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InsideQC Forums • View topic - Conquest Release -- try it out, yo!

Conquest Release -- try it out, yo!

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Conquest Release -- try it out, yo!

Postby Wazat » Fri Feb 18, 2005 11:32 pm

Since a few people asked for it, and I'm interested in your opinions, here is the latest . There's nothing ground-breaking in there yet (the town is only barely started on, no NPCs, shop is still text-based), but there's still some new weapons and shields for everyone to play with. There are also some new monsters, including a hell-knight you don't want to tangle with unless you've been investing in shields like you're supposed to. :)

I've also got a complete listing of the different types of shields in the readme, so please do take a look at that section.

There's also ammo pickups, new weapon mods, two new shields, and a tentative beginning to a town map (which you will visit between every level). To get the full listing, view the and check the last two versions. (I'm not posting it here for the sake of neatness... my posts are long enough already :P ).

I'm interested in opinions on the town (which I know isn't near as good as it should be, but nonetheless I'd love suggestions and help), weapons, monsters, ammo, shields, you name it.

In the future I'd even like to divert away from the original quake maps and have a whole new campaign built specifically for Conquest, but that's not something I'll do until about 90% of the mod is done. :)

So, Questions? Comments? Is it any fun?
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Re: Conquest Release -- try it out, yo!

Postby Tei » Sat Feb 19, 2005 12:53 am

downloading!...
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Postby Entar » Sun Feb 20, 2005 2:51 am

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Postby Spike » Sun Feb 20, 2005 3:11 am

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Postby Entar » Wed Feb 23, 2005 12:08 am

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Postby Sajt » Wed Feb 23, 2005 1:16 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby FrikaC » Fri Feb 25, 2005 1:34 am

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Postby Wazat » Fri Feb 25, 2005 4:20 pm

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Postby SkinnedAlive » Fri Feb 25, 2005 5:16 pm

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Postby Wazat » Fri Feb 25, 2005 10:33 pm

You're right, there needs to be an easier way to know how much you're hurting the monsters.

Here's a few things I want to do:

* Health Bars above monster's head
There will be a health bar (think Warcraft III) that gives a rough idea on what percent the monster's health is. I might also add 3 other bars for their shields.

* Damage shown in mid air
When you do damage to a monster, you see the number printed in mid-air in front of it. This number will continue incrementing until you shop hurting it for a second or so, then it will fade away (and next time will start counting at 0 again). It will only print the amount of damage you're actually getting through to the monster, so you can tell how effective the shields are against your guns.

* Sparks and other effects when the shield is being highly effective
Right now, when you fire the railgun at a monster that's wearing Limit Shields, you see a colored ring around the attack point indicating that the shield cut out all damage above a certain point. This should be a strong indicator that you might need to switch weapons. I'm also experimenting with the ogre, so that if you fire a nailgun at him and his precision shield blocks it out, you see sparks as the smaller bullets are defelcted.

I'll definitely do options one and two, since they'll be relatively easy. The third one is far more detailed and obscure and I might not get around to doing it. One and two combined should fix the problem anyway, since you can really see the effect.

The scrag's replacement is the Horror, and yes, their bite is way too powerful. Also the poison and fire does too much damage. I'll fix that.
I'll also have wizards in there again, sooner or later.

Thanks for the comments, Skinny! They were very helpful!
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Re: Conquest Release -- try it out, yo!

Postby Tei » Sun Feb 27, 2005 11:21 pm

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Re: Conquest Release -- try it out, yo!

Postby leileilol » Mon Feb 28, 2005 5:26 pm

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Postby Wazat » Mon Feb 28, 2005 5:43 pm

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Postby Wazat » Tue Mar 01, 2005 8:31 pm

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