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Naferia's Reign: Invasion Of The Dark Mistress [hyper-mod W/ Rpg, Etc Elements]  "Current Version now @ https://github.com/LordMisfit/NR-IotDM :O"

User is offline   supergoofy 

#31

@Fantinaikos you forgot to include school1.map and the txt files for the maps.

In maps rar I included all user maps + their txt files (for most of them).

Other than this it's a compact solution to be able to play all of the episodes. You did a good job. :)


For me that I have Duke It Ou In D.C. and the maps , you .grp file is not needed.

This post has been edited by supergoofy: 04 June 2009 - 02:53 AM

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#32

Quote

Other than this it's a compact solution to be able to play all of the episodes. You did a good job.


Thanks for the compliments ad the reporting. Now also school1.map is in .GRP and TXT Documents in the .ZIP

http://www.mediafire.com/?sharekey=54c6b9e...04e75f6e8ebb871
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User is offline   supergoofy 

#33

Here is how I load Naferia Reign:

eduke32 -gDukeDC.grp -geduke32_mus.zip -gxdukedc_hrp.zip -gNaferiaHRP.zip -jNaferia -gHiresMusicFix.zip -hNaferiastuff.def

duke3d_hrp and xxx_pack are in autoload folder

Naferia Reign mod is unpacked in Naferia folder. And also all user maps from the maps.rar, that I posted in previous comment (Post #18), are placed in Naferia folder.

Duke3D.grp and DukeDC.grp are located where eduke32.exe is.

This post has been edited by supergoofy: 05 June 2009 - 08:46 AM

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#34

http://www.zxdware.net/NR/
http://naferia.duke4.net/

5.15.07152009 released.

=SINCE 5.14=

+ Worldtiles: 32 new worldtiles are added, making a total of 160 instead of 128.
+ Environment: Fans [sprites], ATMs [walls], Milk Coolers [walls], and Vending Machines [walls] now make humming sounds when close to them by default. Shooting out these things will also remove the sounds as well. Roulette Wheels also make a proper noise.
+ Items: Vitamin X can now make you jump higher and also improves your lifting weight, as well as giving you some boosts to falling resistance.
+ Player Displays: Characters now appear to breath when standing still. Their breathing becomes more noticable and labored depending on how much damage they've taken.
+ Player Displays: A Damage ring now appears when suffering damage, similar to newer FPS games.
+ Physics System: Implemented DukePlus's ability to grab and move weighted objects, specfically crates, but also added the ability to pull these items backwards or lift them above your head for extra throwing damage.
+ Enemies: Enemies now have variable speed depending on their level.
+ Enemies: COMMANDER type enemies have different sound pitches depending on their species.
+ Enemies: Octanine now has it's own set of sounds independant of the Octabrain.
+ Voices: Minako now has all 18 of her one-liners prepared for the game, and lines for powerup-grabbing. Thanks to Trollitrade @ http://www.youtube.com/trollitrade!
+ Visuals: Appearance of the Vampire Mask is improved with proper versions of the sprites now. o.o
+ Name Change: Vampire Artifact is now called "Vampire Mask"
+ Visuals: Quad Damage, Icon of the Defenser and Shield Emblem now have a higher level of detail[in game, not in mapster32, they still use the same sprite there], and have a spinning animation to improve their visual quality.
+ Visuals and Displays: Icons for Artifacts/Powerups are also now bordered icons with a different look instead of just a copy of the powerup's actual sprite.
+ Visuals and Displays: Status Icons [ailments/buffs] are no longer simple "Earthbound"-style 1-2 color squiggly lines, and are actual square icons with borders, color and detail to them.
+ Undocumented Secrets: Some things were done, yadda yadda. ;)
+ Optimization: Over a 3 day period, over 61,100 bytes of complied code size was cut [over 11.6% of 5.14's total size O__O], and hopefully some slightly improved gameplay speed. You better appriciate this, darn you. ;) (edit, a lot of this code size has be readded with most of the new features]
+ Displays & Enemies: A monster given a zvel in Mapster32 that includes "1024" will make that monster place a "BOSS" lifemeter just above the character's stats. Although this is intended specfically for major bosses, any enemy can be given this, and up to THREE bosses can have these lifemeters on screen at once.
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User is offline   XThX2 

#35

Nice update! I have one thing to request though, remove the invulnerability from killing people :/ It annoys you a lot at times, really... Apart from that, excellent work! (I really think this mod deserves a map pack of it's own now.)
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#36

View PostXThX2, on Jul 15 2009, 02:48 PM, said:

Nice update! I have one thing to request though, remove the invulnerability from killing people :/ It annoys you a lot at times, really... Apart from that, excellent work! (I really think this mod deserves a map pack of it's own now.)


