
- M08 Jock escape randomized
- Leo can now spawn on the Liberty Island North Dock near Harley Filben (they're pals)
- M08 raid spawn points randomized (scout out for the black vans before the raid!)
- randomize the bilge pump computer on the superfreighter
- gas station fixes
- fixes for additional random enemies
- Gunther M01 and Gilbert Renton M04, all dialog options for giving weapons
- many more WaltonWare starting locations
- TearGas can't kill you
- allow saving during infolinks
- speed buff for Maggie Chow and Tiffany Savage
- Vandenberg Tunnels fixes
- Vandenberg elevator fixed (open door button)
- fix barrels behavior not matching their appearance
- Most important Louis Pan fixes
- finally fixed in-fighting?
- Howard Strong only shows up after doing all the things
- Horde Mode fixes
- increased combat difficulty for Serious Sam mode
- LaserTrigger and BeamTrigger now have consistent behavior
- red lasers act as an alarm when triggered
- blue lasers trigger something specific
- lasers are now triggered by anything (except NPCs/enemies), preventing cheese
- The Merchant now drops all items when killed, including ammo
- bartenders are less annoying
- more placeholder item and enemy locations
- weapon shooting cooldowns more obvious, sniper reload after every shot
- tweaks to looting ammo out of weapons
- area51 bunker backtrack elevator
- manderley no longer cares if you had room to take sam's items
- better cleaning up of enemies when completing M01 and M03
- fixed pawn's max ammo
the level 2 labs (#611)
Primarily for identifying less obvious goals, but maybe have some other use too? #606
increase height of NSF generator hint. #606
adds hover hints for Toby Atanwe, and for some backtracking choppers. Need to make sure the Map Names in MapVariants are up-to-date for all the backtracking destinations that may not have been possible to hit before. #606
DXRTeleporterHoverHint to the boat in mission 2 battery park. #606
mission 4, police boats. Small fixes to general logic when finding human readable teleporter names. #606
deleted and recreated on AnyEntry. #606
sub base and ocean lab. #606
* merchant can drop 10mm ammo * merchant can drop any ammo * le merchant can drop ammo as well * add dropsAmmo bool to Carcass * MerchantCarcass tests for injections * corpses can spawn clips with spare ammo * corpse clip drops accurately show pickup icon * corpse clip drops accurately accurately show pickup icon * consolidate ammo handling in TryLootItem * MerchantCarcass extends Businessman3Carcass * Update DXRFixes/DeusEx/Classes/Carcass.uc Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com> * check for playerAmmo == None in Carcass.TryLootItem --------- Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com>
and 4. Slightly increase size of "Not the generator" hint in mission 2 since it wasn't quite big enough. #606
return ones). This had been broken in #606
* add labels to vandenberg objective bots * Update DXRMapFixups/DeusEx/Classes/DXRFixupVandenberg.uc Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com> * combine vandenberg bot label code * use casts to check bot type for vandenberg labels --------- Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com>
…kong_storage, fix spawning of out of world enemies (check the lucky money raid on serious sam mode lol)
any in the sewers this time?)
Area 51 Bunker entrance, so you can backtrack back up. This should not trigger the bingo goal for powering the elevator, which still needs you to go hit the button.
…sked to mission 9 only now
Die4Ever
commented
Mar 17, 2024
@@ -1308,9 +1310,25 @@ function SetWatchFlags() { | |||
dxm.Event = 'blast_door_flag'; | |||
} | |||
|
|||
bt = class'BingoTrigger'.static.Create(self,'power_dispatcher',vectm(0,0,0)); | |||
//Need to make sure this only triggers if you hit the button to actually power on the elevator |
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shouldn't this be in fixups not events?
Die4Ever
commented
Mar 17, 2024
//Draw an indication that the weapon still has a shot in progress | ||
//if (bFiring && !IsAnimating() && PlayerPawn(Owner)!=None){ | ||
//bPointing seems to be updated basically the same as bFiring, except it works for melee as well | ||
if (GetStateName()=='NormalFire' && !IsAnimating() && !bAutomatic && PlayerPawn(Owner)!=None){ |
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I wonder if we should remove the !IsAnimating()
check so it's red during the animation too?
Showing Tags and Events also shows the OutEvents and OutDelays of Dispatchers
mission scripts. Modify Mission 1 and 3 scripts for vanilla to make sure any leftover clones get cleared when the missions are finished.
Facelift function for free
SecurityBot3 skin
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