After 5 months I'm releasing act 3. It's been a long time, but this release completely changes the feel of the pack. With the story being so close to being finished, and only a few updates left, I've decided to push the mod pack a little harder. It's very playable now, and testing indicated 10+ hours at the least just to complete the game for one faction. There are three, plus optional quests and all kinds of other stuff to keep you occupied. Here's the change log, I hope you have a while if you plan to read it:
Act 3 Changelog
-NOTICE: It's highly suggested you start a new map to take full advantage of many new locations and features. Use World Edit to copy and save your base so you can paste it into the new map. It's included in the pack for your convenience.
-NOTICE: you can't play in groups anymore. the RPG system interferes with it. It won't matter, because the benefits outweigh the drawbacks
-NOTICE: you should let your world be called Nwe World if you want the initial map beacons
-added character development. SPECIAL stats, 40 levels, 14 skills, 112 skill related abilities, and 80 perks define your character.
-added troop questlines for imperium and lost & damned. raise and command your own NPC armies! many different types of troops for both sides
-vehicles are back and look better than ever! upcoming updates will add a skill tree that has the exclusive ability to make them, so the recipes will be changing a lot
-added mayor skill. establish a town hall, call in settlers, get work done, establish order, get your own merchants, transporters and more
-keep inventory is on by default, and cannot turn off. you now must pay energy to get lives instead
-i haven't incorporated it properly just yet, currently using it to see how easy i have to make IC2 recipes for the mod to be acceptable in a pack intended for casual players. once IC2 is on par with it the mods will both use the same parts thanks to forge dictionary
-many fixes to recipes
-removed coros AI mod, it's useless with modded mobs
-addressed issues with archimedes being anachronistic (ships now need uranium rods, 1 rod runs the ship for 1 hour)
-archimedes ships now go incredibly fast
-ship blocks are now equal to iron blocks in blast resistance. they are no longer flammable
-got rid of the following in all crafting recipes in order to further simplify recipes
-robotic arm, solar cell, insulated wires (all types), metal boiler, silicon wafer, wire coil, drawplate, mk1 battery, silicon boule, microchip bundle, micro-circuit, charged mico-capacitor bundle, charged micro-capacitor, detonator bundle, detonator, forge hammer, steel shaft, nano-steel, nano-steel plate, nano-steel parts, diamantine stuff, diamond steel stuff (29 parts in total). removed parts were replaced with much simpler parts or just raw materials. removed parts have been eliminated from STC's, loot tables and vendors.
-added much simpler alternative ammo recipes
-simplified recipes for all remaining parts and machines. aiming to make IC2 recipes have the same crafting complexity as TE
-buffed IC2 energy generation rates to be equal with TE gens
-RF and EU are set at 1 to 1. this is not new, but i wanted to mention it
-fixed many broken recipes
-made pfaa coals fully compatible with the pack
-steel tools are now shiny tools from TE. the ones i added didn't work right
-simplified and explained reactor components for IC2. easier recipes
-increased mining resistance of various steel blocks and rockcrete
-started the transition to using just TE/IC2/IE as the main tech mods (phasing out redpower)
-stims are now extremely good
-improved many drugs
-military and civilian rations are now easier to make
-added hemp seeds to list of seeds that drop when hoeing grass (oversight)
-added note about getting basic seeds from using hoe on grass to questbook
-changed max range of turrets to 64
-melee weapons now have tooltips
-rockcrete, reinforced rockcrete, steel blocks, steel siding and glass have been strengthened
-added generic machinery and computer blocks that spawn with ruins. they drop parts and experience
-alcohol now has some positive and negative effects
-added the final biomes: lush desert, scrubland, boneyard, dump, canyons, iron biome, copper biome, coal biome and uranium biome
-tweaked and adjusted many existing biomes
New Quests And Quest Changes
-added act 3 story quests for chaos & imperials
-added summoning questline for chaos
-added investment questline for imperials
-expanded on ad-mech questline
-added troop questlines to imperium and chaos
-vastly improved the beginning of the game (npc explanations, rewards, so on)
-you now get alerts when you discover a random location
-early quests alert you when you arrive at the locations
-all NPC adversaries respawn.
