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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   XThX2 

#61

View PostLord Misfit, on Nov 4 2009, 12:42 PM, said:

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


Hehe :) I would really love to have that cheat. When I get all the weak stat guys (That's what I call all the kids in there :)) I just restart the game. I kind of dislike playing that ??? Lady as that character get's boring too quick (too powerful, but I'm sure you have plans already) so best choices => Either Duke or Cybanis :]
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#62

View PostLord Misfit, on Nov 4 2009, 10:42 PM, said:

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


Ahem. :)

This post has been edited by Ryan Cordell: 06 November 2009 - 09:28 AM

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#63

http://naferia.duke4.net - Naferia's Reign: Invasion of the Dark Mistress, version 5.17.11082009 is release after some delays. I do hope I don't totally kill some of WGR2's thunder. I honestly hadn't been expecting it's release to be so close to this. Most of you will probably be all over it anyways before playing this [and thinking it abysmal compared to WGR2] ;D

* CHANGELOG *

=SINCE 5.16=

+ Displays: New displays will appear when using some items on characters from the items menu. Examples include seeing the Characters' Jetpack amounts when going to give someone a jetpack, or seeing their FirstAid amount when using a Portable Medikit on them, etc.
+ New Items: Maximum EP Bonus added.
+ Energy System: The Energy-System is now available to NR. "Energy" or "EP" is basically like "MP" or "TP" in other RPGs, and gives a limit to how many times you can use your skills/special-attacks before needing to replenish it. All character skills now work on this system, characters have their own EP levels, and there are also now items for restoring EP, the "Small Energy Drink", "Large Energy Drink" and "Hyper Energy Drink".
+ Equippables: "Charm Shoes" added to game. When equipped, your character will gain a small amount of Cents[money] for every full second of controlled movement [moving foward/backwards, strafing left/right, swimming up/down, and jetpacking up/down count as "controlled movement" in this respect, but normal jumping does not]. This item can be stackable up to 4 times.
+ Equippables: "Style Shoes" added to game. When equipped, your character will gain a small amount of RANK for every full second of controlled movement [moving foward/backwards, strafing left/right, swimming up/down, and jetpacking up/down count as "controlled movement" in this respect, but normal jumping does not]. This item can be stackable up to 4 times.
+ Equippables: "Happy Shoes" added to game. When equipped, your character will gain a small amount of EXP for every full second of controlled movement [moving foward/backwards, strafing left/right, swimming up/down, and jetpacking up/down count as "controlled movement" in this respect, but normal jumping does not]. This item can be stackable up to 4 times.
+ Equippables: "ShockAb Boots" added to game. When equipped, your character will take between 15% to 20% less fall-damage for each pair worn. This item can be stackable up to 4 times.
+ Equippables: "Jump Boots" added to game. When equipped, your character will jump 25% higher for each pair worn. This item can be stackable up to 4 times.
+ Equippables: "Rabbit's Foot" added to game. When equipped, your character has a +12.5% chance of surviving a deathblow with 1 HP left [aka mortal-hit survivability]. This item can be stackable up to 4 times.
+ Equippables: "Nyx Gloves" added to game. When equipped, your character will take no damage from "usuable" hazards, including electrical sockets, keyscanner security damage, keypad security damage, etc. Only one of these is required to be equipped on each character for this effect, even though multiple pairs can be equipped by one character [it's just redundant to do so. :)]
+ Equippables: "Riot Shield" added to game. Riot Shields are equippable items that give 20% resistance to Metal-based attacks [basically Shotgun pellets and other bullets] and additonally decrease Armor deterioration by 10% [your AP takes 10% less damage from all attacks after most things are factored, allowing armor to last a little longer]. This item can be stackable up to four times.
+ Skills/Buffs: "PK Shield" Buff is more complete and not half-assed anymore. Paula can also now actually use it on other characters/herself in the form of the "Psychokenetic Shield" skill in her skills submenu. A quadra of crystals also appears briefly on the player's display when the PK Shield takes a Mystical-based hit, like in Mother 3. It also has a 20% chance of deflecting a mystical-protectile away towards enemies.
+ Skills/Buffs: Cybanis has a new skill in his skills submenu: "Bloodlusting". It increases Critical Hit Rate% by 1/4 the base amount, plus an additional 20.25% to 95% depending on both the levels of Cybanis and the character affected by the buff [although Cybanis will use his own level both times if he's affected by the buff].
+ Bugfix: Characters now have their Drown-Damage-Ratios saved over between switching, preventing the player from cheating out of high damage intervals on a character from switching from and back to a drowning character.
+ Meter Displays: Air and Mantle Meters now also show the number of seconds the character have remaining over top of the meter.
+ ATMs: All ATM Money-Transfers are extended from a maximum of $50,000 to $5,000,000 each.
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User is offline   XThX2 

