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Engine v.103, Scripts v.214, Foodsquads, creatures, characters
*sam*
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This is a big patch, covering about a months' work. The most substantial additions are creatures, footsquads, and some new character models.

Footsquads
When you lose a combat in the wilderness, you will no longer be at the mercy of a 'dice roll' to determine which characters survive. What now happens is your characters form a 'footsquad' which starts to walk to their destination. The journey is 10 times slower than driving, and you are likely to get a small number of encounters with creatures (see below). There are other types of encounters that footsquads will have when I get time to implement them - e.g. versus on-foot bandits/mutants. Footsquad combats are launched from your gang's 'Squads' page. (Note: anyone with a character in the footsquad can launch the combats, there is no designated 'squad owner').

Note that footsquad characters get sick from radiation poisoning (which is affected by the current aurora) and sunstroke when they have to walk home. Stronger characters are more resistant. Characters in cars are not affected by the aurora at all.

Creatures:
I have implemented the first 12 types of creatures (this includes some variants, e.g. giant beetles take the form of Desert, Fire, and Green Beetles). Creatures can vary quite a lot in size as well as mutation level (e.g. oversized heads, teeth etc.) and both size and mutations modify the characteristics of the creatures such as speed, damage, health, courage, and poisonousness (where appropriate).

I have divided Evan up into regions (currently this is: the Northern Desert, the Northern Farmland, the Elmsfield Lakes, the Badlands, the Lava Lands, the Broken Lands.) Each region has different populations of creatures - e.g. water-loving creatures will turn up near Elms and Badlands but not in the desert or lava regions. Each region also tends to produce different levels of mutations (the crocs near Badlands will turn out to be pretty fearsome opponents due to their size, the ones at Elms less so).

Behind-the-scenes I am modelling creature population dynamics in each region, which basically fluctuate based on the time of the year, the strength of the aurora, and whether they have been winning/losing many battles recently. You'll tend to meet larger groups of creatures when their populations are high.

Characters:
A bunch of new character models are being added, bringing the total you can pick from up to 25.

Characters can now kick each other and creatures. This is generally only recommended once the ammo has run out. Strength increases the damage done. I also have a ‘swing’ animation so will be adding swords and axes soon. These things are all required since things tend to get a bit melee-ish with creatures around. Note that submitting a ‘kick’ or ‘swing’ order will automatically remove any gunfiring orders for the character.

Characters can now give inventory items to other nearby characters (including any character in the same car). This is done from the character ‘Manage’ window (which has been graphically overhauled too).

Smaller Changes:
* Fixed the firing arcs so that they use lines rather than solid polygons which block visibility. I also fixed the calculation error so that they correctly match what you can actually target in the game.
* I also changed it so a targeted vehicle has a circle around it rather than an ugly box.
* Implemented rules changes to races and deathraces. Now, if you try to drive around the circuit the wrong way your car’s engine will lose power. In a deathrace, you will only be able to fire targeted weapons at enemies who are within one checkpoint of you (so you can’t for example sit at the starting grid and kill people as they complete their first lap.. not that anyone would try anything so dastardly LOL).
* Nitro boosters now cause dirty engines but don’t actually damage them: the engine power-loss effect lasts only until the end of the event.
* Improved icons in the looting screen. Desolatordan is currently working on a proper graphical overhaul of looting.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 11, 2008, 10:06 am Last edited Nov 11, 2008, 10:10 am by *sam*
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Hooray for Sam !

I forsee increased footwear sales across Evan :rolleyes:.

COCO
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vet wv

Posted Nov 11, 2008, 10:13 am
*Diablo Vash*
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Looking good, might have to bring a crappy guy for a scout and dump him to see it.
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vet raceL1 marshal wv

Posted Nov 11, 2008, 10:17 am
*sam*
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When I'm finished the patching I'm going to run some tests, make sure it's all working ok.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 11, 2008, 10:27 am
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Sweet can i come along? :p
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vet raceL1 marshal wv

Posted Nov 11, 2008, 10:29 am
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Thanks Sam for all the hard work, it's been a long time coming, can't wait to go on safari!
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Nov 11, 2008, 10:50 am
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sign me up as a foot soldier of the apocalypse sir, excellent update, sam you are a star
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vet marshal wv community

Posted Nov 11, 2008, 11:00 am
*sam*
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We just ran some tests. There are a few small bugs that need fixing (nothing too serious), so my advice is hold off on your footsquad events until I get them fixed later.

