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What I would also love, would be an implementation into the Vanilla Campaign, now its nice as a Standalone gaming experience.
Thank you for the zones suggestion, I've added it to the list of planned changes. I've also updated this post to include said list.
As for integration into Hot Diamonds, that would take quite the effort and I would rather spend it on standalone experience, so I don't see that happening unfortunately. Thank you for the suggestion.
It is hard to tell how to access shop, I think that info in F1 to do that via IMP page would be helpful. I was waiting for an email at first.
I would like have an option to be given/choose random starting mercs. Vanilla random unavailability is nice for this, here all none-legendary mercs were available from the start. I would prefer to have a chance to play with legendary mercs more. Unlocking aim gold but mailing overall availability random would e my preference.
Piere EQ is very strong at start. He comes with 5 small diamonds so he feels like a cheat on 3 day contract.
Thank you for detailed feedback. These are all very valid comments. I will try to adress them next patch.
Regardless random availability suggestion, this is a good idea, something akin to "Busy Mercs" option could add more to replayability. Will add to ToDo list. Thank you.
From what pool do you select starting gear? I picked army as enemy and I got quite strong items.
Anyway I wonder about specific mod configuration. If a player plays with ToG and Rato GBO then some weapons should not be available (as are not patched for GBO). This is why I wonder how do you select items for starting sector gear.
I did not alter in any way how these calculations are made, this is default game behavior. Perhaps I'm missing some campaign start calls to Effects that Hot Diamonds employ, I can't say for sure.
Starter gear depends on two things right now, player faction and enemy faction. Army all have armor and potentially high dps weapons, so I tried to counter it with armor and mid-late game weapons.
Player gets the same amount of gear regardless of squad size (with ammo slightly randomized); this hopefully ensures the player cannot equip everyone with good gear if employing more mercs but also won't be immediately wiped out in the first 2 waves if employing less mercs.
Both starter gear and post-wave rewards use their own loot definitions, so in this case, there's a chance player will receive non-patched items.
But are those vanilla only? I got Kompositum light camo armor
The loot definitions themselves are not vanilla, all items within those loot definitions are vanilla.
Some items might sound a bit overpowered, I will tweak them later, my focus, initially, was to just ensure player has a smoother start.
Amazing, allowing other modders to extend possible loot definitions would allow for compatibility with mods like Ton of Guns and similar.
And you won't even need a seperate compatability mod or dependency on Final Stand. Before granting loot, for starter gear or wave rewards, or many other events, it fires messages you can connect to, scan the table, modify whatever you want or pass different definitions.
1. You get plenty of granades. That might somewhat break the balancing you had in mind. I think I had like 6 Gas grenades and 6 frag grenades.
2. There is this one spawn point within the base. That doesn't feel like it's what you'd expect when defending this base. Yes, it's the hidden kanal access, but it doesnt feel right.
Another thing is Livewire. I mean she has already been problematic in the base game, but having all enemies being displayed right away, still feels like a cheat. Maybe outside the scope for this mod to edit existing mercs. But In combination for example with what I mentioned above, the fight basically consists of:
-I knew that some enemies used the hidden entry. I placed my mercs right infront of them killing them first turn (Could also have used grenades). Wasnt a great experience.
Doesnt need to be sharp or anything. That could be improvement options for later on.
Not sure where you got so many granades, I still need to go over the actual contents of containers in the map. But enemies drops are vanilla.
I completely agree this is an issue on Fort Brigand. I have an idea to move it down behind the fort and shrink it so only few enemies can spawn. Hopefully AI can decide for itself if it's worthy to use the laddar or move around to the main entrance or fence holes.
Will revisit all spawn points on maps with more thought into it.
You are right, mers are outside of the scope of this mod. I will try to balance spawn points to negate the problem you mentioned, but this is up to the player to decide whatever to use her (or to install mods altering her ability for that matter).
This is a good suggestion, I could drop one into the starting gear pool.
Thank you for your feedback.
Speaking of...more plannability would also be nice. I don't know if it's technically possible: Maybe you could display all the waves in the timeline right away to plan for contract lengths?
Maybe it's also possible to note down a range of income to expect for each wave.
Another completely different thing:
You get an insane amount of XP per wave (being in the militia) and thats cool. But the attribute point's don't keep up. And I read that in the ToDo list you wanted to add new operations anyways.
Maybe it's possible to make training more rewarding by upping the training rate 3 or 5 times?
For compatibility it might be an option to make current merc training unavailable, and instead have a new training operation with accelerated training. But I dont know if thats better and how you handled the adjusted militia training.
From the narrative point of view (which is not quite there yet), it also wouldn't make sense that the enemy would send another wave before the first wave is wiped out.
This, however, is a good idea and will help with planability. Will add to TODO list.
I altered stat gaining system to be more consistent, but I could agree that it's not enough, so this is a good idea. Also, all operations in Final Stand are already accelerated by at least 30-40 percent depending on the faction to help with the pacing during waves.
All changes in Final Stand are done via code injections or overrides and, in most if not all cases, are compatible with other mods and Hot Diamonds. You should 100% be able to play through Hot Diamonds or any other campaign with Final Stand active without Final Stand affecting things outside its own campaign.