#64

Downloading ... :)))
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User is offline   Player Lin 

#65

Wow... new release! Downloading! XD
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User is offline   supergoofy 

#66

I have uploaded a zip file with the fixed con files and the original con files for v5.17.11082009

Fixed con files for latest EDuke32 builds:
http://www.mediafire...php?tgjuoiojljd
http://www.sendspace.com/file/lwey7r

It also includes the original con files (they have .org extension).

The fixed con files will allow you to play the mod with newer eduke32 builds.


For more info read my posts in page:
http://forums.duke4.net/index.php?showtopi...&start=1080

This post has been edited by supergoofy: 17 December 2009 - 10:28 AM

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#67

Okay, I need to update people on stuff on occasion, so here we go! :lol:

First off to supergoofy since his post is recent. I've seen your notes on the complier's stricter nature and I've fixed all the occurances of the problem accordingly. NR [with it's not-5.17-era-anymore CONs] functions just fine now. So thanks for the notes. However I'm still having the occasional crash or so [not sure if it's related to the sound or not].

However onto the actually important news. About 2 and a half weeks ago, I got a laptop [Dell Inspiron e1505] from my dad which is better than the old HP Kayak computer I used to use. There have been some conceptual changes to NR in a sense. With this new rig, while not super-better than the old computer, will allow me to consistantly run OpenGL modes[which also increases fps in-game, a bonus :lol:], so I've been making bits and pieces of an OFFICIAL HRP for NR. I know there's the one Fantinakos's been making as well(which he and I did contribute to back then). This HRP will probably combine a lot of his stuff with most of mine. A lot of more recent additions to my new HRP including many sub-menu interface graphics of higher quality, higher-res and properly colored character protraits, remaded Support-Attribute icons for the Support Submenu, HRP versions of all the WorldTiles [yes, all 192 of them >.>], highres versions of the ATM backgrounds, high res versions of various NR-specfic stuff, and a bunch of additional HRP fonts to go along with some of the new ones NR has. It will be a costly download though I'm sure once it goes up.

Now I'm not sure when I'll start including the download for NR's HRP, because I don't run most of the classic game's HRP, just NR specfic stuff. I wasn't honestly aiming for an HRP of any extreme kind because I was concerned about the possible complexity of isolating the NR specfic stuff from the classic stuff. Also, I'm not sure if there will ever be models for specfic NR characters. It is what I'd perfer as an overall solution to my problem of having no character-specfic graphics [rip the sprites from the models and kill two or three birds with one stone(having highres, proper-palette sprites and then final classic-palette sprites for 8-bit mode in addition to models)], but I don't know anyone who's been able to provide graphical support, and I don't have money to pay anyone professional either for it.

The somewhat-upgraded rig means there might be more features coming to NR that I couldn't add out of concern of slowdowns on the older rig, such as possibly using DukePlus's weather system, if DeeperThought doesn't mind me using it that is. Or other miscellaneous stuff.

Also, there's another feature I've been a bit concerned about speaking up about because I feared it would make me look like a flaming copycat of WGRealms2 to a minor degree, but I guess I need to get it off my chest because I have added it to the code long since. The thing where you can see individual damage to enemies that the Pain Jewel/Crystal in WGR2 does is also available in my current off-site copy of NR. It's a much more 'improved' version though, which also factors in AP damage. However additionally, I made the numbers show for healing from items, it can be used on players who are in F7 mode, and I've improved and centered their alignments with an 'anchor' sprite that controls positioning for the display numbers and always looks to the player's camera position so you can see the number at all angles [the numbers in WGR2 and NR's versions of the feature are flat-aligned].

