11 February 2016

XCOM 2 and CM3D2

It's been a while since I posted here so I'd like to give a small status update on what I am doing right now and what I'd like to change considering that.

Mind you first, that I will not forsake CM3D2, heck, recently I had to pay 30€ extra to my local custom office since I could not help but order the CBL with Extra Hole Version.

Ad I really want to update the CM3D2 DLC Showcase and make samples for Mods but making each sample takes a fair deal of time which I can not bring myself to spend atm. That's why I intend to reduce the content of the samples to reduce the time spend massively, namely those will not contain the Menu Icons I sort of neatly arranged but my sense for perfection still tells me that it feels off. Any opinions on that planned change are appreciated.

Now then, XCOM 2 has been released a few days ago and I have been diving into its SDK already, while I am an awful artist and a failure of a computer science student/programmer, I still like Game Design. As such I have released a Mod already that can be found here www.nexusmods.com/xcom2/mods/20 and on the Steam Workshop with already over 1000 Subscribers.

I do not intend to stop there, right now I am working on a comprehensive Mod which currently only makes .ini adjustment but is intended to add new features, at the time of this writing this is the readme I am writing while developing it (reminder, it will be expanded, currently I am at XCOM Weapon Rebalance I did not note yet)


Detailed and Current Features:

General
+Increased XCOM Squad Size from 4-6 to 6-8 (With UI fix, thanks to hairlessOrphan for granting permission for the script http://www.nexusmods.com/xcom2/mods/71)
+Increased Enemy Squad Size by mostly one, very rarely two
+Increase Loot per Mission by 1
+Movement Penalty of -4 when carrying units
+Increased all Grenade and Rocket Launcher Explosion Radius by one

AI
+Default enemy spread has been increased to counter the explosion radius by 2 metres (because two times the Radius, no Pi involved)
+No limit on the number of enemies engaging you in tactical combat on all difficulties (instead of just on Legend)
+Sectopods and Stun Lancer can fall back to the objective if they are the sole survivor of their squad
+Fallbackchance increased from 50% to 80%
+Stopped the promotion of movement for the sake of moving by setting CURR_TILE_LINGER_PENALTY to 1 (it's a multiplier, Vanilla is 0.75). If there is better cover available, they will move to it still.
+Enemies value high cover more highly
+Enemies gain bonus hit chance on close range and a penalty to the hit chance on longer range (linear 5 to -5)

XCOM
+Ranger can now equip: Sniper Rifles, Pistols, Gremlins
+Sharpshooter can now equip: Shotguns, Rifles, Swords, Gremlins
+Grenadier can now equip: Rifles, Shotguns
+Specialist can now equip: Shotguns, Sniper Rifles, Grenade Launcher
+Psi Operative can now equip: Shotguns, Sniper Rifle
(all^ to be tested for possible bugs and issues, I actually have to take a look at the other Mods that do about the same or more or less)
+Swords have +10% Hit Chance
+Advanced Warfare Center Bonus Perk is not granted randomly anymore but when the solider reaches the rank of a lieutenant, neither too early nor too late

Planned features which will require not only time but specialists I currently lack:

-Cherry Blossom Trees appearing as part of the Level Generation
-Since I found the number of asian-styled structures lacking (and it may be obvious by now that I like them) I'd like more of them but that's ultimately up to the Level Artist I do not want to force anything into, except Cherry Blossoms which should also serve as proof of concept)
-Reworked health system which allows fine tuning by namely multiplying all values by 10.
Current Issues:
UI shows all armor points fully, making the health bar very little.
Burn and Acid Damage MIA.
Damage from Enemy Explosions on Death MIA. (e.g Sectopods)
Damage from the Explosions in the Environment MIA. (e.g cars).
The Chances to add PlusOne damage mess with the balance since they are not always 50% (e.g Standard Grenades have a 20% to deal 4 damage instead of 3). Luckily the purpose of the Mod is to rebalance everything anyway and this part of the Mod is indeed for fine tuning.  

-An elaborate system where ultimately your soldiers will gain benefits when they are on a Mission with and/or are close to each other.
-Disadvantages included and including random ones (damn them lovebirds...)
-"Merely" all weapon variations which the Long War Mod added to XCOM: Enemy Unknown/Enemy Within plus more
-High-Tech (Cross)Bows
-Stiletto, Flamberge, Claymore, Katana and Combat Knives
-Semi-Automatic and Full Automatic Shotguns which are actually balanced (well, luckily this is not a FPS)
-Semi-Automatic and Full-Automatic Sniper/Marksman Rifles, as well as an Anti-Material Version which punches through Armor
-Sawn-off Shotguns and other Pistol types
-More than three Weapon tiers
-Being able to upgrade lower tiered weapons appropriately to be more viable and having different advantages (like lightweight, more accuracy, crit bonus, armor piercing)
-More utility items and Grenades, like Armor Piercing Grenades, Bayonets and... Sweets?!

-Indeed, cooking is also something that may have become a cliché however what if aliens get also a temporary boost?
-An elaborate system would feature recipie unlocks and usage based on the region as well as bonuses for matching a soldiers nationality.
-Only downside is that there may be not much depth to collecting ingredients instead there may be just supply cost associated
-Enemies may drop what they have been eating, may only be purely but maybe alien recipes could be learned that way

Lastly on a aide note, I'd also love to turn CM3D2's Unity Assets into XCOM 2 Unreal Engine 3 Assets along with a total conversion of everything into an Anime-Art Style but even if one ended up helping me with that (instead of doing it themselves), it'd be an own Mod.

1 January 2016

Happy New Year!

or something like that :)

Seriously, given the opportunity I might also announce here to all 0 of my followers (honestly, this may very well be simply for future reference), better late than never, that you can feel free to contact me here rather than on Hongfire in regards to the International List of Custom Maid 3D 2 Modifications.

The List: https://docs.google.com/spreadsheets/d/1MBhoJCRMZ8cb5j9tTUIKjMXp_PGnnWDsMj8E5mVVHIQ
HF Thread Link:
http://www.hongfire.com/forum/showthread.php/447902-List-of-CM3D2-Mods

I will also make a separate page for it as soon as it's (well) written,  I made very much progress on the List and I will be able to update the DLC Showcase soon as well.

16 December 2015

uppervolta down and still wandering through the Commonwealth

As some many may have already noticed, uppervolta has been down for some time already which is quite a bummer. I do not why it is down nor I know if it will ever go up again.

With that in mind, I will discontinue the uppervolta series I started (and did not continue after my GPU began to overheat + now playing Fallout 4 up until this day and after). Now, when I actually get bored of Fallout 4 that is, I will move forward and cover the /cm3d_x/ uploads which I intended to do anyway.

The Mod List is still getting updated frequently, like today.  I will aim to update it fully every two weeks at least even if I have other personal projects I like to work on. A Project I might even start soon would be my take on overhauling and re-balancing Fallout 4 but first I have to take a look at the Creation Kit. I'm no programmer (not with how I failed my computer science bachelor studies and chose another subject) and no artists but only like anyone can claim to be: A Hobby Game Designer. I may very well fail.

Apart from the Mod List, I will also try to update the DLC Showcase soon regardless of Fallout 4 but it might take a while, especially due to the Visual Pack.