-the beginning quests have more NPC adversaries. this is to balance things out for people who play on peaceful in the beginning
-vastly improved the rewards for many quests
-a new locations page of the HQM journal that lets you track the places you randomly discover in one place
-fixed some quests involving archimedes
-continued editing of all writing to improve quality
-some quests were given alternative paths to follow
-greatly improved the ad-mech bunker with more NPC's, a better farm and so on
-you can now get free water at quest hubs
-you can now get free building materials of various types at the quarry
-you can now set your spawn point at bars
-improved method of getting water at pump station
-added about 10 new locations including some new types of sites with more of a background
-added possibility of finding credits in civilian ruin loot chests
-rebalanced loot chests
-removed code door from imperial bunker
-changed many skins to be more reflective of the 40k universe
-added some KMFDM songs to the club locations
-used the 40k name generator to rename all NPC's more 40kish names (i'm still not going to make them talk in cockney idc)
-got some better skins for NPC's. still hard to find skins that are good but not someones anime waifu
-weapons now have hit icons
-projectiles send up debris when they hit surfaces
-bolt, laser and plasma weapons now have better effects
-kraken rounds are now mildly radioactive
-added explosion effects back to explosives
-added power sword. does more damage and swings faster than a chainsword
-vastly improved inferno weapons. they now inflict the flammable status effect, which increases fires damage over time
-vastly improved the narthecium. it now gives you about 40 extra life and 60% resistance for one minute, 3 seconds of invulnerability, and 6 seconds of regeneration II. great for team play
-added many new particle effects to various types of explosions
-foam grenades now inflict the sticky status effect
-increased blast radius of all explosives
-the grav gun cripples its targets
-mobs are now damaged by explosives properly. they used to be healed by them
-mobs are no longer knocked back (usually)
-demons no longer have excessive armor. it was too ridiculous
-removed speed and attack speed buffs from mobs
-mobs now track you over very long distances and shoot at you from much further away
-added geists and crypt zombies into the game
-set neutrals to be hostile to daemons
-increased dogmeats health, damage and aggro range
-reduced follower hire timeframes to reasonable amounts
-added a super cheap one day option to followers so you can move them around via soulstone
-removed ad-mech hostility towards neutrals (they will no longer kill peoples pets)
-made lost & damned hostile with daemons, and vice versa (daemon is just the name of the faction that the zombie troopers are in)
-made Endel MUCH tougher
-dogmeat now has sounds
-updated scrap prices at scrap dealer NPC's (made it much cheaper)
-added small lights to scrap dealer inventory
-added hemp seeds to botanicals dealer NPC's
-imperial NPC's have been brought up to global standards
-lost and damned NPC's have been brought up to global standards
It's got a lot of neat features that add to the pack, and it's preferable to project red in a lot of ways. It can also sort of replace IC2 for people who really don't like that mod for whatever reason. I'll be adding big reactors at some point, too. They'll be the end-game power source.
Are the explosives worth it? Do they actually work on mobs?
Yes, they do work on mobs properly. A frag grenade will take out just about anything, mob wise, except for the dark versions that have excessive amounts of health. Are they worth it? It depends. I think they are because I like using grenades, even if its vs one mob. Vs clustered mobs grenades are very good, because they'll take them all out at once. It's situational, though.
I still have a lot of balancing to do as far as the Fallout-style skill system. I think there will be some perks and skills that will be underwhelming and some that will practically be a necessity. My goal is to even things out, so please, if you care about this pack and want to see it improve, give me suggestions, criticisms, etc. I really need some input from the people playing it at this point, so do me a favor and weigh in.
I'd really like to add the tracks from the new DOOM game, but I'm thinking that's way too metal for a lot of peoples tastes. There's also copyright issues. I got permission from Alexander Hulshult to use some of his music, but it's also metal. I'm afraid I'm too biased to make a good decision on this matter.
Thanks. I will be releasing an update soon to take care of that, as well as some other things that didn't make it into release. Work on act 4 has been slow. It's a big act, there's a lot to do, and it's a little daunting.
When do you think you are going to get the vehicles working with the mobs?
Also, Is there a wiki or a doc. There is so much information to take in in the tutorial world. I just cant...
I would like to see some sort of in game tutorial book for some of the stuff like the STC's because I'm not sure what to do there. Mind you, I have only discovered the Ad-mech as of yesterday and am making my way towards the Imperial bunker but... So far it is amazing.
Really just a wiki or something because you mention a lot of stuff but I have no idea what it is in game. It is really pretty accurate to the lore though.
Also I was wondering if there is any list of the mods you used. I'm writing this in physics class so I'll check when I get back but till then..
So I have looked and found the mod list so that's good. Two problems that I have been experiencing are 1) along a the x co-ordinate plane there will be long stretches of unloaded chunks, and 2) the caravan teleport makes you get stuck in the ground.
Again have been loving this modpack just wish you could start out as a member of one of the factions.
Vehicles are currently working. It was a last minute fix, so I didn't get to properly incorporate them into the game and I forgot all about the sign in the tutorial world. You can still make them, and they work fine, but the recipes are ridiculously expensive. I will be adding a mechanic skill and overhauling the recipes in an upcoming update. There's currently no wiki or comprehensive guide; it's on my to-do list, but it's a pretty low priority because I still have a final act to finish that will likely be the biggest update yet. The STC's are in sore need of an overhaul as well, and I plan to explain their use through tool-tips or quests to minimize players having to look up info on external sources.
The unloaded chunks thing tends to happen sometimes, I'm not sure what the cause is but I know it doesn't hurt anything and the chunks are still intact. Try exiting and entering the game if it happens, it usually fixes it. I'll have to fix the teleports but just to clear the air, that's most likely an NPC mod issue, so the fix won't be ideal or pretty.
There's been some complaints about act 1 for a while. Mostly that it's too hard and that you don't link up with a major faction until you're pretty far in. I guess I wanted to have the beginning have an air of tension and mystery, but I may have stretched it out too far. It's probably too late now, but you can actually skip all the Forbidden Planet quests and go straight to the bunker, which then lets you go to either faction. It saves you a lot of time if you just want to put off the starter quests until later.
Glad you like it! Please continue to give me bug reports and suggestions. Feedback is always welcome.
I more of meant that, say, if you pick ad-mech, you would have special abilities based on that and so on. I would be cool to have mechandrites. This is probably alot more that you were looking to code.
So a little latter and Im on the quest for the ad-mech to make a reactor and it gives me the crafting recipie for everything but it wont actualy let me craft the coolant array. Just letting you know and wondering if you know of any fixes to this problem.
So that is no longer a problem, don't know what happened, but I have been having issues with the companion beacons not working ever. They just make me talk to the person. Other than that, I have not been having any problems with the pack.