I know you're wondering, "why do you feel like a copycat here?" The thing is, long long back when I first re-started work on NR in 2006-2007, I wanted to do this type of damage display system from the beginning. You know how the current system on the screen shows only one monster's damage at a time? Well I tried to do the WGR2 style system all that time back and I failed to grasp a good means to make it, so I ultimately went alternatively to the system of damage displays you've seen in NR for a long time. I didn't honestly expect anyone would get it working back then(yeah, simpleminded I was and didn't think a lot out of the box), and it slipped my mind to ever consider it again. However then flash to WGR2's release. I got to play it and witnessed the pain-crystal stuff and my mind was blown yet again. I at the very least wanted to know if I could make it work at it's most basic level in NR because I had recalled wanting to have it in there since 4.x was started.

Indeed I did originally first study and then copy over most of the original code straight from WGR2, but then I remembered that the WGR2 version had some things I considered 'issues', like the way numbers are always right-aligned, the fact the numbers originally faced the same angle as the monster taking damage at the time they were hit, and wouldn't always be facing the player, and a few other things. I then decided to overhaul 95% of the original code, deleting a lot of the original states and only leaving the original "showdamage" state and redoing my own version of the rest of it, making an 'anchor' sprite that would control the angle of sprites using rotatepoint and other stuff, additionally allowing me to center the way numbers are displays[it's best noticed when doing HP and AP damage/healing to a target at the same time], and eventually I got it working exactly as I wished. However I wanted to take the use of showing-numbers concept further and made it you can see both damage and healing of things with it [monsters grabbing items, etc].

So in closing, I hope DeeperThought and WilliamGee don't want to kill me for this. I honestly just wanted to put in this old idea I couldn't get into NR for a long time. I'll even offer up the 'improved' code I rewrote that improves the text displays if you really want me to do so in return for using it in NR. But I needed to mention this here because I felt I wanted to clear up that before I make another downloadable release [which I want to do by the end of the year], so I had to suck it up and mention it somewhere for WG and DT to see. My friend who streamed WGR2 also makes a passing reference to the feature being in NR, but I think only WilliamGee was present at the time it was brought up, and I don't know if he noticed it or just didn't care about the fact. But I also know WG isn't the one coding for WGR2 and DT is.

Also in other news, I'm adding more new items, 9 of them to be exact, of a new class called "Permenant Boost" items. These types of items grant a tiny but overall boost to various things throughout the game. One item makes buying items cost less money while making sold items worth more at the same time. Another increases efficiancy of healing items. However the catch is only one of each type of these items will take affect for each member in your current team, so only as many as 15 of each item can be actively working at a time, so the game won't become cripplingly cheap due to it.

So yeah, there's your NR update for the month or something. o.o;
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User is offline   Spiker 

#68

Wow, I've actually read it! It's funny how you justify your change in damage system display (damn thief :lol: lol) In my opinion you should just do it and not behave as it was something improper.
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#69

Oh I forgot to mention, the old damage displays AREN'T going away just because of the change. They're sticking around despite the new change. :lol:
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#70

Oh, wow, I'm...

I'm very impressed by this. Especially with the depth and the added characters, which I think needs to be done more often. In that sense, is it also possible to add custom characters or at least sounds for some of the characters without explicitly waiting for an official release? In other words, how well can I customize it?

This post has been edited by The Mighty Bison: 23 December 2009 - 09:02 PM

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#71

I'd assume it would be possible for another person to add characters of their own to NR if they were skilled enough at coding it and knew of all the things they'd have to have for it [I mean code wise, not just sounds, graphics, etc]

Sadly I don't have much time to explain or remember at the moment of every little thing that goes into making a character/class in NR because it's been a good while since I fully added a character [5.00 introduced Maken to the roster, and all versions prior to 5.00 that had multiple playable characters had all 14 of the remaining characters fully coded [so far] ahead of time.