Eh sorry, no can do on removing the Invulnerability kill thing. It's an essential part of the powerup's function. It's meant to work like old-school style invincibility powerups where you can insta-kill things by running through them[but do note some bosses that will be added to the final version of the game CANNOT be instant killed cheaply, so don't worry too much about that issue]. Are you specifically getting annoyed by the monsters killing the player, or the other way around, or both?
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#37

Naferia HRP v 1.5

http://www.mediafire.com/?sharekey=f52560b...04e75f6e8ebb871


Personal thanks to "Roma Loom" for the empty riot tank model.

Ah Misfit, the armors was a collectable objects but now although I pick it i don't see anymore in inventory, It's bug?

Compliments for the Naferia.exe coding.

This post has been edited by Fantinaikos: 15 July 2009 - 01:43 PM

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User is offline   XThX2 

#38

Specifically the death of player. Mainly because sometimes, people place monsters here and there around the corners, and you die without even being able to do anything. It get's annoying.
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#39

View PostFantinaikos, on Jul 15 2009, 05:42 PM, said:

Ah Misfit, the armors was a collectable objects but now although I pick it i don't see anymore in inventory, It's bug?


Armor items are still in the inventory. Nothing should be wrong with that. o.o;

View PostXThX2, on Jul 15 2009, 07:45 PM, said:

Specifically the death of player. Mainly because sometimes, people place monsters here and there around the corners, and you die without even being able to do anything. It get's annoying.


Well, I can't fix every little thing that's the result of another mapper's work. I'm not gonna be removing the instant-kill feature, because I'd have to do it for both sides, and again, it's a major feature of the powerup. I don't want it being just a typical FPS-style invulnerability like Doom's where you just didn't get hurt by things and instead wanted to put a spin on it. Sorry. ;)

This post has been edited by Lord Misfit: 15 July 2009 - 03:49 PM

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User is offline   Player Lin 

#40

View PostLord Misfit, on Jul 16 2009, 07:46 AM, said:

Well, I can't fix every little thing that's the result of another mapper's work. I'm not gonna be removing the instant-kill feature, because I'd have to do it for both sides, and again, it's a major feature of the powerup. I don't want it being just a typical FPS-style invulnerability like Doom's where you just didn't get hurt by things and instead wanted to put a spin on it. Sorry. ;)


*Warning : Bad English grammar detected. ;)*

Sometimes, it's very annoying when there're some enemies attacks player together......

1.When you shot one down,if it drops invulnerability item, then other enemy get it, and you got kick-ass-ed by that enemy.

2.There are 2 or more enemies got invulnerability item when they wake up... oh dear...... :3 (Yeah, I know it happens less likely. But sometimes, it happens. Maybe I had bad luck... ;) )


Maybe reducing the invulnerability item appears/drop probability(whatever player or enemy).
Just low probability. (Higher difficulty has slightly increase, but still low.)

But I think it still has some fun for me (I love killing monsters with invulnerability item. XD But I hate get killed by it...), and I always Save/Load a lot. (I always play skill 9 and have some bad luck) ;)

(Still sorry about my bad English grammar...)

This post has been edited by Player Lin: 16 July 2009 - 02:04 AM

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#41

The thing about Skill 9 is that it's SUPPOSED to be kicking your ass compared to even Skill 8. Originally Skill 8 was made to be the hardest skill level in really old 4.x versions, but I came to see it as a bit too lax for a real challenge, so I made skill 9. I am satisfied with Skill 9 though as far as toughness and all, and thus I'm not planning a Skill 10 or anything. Someone very recently did ask if I could do a Skill 10 to which I quickly declined. XD

But yeah, Skill 9 is like the Uber-Nightmare of NR. The only thing that could be worse is if the enemies actually RESPAWNED like in classic Skill 4. o.o;

But yeah, enemies have an 11% chance of having each powerup upon waking up on Skill 9, and there are five powerup types, so usually more than half the monsters have some powerup active upon waking up on Skill 9. And actually, most of the other Skill levels below 9 have a much less chance of them having the items. [8-9% on skill 8, 5-6% on Skill 7, etc]. Heck Skill 4 doesn't even have a 1% chance of them having any powerups.

