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Some variations in the stats of even the basic deaders would be nice. knowing that eactly 12 damage will kill every zombie at start doesnt do anything for the tension. Maybe they have a small chance to have another action point, or maybe a random chance to heal. Something to keep the player on their toes.
I have tons of ideas, but i need to keep playing.
I know its a pain when you only have the first 2 AP but when I tried making it so you only stayed in combat mode when they were in sight it was far to easy to get all 5 salvage points and separate the deaders into small easily crushed groups. I still need to tweak the zombie stats some but I dont get alot of play time to gauge how rough things are just now.
I'll be starting on the story end of things soon but overall the game is meant to have to be played through with multiple new characters(via the desk in the main room of your hideout), to get the full story and open up the final character that has more of a structured adventure.
I still have a ton of work ahead of me but throw any ideas you want my way, what I think will add in well will eventually make it in.
A more condensed version of the safehouse. Blitz's room is just an unnessiary hallway to have to run through every time i want to go out again. Either that, or more appliances/items/thingies to populate the safehouse, possibly as time progresses and you find/purchase them.
A choice of starting areas to scavenge when leaving the safehouse. That might mean more maps, but it would be nice to see some unique areas not from Dragonfall. Choosing more difficult starting areas could mean harder waves, but more and/or better loot.
An option to fall back. There would have to be a major drawback to this, maybe loss of Karma or Nuyen or something.
Limited survival resources, like food and water. Could tie into the "fall back" option.
A limited ammount of electricity to power different appliances in the safehouse. To get more power, one would need a generator and fuel, and the noise of such would attract more zombies in the next wave.
Alternatively, maybe add a stealth parameter in - similar to the barter and scavenge stats, but with combat benefits. You could use it to avoid detection, or (coupled with high Quickness?) get the jump on a scaling number of deaders in a group.
I realise these things may clash with your intentions for the mod, and that's fine- if you don't ask, you don't receive, right?
One thing I would really appreciate is if you could add an in-game key somewhere to explain the codes used for the Unlimited-specific weapons- i.e. SS (I know this is Single-shot now, but the others make no sense to me at all!), etc. That way I would know what I'd be getting with my weapons, no unpleasant surprises later on.
Thanks for the attention, and the game!
The standard wave map works well for what I wanted every time you leave the hideout, plenty of room to wander around in and leaves you in a position where they get behind you in later waves. I keep adding additional locations that you're able to go to. I only have a handful of area's left that I "need" as far as story or items go after that they'll be places you can wander randomly around the city to find so wont need directions or a set wave level. The new bonus map does offer tougher fights for better payout, I'm kicking around idea's for increased scavenging but not found way that it wouldnt be abused since gear carries over from character to character.
I know its a bit lame to recycle so many dragonfall/dms maps but it takes a decent chunk of time just setting those up for what I need, having to make maps from scratch takes a whole lot longer, maybe in time or if other people want to contribute that will be feasible but for now I do my best to individualize them how I can.
I'll be adding a sort of "fall back" option later on that will require you to have fixed the power in the neighborhood.
I considered the resources thing but it would have required a whole lot more variables that didnt really add to the game much and would detract from having to be setting things up for your next characters.
I tried initially to let the game slip between combat and non combat movement if you could stay out of sight of the zombies but it caused alot of problems after wave 7 when new deaders spawn in as you kill ones on the map.
The game is really set up for your following characters more than the initial pregen one you start with too, every fresh restart the zombies get tougher and the waves are reset back to less numbers of them so hopefully you find doing that matches what you're wanting more.
As far as "elite" types of zombies I know the ones I have setup can get a bit tedious. I have plans for alternate versions (throwers and magic casting ones at first) that will be chosen at random so there are varying types on every map. I just want to get more of the basic merchants and locations setup first and it all takes time.
I've been going over the weapons alot lately and decided i'm going to be creating a set specific to my UGC, I initially went with these because the costs matched how I wanted the game to scale but as I get time to playtest some of them arent quite working the way I would like them to.