And the characters aren't even all finished due to lack of voice actors/actresses, graphical designers and sprite artists. I've mentioned before that graphics are the biggest stumbling block for the entire mod. I got no income to pay any professional, and I'm not sure I'd want to actually pay any money at all since there's no way NR can make a legal profit, and I don't intend to do anything illegal with distributing NR to people for money and whatnot. >.>
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#72

Mm. I'm taking a look at the CON files and it is rather advanced. Straightforward, but advanced.

Anyway, for a character I was going to create, I already have most of the graphics and voice files on hand. If it's as complicated as you say it is, though (and as complicated as it looks), I can handle that, it's just going to take me a while to learn how to do it.
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#73

Alrighty. o.o

Don't let me discourage you with all my 'I forget the exact details' thing above.

Also, you might want to wait until 5.18 is released. It's not too far off [before the end of the year]. I don't know how well you'd be able to port your code from one version to another.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#74

No problem, I'll wait. I'm just working on maps right now.
Also, are there ways to start a usermap with a specifically defined set of characters? Or is it random each time?

Edit: I'm not sure if it's meant to be part of the game, but I've noticed that after I've only killed four enemies or so, I immediately become immune to any form of enemy fire even on a high difficulty, almost to a point where I can't even kill myself by shooting against a wall with a rocket. Is this meant to happen?

This post has been edited by The Mighty Bison: 25 December 2009 - 04:31 PM

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#75

View PostThe Mighty Bison, on Dec 25 2009, 06:56 PM, said:

No problem, I'll wait. I'm just working on maps right now.
Also, are there ways to start a usermap with a specifically defined set of characters? Or is it random each time?

Edit: I'm not sure if it's meant to be part of the game, but I've noticed that after I've only killed four enemies or so, I immediately become immune to any form of enemy fire even on a high difficulty. Is this meant to happen?


For the first thing: I might go ahead and make a little thing you can use as a mapper tool to define a set-group of characters for a level in 5.18. At the moment, the characters are randomized at the beginning of each game. There is a way to change them with the Cheats Submenu,
Spoiler

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#76

Thanks for the cheat info.

I'm sorry to continue posting in this thread, but I am continually impressed by the amount of depth shown both by the game and the backstory/biographies posted on the webpage. If you ever need help with creating this game, I'd be happy to offer any form of assistance. I can do voice work, level work, anything.
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#77

http://naferia.duke4.net/ - 5.18.12302009 is released.