But yeah, Skill 9 is supposed to be nightmarishly, hair-pulling hard for-masochists kinda difficulty. I'm not personally a huge fan of that kind of thing, but I do like to challenge myself on occasion too. And there are a few minor benefits to playing on higher difficulties too.

And yes, I admit it's annoying when enemies are clustered together when a powerup in general drops, but it's how fate likes to roll the dice I guess. :\

Though, for actual drops and appearances of the powerups, they will be cut down when the final releases of the game come, but that's a long way off. NR's drop rates for items and powerups are in a "beta" stage where they drop a lot more then they will drop in the final game releases, so keep that in mind too. ;) One of the main reasons for this is due to how damn long the game will be levelwise and since the entire game and storyline will be like Doom 2 and Hexen where it's all one unified episode without any reset points [unlike Doom 1 and Heretic, and classic Duke3D], so the items, powerups and stat bonuses will have their drop rates cut back a good amount so the game doesn't get too easy and for balance issues even on the easier skill levels.

This post has been edited by Lord Misfit: 16 July 2009 - 02:54 AM

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User is offline   Player Lin 

#42

Bugs report: (I'm sure I did fresh installation of eDuke32 for sure! ;))

1.On the "Game Paused" screen, the talk of current character are change too fast. 5.14 is not that fast, 5.15 is too fast down to I can't read and understand what he/she said.(or complained ;))

2.After finished level, the level stat scene, when all stats appears the duke's talk is missing and it just directly go to next level. Is it intentional or bug?

3.The damage value on (invulnerability) enemy displayed "10HP]" , it should be "invulnerability!".

4. In the main menu, the mod version number displays "5.15.????2009", shouldn't be "5.15.07152009"? ;)


BTW, the new NR mod's eDuke32 startup picture is cool. ;)
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User is offline   XThX2 

#43

Forgot to ask, when are the character specific weapons are coming? (Duke's hands look weird on say, Cybandis ;) or any other "it" or female characters)
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#44

View PostXThX2, on Jul 16 2009, 07:46 AM, said:

Forgot to ask, when are the character specific weapons are coming? (Duke's hands look weird on say, Cybandis ;) or any other "it" or female characters)


When the sprites/models/whichever-someone-is-able-to-make are finished. When that will be done, is up to whether I can find someone anytime soon or not. I'm am terrible at any kind of graphics creation, and have no intent on wasting coding/mapping time trying to practice something I know I'm not gonna have time to really learn, especially without a tablet or good use of a mouse for any kind of drawing. It's up to if I can find a modeller or a graphics artists when or if character-specfic weapons and sprites in general for them are made. That is not something that's been easy for me to find. I'm also a bit lax when it comes to trying to pester people to see if they want to help because I fear being annoying about it.

Believe me, the lack of character specific graphics is NR's greatest stumbling block by far, but I have no real money or income to be paying an artist to do commissioned sprites/models, nor would I be wasting money I have on such due to the financial situation the country and the job market is in right now, as I'd need any money I have for much more important things. Basically I'd have to find someone willing to do it for free and at no cost, and that's like trying to find a needle in a haystack I'd imagine. :\

Unless someone here is willing to help out extensively and is pretty good at modelling or spriting, don't expect to see character specific graphics for anyone outside of Duke, Lo Wang, ESSence, Cybanis or Nethra [the latter three of whom also need still sprites for specific player actions like crawling, swimming, etc] until otherwise noted. :\

This post has been edited by Lord Misfit: 16 July 2009 - 04:37 AM

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#45

Call "Daniel262b" he is a good spriter, look what is done for the WGrealms 2 enemies:

http://forums.duke4.net/index.php?showtopi...ost&p=23201
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#46

View PostFantinaikos, on Jul 16 2009, 08:54 AM, said:

Call "Daniel262b" he is a good spriter, look what is done for the WGrealms 2 enemies:

http://forums.duke4.net/index.php?showtopi...ost&p=23201


To be honest, I'm aware of him, and I've been thinking about asking him, but appearantly he himself is talking about how he's still learning about spriting [I know he also does sketches and drawings too]. I guess I'd want to wait a bit more and see what comes of his developing skills before bothering him. Plus not to mention he's a bit occupied with WGR2, and I wouldn't want to distract him away from DeeperThought and WilliamGee's work if they really need him anytime soon.

