Forge, on 06 September 2016 - 03:35 PM, said:
looks horrible
couldn't you just put a double-firepower bare at the top or bottom of the screen and have it work the same way - & once ammo reaches a certain level the bar is bottomed out.
Nope, it's a goofy perk and it's going to look goofy. The final version might look a little "better", but having the player hold two huge two-handed weapons at the same time is just silly, and it's going to stay that way. My recommendation: if you play the mod again after the next release, just don't buy the perk. It is completely optional.
Shadow Reborn, on 06 September 2016 - 04:40 PM, said:
Hello again!
Awesome idea, Dan!! The Dual Weapons Perk idea is very welcome. I agree that the Devastator is actually awesome with dual wield...it looks like you are in a battle suit with a quad cannon.
I finished a full Original Missions play-through on Damn I'm Good and the XP bug did not happen this time at any point. How curious.
I hope that means it is fixed, because I couldn't find anything to explain it in the latest code.
Shadow Reborn, on 06 September 2016 - 04:40 PM, said:
So much love for Hazard Immunity perk.
I can point out the following issues that I encountered while I played:
1) Best Armor Regen and Hazard Immunity perks still display their point requirements even after being learned.
2) Scuba Gear continues to decrease to 0 underwater even after selecting the Hazard Immunity perk (Boots do not decrease however). The Health does not decrease after the Scuba Gear expires when underwater so in essence, it works. The Scuba should not continue to decrease, though.
I'll fix the point display bug. The scuba thing is not a bug, though. What is happening is the perk gives you infinite lung capacity. Once the scuba gear runs out, you will still not drown. I guess I could have the perk remove your scuba gear instantly, though.
Forge, on 06 September 2016 - 03:35 PM, said:
3) Cloned monsters created by the perk should expire after 1 min...they clutter and are annoying way too much later on. Some clones also drop some loot again if killed (mainly Laser Pistol and Shotgun).
An idea I offer is replacing the perk entirely with either: 2 death-rages per level (you can easily die to the Super Drones or the Mega Blaster Enforcers later on) OR 10% permanently reduced damage, reduction applied after the Armor damage reduction.
What do you think of these ideas?
Hmm, I thought cloned monsters did expire. I know they do when spawned by the upgraded expander. I'll look into it. I'll also think about making perks refundable.
Shadow Reborn, on 06 September 2016 - 04:40 PM, said:
4) There are too few drops of Shock Ammo in the game. A quarter of the campaign in, Shock Ammo becomes very scarce and it was very hard to level up the Shock Cannon. It wasn't very low level in the end but considerably lower than most other weapons. I also got a few useless (since I can never get the weapon) Flamer ammo drops from some backpacks.
If you select that gun as the starting weapon, then ammo drops like crazy. Was it your starting weapon?