* CHANGELOG *

=SINCE 5.17=

+ ATMs: Using a broken ATM nows deals electrical damage at 3x-7x the amount as using a plug does.
+ Actors: CHARACTERSTARTUP(#7955) added. Allows you to set up a specfic and fixed group of characters to begin with at the start of a map.
+ Display Change: When unused characters in your group level up, you'll see what level they've hit instead of the increases to their stats now.
+ Displays: You can now see both your current level-time and your current game-time in the GAME PAUSED screen.
+ Characters: Ami now gains 50% extra HP from using Cola Machines, Water Geysers and Water Fountains, and she can also now increase her HP to 200% through these methods [an extension on part of her water-affinity powers].
+ Bugfix: WATERFOUNTAIN actor is 'fixed' to allow healing for the player again. This issue went unfixed for nearly 2 years since 4.8x when the HP/AP system was revamped from hard-coded struct-members to vars for higher limits for actors and players.
+ Characters: Characters now have a "Death Counter" for keeping track of how many times each one has died during a playthrough. They can be seen in a character's Status submenu.
+ New Permenant Boost Item: "Transdimensional Safe" added.
+ New Permenant Boost Item: "Stock Ownership" added.
+ New Permenant Boost Item: "Slurpee Machine" added.
+ New Permenant Boost Item: "Secret Recipe" added.
+ New Permenant Boost Item: "Safe Lock Box" added.
+ New Permenant Boost Item: "Malakian Gem" added.
+ New Permenant Boost Item: "Pair of Fixed Dice" added.
+ New Permenant Boost Item: "Rare Pirate Doubloon" added.
+ New Permenant Boost Item: "Silk Carnation" added.
+ New Items: Nine new items added, along with a brand new item category known as "Permenant Boosts". Permenant Boost items are non-equippable items that cannot be consumed, but sit in your inventory. However they grant minor, acculumative effects on your entire party or the game depending on how many of each you have. However they are limited to a degree that the effect of one of each Permenant Boost item only occurs for each member of your current party, so only up to 15 of each item can ever be fully used.
+ Items and Shops: Color-Class Armor [unused] items can be bought/sold from/to the shops now.
+ Displays: Using an Armor-type item from the inventory now shows the Armor Absorbsion % of the characters while going to select them.
+ Displays: Using a Super Atom from the inventory now shows the Armor Absorbsion % of the characters while going to select them.
+ Displays: More displays of buff timers and such will show up when using various skills in the menus now.
+ ATMs: ATM accounts can now accquire interest and grow over time. You'll see an interest rate at the welcome screen for each character/NPC's ATM account and how often it increments.
+ ATMs: A maelstrom of new ATM accounts has been added to ATM access. Some are for NPCs in future versions of the storyline, and others are various cameo accounts based on staff members or other well known people. About 20 to 30 new accounts have been added in this change, however you'll need to look through the CONs for most of them.
+ ATMs: The "Wire Funds" function has been revamped. You can no longer send money to an invalid account [thus wasting it], the name of the person you're wiring to will appear below the account number when entered, and both the wired amount of money and the receivers name will show up in the "Wire Successful" screen after completion of a wired-fund.
+ Enemy AI: Monsters can now go to nearby First-Aid Stations to heal themselves if injured badly.
+ New System: "Show Damage/Healing" is now available. A concept I wanted to add long ago but didn't know how to at the time with my [then] limited coding knowledge, thus leading to the other displays system you're all used to. After playing WGRealms2 recently, I looked through the code to figure out how they pulled it off. Admittingly, I first swiped their code almost completely to see if I could make it work in NR, but then I came up with my own ways to display it and "improve" it and removed a lot of their code and made my own in its place. This also shows AP damage in addition to HP damage.
+ Enemy AI: Monsters no longer automatically use their Portable Medikit the moment they detect their HP below 100%. Depending on the difficulty level, there is a random chance of them using the Portable Medikit every tic which increases with difficulty level.
+ Status Buffs/Ailments: The displays for the HUD and Status Submenus now displays the number of seconds [or hits for PK Shield] left for the buff or ailment below it. The text is on the small side though, but it's the size needed to fit properly.
+ Bugfix: Fixed an oversight where fortune cookies where giving enemies who grabbed them 50x the amount of HP they should have given. O.o
+ Mapping Tools: "SECRET_EXTENSION" actor added. Putting one in a sector will make the game tag it as a secret area upon level-start. This might sound redundant, but it's main purpose is to be used in conjunction with sectors which already are using a Tag that's NOT 32767 [which is the default secret-area tag]. This means you can tag underwater areas, areas knee-deep in water, elevator cars, two-way trains, subway cars, etc, as secret areas now. :lol:
+ Miscellaneous: Misc. Cheats added.
+ Character Voices: Duke has sounds for jumping and air-jumping [from Manhattan Project, care of Ryan Cordell's sound-ripping skills :lol:].
1

#78

Quick Post to let you all know that 1.00.01012010 of the NR-HRP is up at the site. It's about 200MB though. :lol:

EDIT: Changed version year. Thanks Supergoofy. :lol:

This post has been edited by Lord Misfit: 06 January 2010 - 11:46 PM

1

#79

http://naferia.duke4...010720100009.7z - important CON update. HOPEFULLY this finally fixes a problem with people reporting of sprites freezing up in mid-air that's been present for many months. Lemme know if you see anything in this version. Just overwrite the 5.18 CONs with these.
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User is offline   supergoofy 

#80

Thanks for the con update

A typo mistake:

NR-HRP 1.00.01012010 and not 1.00.01012009 :lol:
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User is offline   TURBOKID 

#81

This ----- --------.
Please insert something more constructive, or at least make more of a reference to what "this" may be. The mod? A part of the mod? Someone's avatar? Thanks!
Note, I'm being nice this time. Cheers!
-Mblackwell


This post has been edited by Mblackwell: 21 January 2010 - 10:19 PM

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#82

http://naferia.duke4.net - 5.19.03012010 released.