If Daniel262b is for some reason reading this and is still interested in this, it would be nice for him to let me know, but I'm not holding my breath for him to respond to me first if he's got work on his plate already, so I'll probably have to ask him later when I feel he's not too bogged down. I do admit his sprites do look pretty awesome and he might be a very good candiate. o.o

I'll be back in a few hours though. I need to sleep right now. z.Z I can't keep awake much longer [I sleep in the late morning/early afternoon EST time, so this is about that time for me. Later for now. o.o]

This post has been edited by Lord Misfit: 16 July 2009 - 05:12 AM

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#47

To those of you who either care or have watched my one friend's Talkthrough of NR on youtube, you might find this useful to know. He's doing a JTV live stream of NR, again on the original four episodes, but on a harder skill level, plus possibly a bonus preview of a future map in the actual game's storyline.

It'll be at 11PM EST, so it's not long from the time of this post. Sorry for the short notice, but I only got told of this about an hour ago. o.o

EDIT: On that note, if you miss it and want to see it anyways, it'll hopefully be recorded into his channel's archive, barring anything stupid Windows unpermitted restarts like the last time he attempted to stream this with the Roch Episode [which some of the videos for that stream, but not all of them, are archived on his channel].

EDIT2: He's got the stream done since this morning [thanks to Jblade for showing up btw, since I know this topic is how he found us ;D], and all the clips for the NR stream are up. There's almost 12 hours of Stream footage for NR on his clips page. He also did a past stream of the ROCH maps with NR a few nights ago we thought got borked up, but appearantly turned out okay after all. Those clips are in there as well. http://www.justin.tv...der=most_recent - will take you to his clips page where you can them. Thank you. :blink:

This post has been edited by Lord Misfit: 18 July 2009 - 02:30 PM

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#48

http://naferia.duke4.net/ - 5.16.08282009 is released.

You might notice I only put the duke4.net link up above. This is because there's been issues with the zxdware.net server that basically can be summed up as "the economy sucks". The site's network provider is charging DOUBLE what they used to. I don't own zxdware.net myself, that honor goes to a friend of mine I've been associated with for 7-8 years. Unfortunately I have no viable income, and the price increase has caused that he wants people on the site to be able to provide their share of the yearly bill. So basically I opted to drop off the site and move my stuff.

I have a new main server, even though NR is not put up on it due to various reasons. You'll be able to go to this main page of mine from the NR page on Duke4.net. It's called "MisfitTech Studios" and it's basically what I'd call my real business if I were to ever develop one in the future. >.> But NR is far from the only MisfitTech project, and this brings me to the other points.

I might be putting off 5.17 for some time, because a story project of mine has been neglected for about the entire 2 and a half years I've been working on NR since it's resurrection from HDD death so many years ago. I don't want to just abandon the project, so I'm opted to put off NR for a while, but more than likely I'll be back to it before the end of the year. I don't stick to my writing projects for too long at a time before I get back to wanting to work on game projects. :blink:

But yeah, 5.16 is up a bit early for these reasons, so enjoy or something. I will still be here the entire time, I'm just not going to be as active in actual development for a while.
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User is offline   XThX2 

#49

This is sad news... Oh well, I'll enjoy playing this one. What are the changes ? Oh and, I hope everything gets better for you in future. ("Economy" and stuff :blink: )
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#50

* CHANGELOG *

=SINCE 5.15=

+ Situational Changes: Characters will sometimes make comments when leveling up.
+ Situational Changes: Characters will make comments when they either narrowly steal an item away before an enemy grabs it, or the other way around.
+ Situational Changes: Characters will make comments when they save NPCs and get either their rewards, a mortar trap, a spawned-in enemy.
+ Sounds: Bubbly sounds for air bubbles, drowning bubble sounds for characters and monsters alike added.
+ Character Voices: Lisa and Maken have all non-story/non-script lines completed. At last. >.> Only 13 more characters remain to do this for. :blink:
+ Money Display: Money Displays recalculate better. Additionally, when using shops/ATMs, the display-timer for money will be frozen until leaving the shop/ATM in order for the player to see the full total of what they spent/gained from the shop/ATM in question.
+ Player: Grabbing an item with multipliers will consumed the required items and stored the rest in the inventory.
+ Enemies: Enemies who grab items with "multipliers" will drop behind any remaining items they could not use.
+ Enemies: Enemies can now grab Antidotes, Foghorns and Eyedrops when Poisoned, Confused or Dimmed, but not while unaffected by these.
+ Enemies: Enemies can now be hasted, slowed, poisoned, dimmed, confused and shelled in a similar way to players.
+ Items: New item: MONEYBAG. Money Bags are specialized money-type items meant to help cut down on overabundance of money sprites on a map due to monster drops, or just for putting a unique amount of money into one item, or for bank/vault type locations. How to use Moneybags in Mapster32 is included above.
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User is offline   XThX2 

