Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#421 Posted 18 November 2010 - 07:20 AM
@Forge: You are at the very end, that's why it's so hard. Those last few waves can be pretty frustrating. What I may do is add a few smaller waves before that so that the player gets a chance to upgrade a bit more before the finale.
#422 Posted 18 November 2010 - 12:08 PM
#423 Posted 18 November 2010 - 02:15 PM
Forge, on Nov 18 2010, 12:08 PM, said:
Good idea, I'm adding that now.
#424 Posted 18 November 2010 - 05:18 PM
6th map, third or fourth wave. I have one regular pigcop tank and two extremely large and tough overlords left. The counter says there's only one enemy left. If I kill the pigcop tank or waste almost my entire arsenal to kill one of the overlords, the next wave starts and those two left over aliens are still there to contend with.
edit: 'k. Got the reason behind the insanely tough overlords. Are they supposed to show up at the beginning of the second to the last wave?
This post has been edited by Forge: 18 November 2010 - 06:23 PM
#425 Posted 18 November 2010 - 06:32 PM
Forge, on Nov 18 2010, 05:18 PM, said:
6th map, third or fourth wave. I have one regular pigcop tank and two extremely large and tough overlords left. The counter says there's only one enemy left. If I kill the pigcop tank or waste almost my entire arsenal to kill one of the overlords, the next wave starts and those two left over aliens are still there to contend with.
edit: 'k. Got the reason behind the insanely tough overlords. Are they supposed to show up at the beginning of the second to the last wave?
Well that sucks. There is only supposed to be one tough Overlord. When you kill that ONE Overlord, the final boss spawns from his body. So basically you are screwed. Theoretically you could still finish the game, but you will have to deal with double bosses. I'll fix it for the next version, but it won't help your saved game.
#426 Posted 18 November 2010 - 07:09 PM
#427 Posted 18 November 2010 - 09:15 PM
#428 Posted 18 November 2010 - 11:14 PM
What is changed:
A couple of waves had the wrong number of monsters, due to duplicate cases in a switch statement (fixed)
Added some power ups to the last map (several XP boosters, some force fields and ROF boosters).
Fixed bug (I hope) that allowed two bosses to be spawned in some cases.
Added acid wounds mod to pistol when it reaches level 6.
Mechs in the last wave of Pain no longer guaranteed to drop force fields.
Cycloids can no longer be stayput types.
Kicks are more effective when using ROF booster.
Increased base damage of Megarockets from 500 to 600 (the rocket altfire that you get at level 6 which costs 2 ammo)
And, uh, I'm sure there are one or two other little things that I'm forgetting...
#429 Posted 19 November 2010 - 03:37 AM
DeeperThought, on Nov 19 2010, 02:14 AM, said:
Only one out of five did anyway.
#430 Posted 19 November 2010 - 07:47 AM
Forge, on Nov 19 2010, 03:37 AM, said:
Eh? There are only two mechs in that wave, and they were definitely guaranteed to drop eshields. That's one thing I did test several times. Unless you were using the beta before the official 1.20 release.
#431 Posted 19 November 2010 - 12:21 PM
I don't know the proper names of the waves, so I thought you were talking about the second to the last wave of the game.
#432 Posted 19 November 2010 - 09:40 PM
Unsure which wave, but a blue liztrooper in The Yard was unable to be hit by any weapons and I was only able to kill it with hitradius from the RPG. (The holo duke bot also ignored it as well)
In Atomic Bunker, the wave after the evil duke bots, nothing would spawn.
Some boss would start to emerge from one of the spawn points but them would disappear and try to come through another. As I thought, retrying the autosave also returned the same result, so I quit from this point.
#433 Posted 19 November 2010 - 09:46 PM
The Commander, on Nov 19 2010, 09:40 PM, said:
Some boss would start to emerge from one of the spawn points but them would disappear and try to come through another. As I thought, retrying the autosave also returned the same result, so I quit from this point.
Thanks for the bug report. Yeah, that bug was just introduced with the CONs I attached above. I'm glad you caught it before it was made official.
In other news, I really like the increased rate of fire from the ROF powerup as it applies to the shotgun. I'm thinking about making increased ROF a regular upgrade on the shotty. It's not very useful on the other weapons, but man is it nice to cut loose with double speed shotty.
EDIT: Done. The shotty will now get increased ROF at level 6. And the ROF powerup can make it even faster.
This post has been edited by DeeperThought: 19 November 2010 - 10:13 PM
#434 Posted 20 November 2010 - 06:53 AM
DeeperThought, on Nov 20 2010, 12:46 AM, said:
It's not very useful on the other weapons, but man is it nice to cut loose with double speed shotty.