* CHANGELOG *

=SINCE 5.18=

+ Characters: Bubsy's "Loki Mask" form, and both Ami and Minako's "Balanced Forms" now drain EP when in use to balance out the bonuses given by those forms.
+ Equippables: "Yin-Yang Orb" added.
+ Equippables: "Energy Incurment" added.
+ Equippables: "Serpent Helmet" added.
+ Equippables: "Medic Bag" added.
+ Equippables: "Snake Armband" added.
+ Equippables: "Twilight Cape" added.
+ Equippables: "Iron Rune" added.
+ Equippables: "Gemstone Crown" added.
+ Equippables: "Hockey Mask" added.
+ Gems: New "Gem" system. Occasionally, enemies will dropped Gemmed-Rings of silver or gold types. These items are sellable at various shops for money. Gold Ring sell for more than their Silver counter parts. There are eight types of gems: Zircon, Aquamarine, Turquoise, Emerald, Garnet, Ruby, Citrine and Diamond. EX: Gold Diamond Rings sell for $350,000 each, while Silver Zircon Rings sell for $200 each.
+ Bugfix: The Revised Speed system did not original take holding down the "Running" button while in Walk mode into account, and caused the player to tilt angles when moving at angles in general. It is accounted for now and works properly again. "Angel Eyes/Somagu" is to thank for pointing this out as well. <_<
+ Bugfix: Buying Speed Bonuses in Shops did not give you the same increases as grabbing one as an actual item. In fact, for some of the naturally speedier characters, buying speed bonuses from Shops actually slightly DECREASED their speed due to this. Thanks to "Angel Eyes/Somagu" for pointing this out to me. XD
+ Item/Inventory System: All the inventory-storable items in the game have been moved into a simplified array set that will cut down on used vars and allow me to add more items in the future without worry of running out of room. >.>
+ Enemies: Enemies now have mortal-hit survivability rates like characters/players. When a monster survives an otherwise killing blow, they will flicker with invulnerablity [like in various games] for 1.5 seconds before you can try to damage/kill them again.
+ Damage Displays: A indicator of Critical hits now appears above an actor or player's damage displays when such is dealt, and will also give details to what type of critical was inflicted [Normal, Super, Mega or Giga].
+ Players: Players/Characters can now deal themselves critical hits via explosive weapons or anything with a hit-radius.
+ Enemies: Enemies can now inflict critical hits on players/characters and each other with their attacks.
+ ???????????: ?????? ?? ????
+ Sectors: 'Slippery' Sectors from DukePlus now available. Also, I got it that you won't slide when standing on objects that are standing in a slippery sector.
+ Balance: Resurrection Chalice no longer restores 100% HP to a revived character [except on Skill 0]. The amount is now dependant on Skill level [100%/(Skill+1)].
+ Graphics: Rank Star icons are updated for monsters, etc now.
+ Other: Sorted out Debugging Vars.
+ Shops: Item Descriptions from the In-Game Menus are displayed in shops instead of extra clutter in the item's name.
+ Freezing Environments: "FREEZING_EXTENSION" actor added. See above section for how-to-use.
+ Freezing Environments: FIRE, FIRE2, BURNING, BURNING2, FIREVASE, FIREBARREL, STEAM, CEILINGSTEAM, FLOORFLAME all increase players and actors' WARM meters when within range, like a real source of heat would. Also, getting hit by various explosions, expander waves, lasers, and etc also increase the target's WARM meter somewhat.
+ Freezing Environments: Actors [monsters, NPCs] are now under the affect of "Freezing Environments" like players.
+ Moderate Bugfix: Fixed a somewhat long and persistant [but rarely seen] bug with BOSS1, BOSS2 and BOSS3 where they would never die from fatal hits of drowning, falling and various other types of non-player/non-actor-related damage [which if not fixed would've also included freezing damage as well].
+ First Aid Panels: Minako's +50% health-benefit bonus effect now works with First Aid Panels.
+ Pickups: "Winter Clothes" added to give extra protection from freezing environments [below]. Winter Clothes additionally slow down the character about 15-20%, reduce jumping strength slightly, and give great resistance to ice-elemental attacks from any attacking player or monster. Winter Clothes deteriorate when the wearer is hit by attacks of enough damage. The less of the clothing left, the faster the character gets, but the more vulnerable they become to freezing environments and ice elemental attacks again.
+ Displays: WARM and COZY meters pop up to represent freezing meters in freezing environments [WARM meter] and intact-ness of Winter Clothing [COZY].
+ Weather System: 'Freezing Environment' feature added. This is unique to NR specfically and is supposed to simulate really cold areas in the game where you can potentially freeze to death due to extremes. It works in that the 'intensity' of the freezing affects how often you'll take freezing damage [and eventually die if you don't watch your health], and that being in or underwater when in a freezing area is even more damaging. Also, a system for Winter Clothes is in the works which will come to make a set of items each character can find to temporarily shield them from most of the freezing conditions.
+ Weather System: New sound for very heavy rain levels.
+ Weather System: Snow and Rain will fizzle and make sounds when landing on heated surfaces like lava.
+ New Feature: Imported over DukePlus's weather system as I had been hinting at for some time. This means rain and snow effects right now. Any additions or improvments I make will be mentioned in seperate notes above this one. :P
+ Bugfix: Characters not in use now have their Current AP checked all the time to make sure they can't have >0% AB when they have 0 AP, or <10% AB when above 0 AP.
+ Major Bugfix: Recoded a bunch of stuff related to the attached objects for actors [lifebars, rank-star, etc] which before had been causing a major bug for months which messed up sprite and sector listings in the engine, causing sprites to freeze in mid-air randomly and in general also probably contributed to a ton of NR's past stability problems and crashes. This is fixed and I have played an entire run through the original four episodes just a bit ago with no problems occuring, and two other beta testers have also reported no more problems in this area.
+ Bugfix: Character with 'buff' skills can no longer give buffs to dead characters. <_<
+ Character Voices: Ted now has a voice actor and his 18 standard one-liners are now in the game. Thanks to "The Mighty Bison" for applying to be Ted's voice. B)
1