#51

Good changes with enemies... Looks interesting, I'll play it right away !
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User is offline   Player Lin 

#52

I hate hear this kind of sadly news... :blink: but your work still enough, just take a break from NR mod. :D
Whatever, good luck with your story project. I'm not fan on it but I think it's good, just keep it work.

And your mod always awesome...forever! XD

(Stupid complain: Your site looks like hate my FireFox 3.5.2... the layout of your sites messed up on some page. Especially Java pages... :3 FireFox with IETab plug-in & IE8 looks fine.)

This post has been edited by Player Lin: 29 August 2009 - 09:10 AM

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#53

I figured since it's been over the usual 2 month phase between updates I'd fill those who still care about NR in on what's been holding things up.

I know I mentioned there was another story-related project I said was going to make me cut back some of my time some on this, but even that took a backseat to real-life complications not too long after when a family member got hospitalized for various reasons in early September. They're out of the hospital right now, recovering, but they're not done with the recovery and there's still a few more bumps on their road to complete recovery before they're through the tunnel. This has been keeping me and the rest of my family focused on our normal stuff less, hence both NR and my story-project have barely progressed in comparison with what I hoped I'd have been able to do in two months time.

But for now, I went back to updating NR stuff a week or two ago. I've added only a handful of things, but a lot of them are pretty big things. A couple of new status buffs, 9 new equippable items, a new "Energy Points" system which will be like MP/TP in RPG games [which means skills characters use have a limit now unless you use recovery items], and some other miscellaneous additions and fixes. Hopefully it won't be too long before the 5.17 update comes out. o.o

This post has been edited by Lord Misfit: 04 November 2009 - 10:05 AM

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User is offline   XThX2 

#54

Special abilities of characters that need mana points ? That'll definitely make things more interesting. What are the new items ? (And sorry for forgetting, what skills did every character have; if you can bother listing them or showing a list of them)
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#55

Older Equipped Items:
===============
Sun Ring - +25% Fire Resistance, +22.5% Explosion Resistance
Aqua Ring - +25% Water Resistance, +22.5% Ice Resistance
Plasma Ring - +25% Electric Resistance, +22.5% Energy-Weapon Resistance
Spirit Ring - -33% damage from all mystical attacks [magic, psychic, triad, etc]
Charm Ankh - 3x Common Regeneration rate for HP, 1.5x Regen/APRegen artifact regeneration.
Mirror Shield - Cuts damage in half and deflects the other half to attacker.
Exp Badge - Doubles EXP Gain
Rank Badge - Doubles Rank Gain
Money Badge - Doubles Money Gain

New Equippable Items [5.17 and up]
=======================
Riot-Shield - +20% Metal Resistance, -10% AP Loss from Attacks
Nyx Gloves - Protects from all hazards that hurt you when 'using' them [electrical-sockets, keypad/handscanner security damage]
Rabbit's Foot - +12.5% chance of surviving Death Blows [aka Mortal-Hit survivability]
Jump Boots - +25% Jump Height
ShockAb Boots - +17.5% Fall-Damage Reduction
Happy Shoes - Gain a minor amount of EXP per second of movement.
Style Shoes - Gain a minor amount of RANK per second of movement.
Charm Shoes - Gain a minor amount of Money per second of movement.
Power Wrist - +25% Lifting/Mantling Strength, +25% Melee Damage, +10% Non-Melee Damage
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User is offline   XThX2 

#56

This is quite becoming the Diablo 2 of Duke Nukem 3d... Now only if you could provide multiplayer support (haha, I bet it will be very tough!) xD

This post has been edited by XThX2: 04 November 2009 - 11:01 AM

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#57

Forgive my goofiness, but I've never played a Diablo game, so I couldn't say if I agree or not on the comparison.