Ha! Do you know how fast you can waste one of those mechs with a rot powerup while using the streetsweeper?
R.F.F.
This post has been edited by Forge: 20 November 2010 - 06:54 AM
#435 Posted 20 November 2010 - 01:35 PM
• Pistol now gets acid wounds upgrade at level 6.
• Shotgun now gets a rate of fire upgrade at level 6.
• Tweaked final map in WOA mode to make it more fair.
• Fixed several bugs in the WOA mode, such as some waves having the wrong number of enemies.
• Updated the documentation and corrected some errors.
I have attached a patch to this post so you don't need to download the whole thing again.
#436 Posted 20 November 2010 - 02:21 PM
Powerball is cool, but it can't be used in close combat.
It can't penetrate a shield, which makes sense, but at some point when most enemies are sporting shields, it limits its close combat use since it doesn't have knock back or stun.
Maybe something along the lines of burns mechanical enemies (electrical shorts), or temporarily "flash burns" a mechanical enemies targeting and/or guidance circuity.
Or for the "fleshies", a blinding flash.
#437 Posted 21 November 2010 - 10:02 AM
#438 Posted 21 November 2010 - 10:16 AM
#439 Posted 21 November 2010 - 11:25 AM
The drawback of the laser pistol up close is, it's definitely going to hit the enemy after it drops its shield, but without any it causing any sort of hesitation in the enemy's retaliatory fire, Duke is going to get blasted hard. It's not worth the exchange in most cases.
The laser pistol is good early on, but loses alot of its potency as the enemies get tougher.
I was trying to suggest some upgrades that might make continue to be just as useful later in the game. Piercing would be good, but there are already too many weapons that do that. I was attempting to inspire something unique or a less used feature.
#440 Posted 21 November 2010 - 12:25 PM
Forge, on Nov 21 2010, 01:25 PM, said:
The drawback of the laser pistol up close is, it's definitely going to hit the enemy after it drops its shield, but without any it causing any sort of hesitation in the enemy's retaliatory fire, Duke is going to get blasted hard. It's not worth the exchange in most cases.
The laser pistol is good early on, but loses alot of its potency as the enemies get tougher.
I was trying to suggest some upgrades that might make continue to be just as useful later in the game. Piercing would be good, but there are already too many weapons that do that. I was attempting to inspire something unique or a less used feature.
Maybe radiation on impact, i mean that the hit monster will radiate energy for a while and it could cause damage to nearby monters.... or something like that .....
#441 Posted 21 November 2010 - 12:45 PM
Norvak, on Nov 21 2010, 12:25 PM, said:
That's a good idea, but I'm not sure how to make that work visually.
#442 Posted 21 November 2010 - 12:52 PM
DeeperThought, on Nov 21 2010, 02:45 PM, said:
Mhhhh maybe flashing red palette, lighting emition....
#443 Posted 21 November 2010 - 02:49 PM
#444 Posted 23 November 2010 - 03:38 PM
http://www.youtube.c...h?v=JZtuevjg2hc
#445 Posted 23 November 2010 - 04:52 PM
Norvak, on Nov 23 2010, 06:38 PM, said:
This was mentioned before.
The Commander, on Nov 20 2010, 12:40 AM, said:
Some boss would start to emerge from one of the spawn points but them would disappear and try to come through another. As I thought, retrying the autosave also returned the same result, so I quit from this point.
Are you sure you installed the right patch?
On a side note: Why does the game over write my save file name with the map name?
This post has been edited by Forge: 23 November 2010 - 05:00 PM
#446 Posted 23 November 2010 - 05:33 PM
Forge, on Nov 23 2010, 06:52 PM, said:
Are you sure you installed the right patch?
I missed the last patch, checking now...
This post has been edited by Norvak: 23 November 2010 - 05:37 PM
#447 Posted 23 November 2010 - 06:09 PM
DeeperThought, on Nov 18 2010, 08:32 PM, said:
You might have to start a new game.
#448 Posted 23 November 2010 - 06:14 PM
#449 Posted 23 November 2010 - 07:40 PM
DeeperThought, on Nov 21 2010, 04:49 PM, said:
That could wok.
This post has been edited by Norvak: 04 December 2010 - 10:29 AM
#450 Posted 23 November 2010 - 09:36 PM
Norvak, on Nov 23 2010, 03:38 PM, said:
http://www.youtube.c...h?v=JZtuevjg2hc
The fixed full version is now at Fissile Materials and Mod DB. By the way, that bug never made it into any full version, it only existed in some CONs attached in this thread. I believe I posted fixed ones later.