User is offline   Player Lin 

#83

Wow... a new release! <_<

View PostLord Misfit, on Mar 1 2010, 12:56 PM, said:

+ ???????????: ?????? ?? ????


I'm just curious, what is this...? <_<
0

#84

View PostPlayer Lin, on Mar 1 2010, 05:36 AM, said:

I'm just curious, what is this...? <_<


A secret. <_<
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#85

View PostLord Misfit, on Mar 1 2010, 04:01 PM, said:

A secret. <_<


Perhaps it has something to do with ??? ?????????? ???? ?

This post has been edited by The Mighty Bison: 02 March 2010 - 07:15 AM

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#86

Really nice project here, although I need a bit of "training" to get an RPG experience instead of run and gun. <_<
0

User is offline   supergoofy 

#87

The big problem is when an enemy gets invulnerability bonus. Then you are deed meet. It happened that I was killed many times due to this. <_<
0

User is offline   Player Lin 

#88

View Postsupergoofy, on Mar 14 2010, 01:42 PM, said:

The big problem is when an enemy gets invulnerability bonus. Then you are deed meet. It happened that I was killed many times due to this. <_<


I was complained that. but I think it's just a small problem now, just wait it's run out, frequently save the game, or try lower difficulty setting. <_<

This post has been edited by Player Lin: 18 March 2010 - 06:18 AM

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User is offline   supergoofy 

#89

Actually I think it's fair. I can also get the invulnerability bonus, why not the enemies too? LOL <_< <_<

This post has been edited by supergoofy: 18 March 2010 - 12:06 PM

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#90

http://naferia.duke4.net/ - 5.20.06112010 released.

I know this release is about a month late compared to my usual updating schedule of roughly 2 months, but real life since mid March has been non-stop hectic, and my internet service downgraded a good deal [my uploading time for 5.20 was nearly 1 hour and 45 minutes, compared to 20-35 minutes for most previous versions]. With things the way they are in general, I don't know when 5.21 will be up, and furthermore, I have not had as much to add for 5.20 in changelog updates, so bear with me. :(