And now the skills list. I had to go out for a bit, so I broke up Equipment and Skills over two posts. These also include the EP cost they'll use in 5.17 and beyond. All costs are %-based for now, but Energy/EP will also be used for some of the characters more mystical "Weapons" as a form of ammo in future versions.

Older Skills
=======
-Jack-
1. Damage Shell: Allows Jack to create a protective aura around himself or his allies that cuts all damage from enemies by ~33% for a short amount of time. [Cost: 6% EP]

-Ami-
1. Mercury Aqua Protection - Ami generates a hyper-defensive water shield around herself that cuts all damage by 80% but will also cut down her own damage to enemies by 80%. Crouching down while the ability is in effect further increases the strength of the shield, but also makes Ami deal even less damage to enemies. [Cost: 20% EP]
2. Mercury Quickening - Ami will give 15 seconds of haste to one character per use, up to an unknown limit of seconds. [Cost: 6% EP]

-Ted-
1. Fortify [Lesser] - Ted will increase a character's Armor Absorbsion[AB]% by 1/4 of it's current value, up until it becomes 100%. [Cost: 14% EP]
2. Fortify [Moderate] - Ted will increase a character's Armor Absorbsion[AB]% by 1/2 of it's current value, up until it becomes 100%. [Cost: 35% EP]
3. Fortify [Greater] - Ted will increase a character's Armor Absorbsion[AB]% by double of it's current value, up until it becomes 100%. [Cost: 63% EP]

-Christina/Nethra-
1. Lesser Resurrection - Christina/Nethra resurrects one character with 40% of their HP intact. [Cost: 16% EP]
2. Heal Life [Lesser] - Christina/Nethra heals a character's HP by 33% of it's maximum, up to 133% of the character's Max HP. [Cost: 8% EP]
3. Cure Ailment [Moderate] - Christina/Nethra removes 'Dimness', 'Confusion' and 'Poison' ailments from one character. [Cost: 12% EP]
4. Heal Life [Greater] - Christina/Nethra heals a character's HP by 66% of it's maximum, up to 167% of the character's Max HP. [Cost: 20% EP]
5. Greater Resurrection - Christina/Nethra resurrects one character with 80% of their HP intact. [Cost: 32% EP]
6. Cure Ailment [Greatest] - Christina/Nethra removes 'Dimness', 'Confusion', 'Poison' and 'Slow' ailments from one character. [Cost: 24% EP]

-Lori-
1. Triad Refractor - 50%+ of any damage dealt to Lori will also be dealt back to her attacker[s] simultaneously. [Cost: 15% EP]
2. Triad Ragnarok - Lori will randomly convert high amounts of damage into statistical boosts, at the cost of taking 50% more overall damage from attacks. [Cost: 21% EP]

-Maken-
1. Triad Blitzkrieg - Allows all of Maken's attacks to deal extra damage to enemies by ignoring 75% of their Defense statistic for a limited time. [Cost: 18% EP]
2. Triad Booster - Allows Maken to temporarily increase the Damage and Defense of allies or herself by 25% for a limited time. [Cost: 6% EP]

New Skills [for 5.17]
=============
-Cybanis-
1. Bloodlusting - Increases Critical Hit Rate by 1/4 plus (20.25 to 95)% more for 15 seconds. [Cost: 6% EP]

-Paula-
1. PK Shield - Paula creates a shield that will block and sometimes deflect 6 psychic/magic/mystical-based attacks per use. [Cost: 6% EP]

This post has been edited by Lord Misfit: 04 November 2009 - 11:38 AM

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User is offline   XThX2 

#58

Oh so that's why... I keep either using Duke Nukem or Cybanis... now he has a skill. I never checked their skills, I always thought they had none. :)
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#59

XD you're almost as bad as Ryan [Cordel] is. He almost always uses only Duke. >_>;

But yeah, you might want to actually try out the other characters sometime. You'd be surprised about some of the stuff you're missing out on. If you want to change your character group, there is a cheat I can PM you to do that. :)

[Inserty Obligitory "That means you too Ryan" line here] XD

This post has been edited by Lord Misfit: 04 November 2009 - 12:43 PM

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User is offline   Jblade 

#60

I imagine people will be more willing to play the other guys once they started getting their own weaponry -as it is now even though you have the skills and stuff since it's still being used on standard Duke maps, so changing characters isn't completely neccesary at the minute.

Saying that, I like Nethra since she can turn into a newbeast (it'll be cooler though when I get to use the newbeast's claws though)
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