* CHANGELOG *

=SINCE 5.19=

+ Jumping: Characters will jump proper heights out of knee-high water [sectors with a lotag of 1] instead of the original hardcoded value, set to about 2/3's of their normal jumping strength.
+ New Features: "Healing Sectors" can be made with the HEALING_SECTOR(#5628) sprite. Instruction for the effect are listed above.
+ Displays: Most stats now have colored meters behind them, including EXP, Rank, HP, AP, AB%, FA, EP, EnergyShield. This also applies to Vehicle HP/AP/FA and AB% as well.
+ Displays: Energy Points now display on the character stat displays in the main game.
+ Displays: Lisa's Bio Energy shield has a display amount when available showing the total points of damage it can suffer versus the current amount it has left.
+ Energy Points: EP will now slowly regenerate for all characters.
+ Characters: Lisa now has the ability to fix/repair broken Cola/Snack Machines and ATM Machines for a cost of some EP and money depending on the machine in question.
+ Characters: Ami's VR Visor now has a slow drain on her EP, and cannot be used when at 0 EP.
+ Shop System: Multi-Buy/Multi-Sell is now available. You use the "Previous_Weapon/Next_Weapon" keys to cycle the amount one at a time, or use the number keys [1 to 0] to set the amount to increments of (10*keynumber) [0 will set it to 100, the maximum you can buy/sell of an item at once]
+ Rank System: If a character dies, you will receive a rank deduction of at least 1275 to 11250 points [depending on the difficulty level AND the level of the character who died], or even more based on a % of your Rank if it's higher than that. This is to encourage trying to keep all your characters alive more often to keep your rank up for shop bonuses and EDF-payments.
+ Rank System/Shops: RANK also now has a small effect on the price of all items for buying and selling in shops. It will be shown at the top of the shop's menu what your Ranking Letter is, and your benefit/penalty in the shop.
+ Rank System: RANK now has a few uses beyond actual score now. Your rank will determine how much any active character in your group is paid every 15.75 minutes by the EDF. All payouts go into the characters' ATM accounts [not your on-hand cash], and the payment is PER character.
+ Displays: EXP and RANK moved up above HP further, EP stat shows now on the main screen, colored meters show for EXP, RANK, HP, AP, EP, AMMO, PARTY ALIVE, etc.
+ Environmental Items: Many environmental "containers" [trash cans, barrels, vases, etc] can sometimes drop a random item or two when destroyed now. For CANWITHSOMETHING and friends, the original item set to drop will still spawn along with any random items it might spawn. Affected actors: FIREVASE, FIREVASE_OUT, FIREBARREL, FIREBARREL_OUT, CANWITHSOMETHING, CANWITHSOMETHING2, CANWITHSOMETHING3, CANWITHSOMETHING4, CANWITHSOMETHING5, CANWITHSOMETHING1NEW, CANWITHSOMETHING2NEW, CANWITHSOMETHING3NEW, CANWITHSOMETHING4NEW, TRASHCAN1, TRASHCAN2, TRASHCAN3, TRASHBAG1, TRASHBAG2, TRASHBAG3, TRASHBAG4, NUKEBARREL, MAILBAG, RUBBERCAN, FLOORBASKET, BOTTLE7, MONK, SPACEMARINE, LUKE, INDY, JURYGUY, SNAKEP, PIRATE1A, PIRATE2A, PIRATE3A, PIRATE4A, PIRATE5A, PIRATE6A, PIRATEHALF, ROBOTPIRATE, ROBOTMOUSE, JOLLYMEAL, BOTTLE11.
+ New Item: "Mystery Box". Can be shot to reveal random items [kinda like the ? Barrel in Megaman 3, except with the potential for many items at once].
+ NPCs: Many NPCs [civilians, animals, DEALER, babes, etc] have had their HP/AP revised to be much higher than it used to be so they don't seem like total pushovers to kill, but at the same time, it's randomized to some degree, like monsters' stats are.
+ Bugfix: "Used" Armor items now give only partial amounts of AP to non-selected characters like they should [via inventory use], instead of 100% AP. :(
+ Bugfix: Energy Drinks are fixed to prevent use on dead characters in the inventory menu.
+ CON-File Structure: SCRIPT.CON's contents were merged into the end of GAME.CON to cut down on the number of needed CON files.
+ CON-File Structure: USER.CON, DEFS.CON and ENHANCE.CON have been merged into "USERDEFS.CON" to cut down on the number of needed CON files.
1

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