http://www.dark-wind.com/images/footsquad1.jpg

http://www.dark-wind.com/images/footsquad2.jpg


Don't let this man's appearance fool you. I saw him "accidently" shooting a team-mate in the back!

http://www.dark-wind.com/images/footsquad3.jpg
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 11, 2008, 12:03 pm Last edited Nov 11, 2008, 12:06 pm by *sam*
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"if you try to drive around the circuit the wrong way your car’s engine will lose power."

i think this could be done better. anyone driving backwards gets shot at by the crowd for being a coward and loses all fame instantly. would look better then just losing power and would explain the spectators hate people that drive backwards in an event.

same for those that sit and wait for other people to come around the track.

make it look like the people and fans of deathracing are punishing the losers that use this tactic. the instant lose of fame and quite possibly lose gang members that do not want to be part of a loser gang....
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vet wv

Posted Nov 11, 2008, 12:20 pm
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Mad Mike said:
"if you try to drive around the circuit the wrong way your car’s engine will lose power."

i think this could be done better.  anyone driving backwards gets shot at by the crowd for being a coward and loses all fame instantly.  would look better then just losing power and would explain the spectators hate people that drive backwards in an event.

same for those that sit and wait for other people to come around the track. 

make it look like the people and fans of deathracing are punishing the losers that use this tactic.  the instant lose of fame and quite possibly lose gang members that do not want to be part of a loser gang....


I like your solution better then the "lose power" option.
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vet wv zom0,3,0

Posted Nov 11, 2008, 12:25 pm
*sam*
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Quote:
I like your solution better then the "lose power" option.


The problem here is one of implementation effort.. we don't have a crowd at the moment. The polygon count added by a large bunch of character models would also be unmanageable.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 11, 2008, 12:39 pm
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I was wondering why we haven't seen any dev activity lately... turns out devs lead a secret, hidden life away from the prying eyes of players!

Really great patch! It gives pedestrians a purpose other than car combat flavour.

I know it would be kind of brutal, but might we even see footsquads versus vehicular opponents eventually? It should only happen very rarely, and only in very bad places, since it would practially void our chances of getting back home safely otherwise ;) But it would be brutal in the kind of way that suits Darkwind's theme, and leave skilled players with some interesting options (such as being beaten, starting the walk back home, and then suddenly finding yourslef in possession of a car once again... Don't laugh, peds can beats car. I've seen it happen... Once ;) ).
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vet marshal wv

Posted Nov 11, 2008, 1:08 pm
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Mad Mike said:
"if you try to drive around the circuit the wrong way your car’s engine will lose power."

i think this could be done better.  anyone driving backwards gets shot at by the crowd for being a coward and loses all fame instantly.  would look better then just losing power and would explain the spectators hate people that drive backwards in an event.

same for those that sit and wait for other people to come around the track. 

make it look like the people and fans of deathracing are punishing the losers that use this tactic.  the instant lose of fame and quite possibly lose gang members that do not want to be part of a loser gang....


Once in a while, the crowd might like these tactics.... what would happen then?  :)
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Nov 11, 2008, 1:14 pm
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Ayjona said:
I know it would be kind of brutal, but might we even see footsquads versus vehicular opponents eventually?


I was thinking that too, but I've had a ped take out TWO cars after losing his own car, but as soon as they demo, they "escape" because there's no non-demo'd friendly cars nearby.

So, they could "win" the right to continue walking, but wouldn't be able to score a car to drive home probably...

JL


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vet marshal deathrceL1 wv community combatL1

Posted Nov 11, 2008, 2:47 pm
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Oh man, the "walking home encounter" is going to make my Firelight "initiation" scouts ten times more interesting.
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vet wv

Posted Nov 11, 2008, 3:29 pm
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Just tried walking home in the wilderness, but instead of a footsquad, my dude just walked right back to FL. Returned immediately.

Is the footsquad feature temporarily on hold, pending testing?
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vet wv

Posted Nov 11, 2008, 4:16 pm
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any chance we could see a few of these critters in regular combats, maybe as sortof mobile obstacles? on the bright side i would imagine that the more cars are fighting the less of chance there would be any critters nearby (critters tend to avoid big confrontations) but with just a few cars there might be a couple that are interested and might try to pick off a few peds. in other words, they would only be there when there's polygons to spare. ;)

also: can more than one ped help to carry a large item, such as an HMG clip, to move it between cars? is that functionality on the way?

i'm not too big on the engine decrease in a fight. it seems artificial and also there have been multiple lap deathraces where i have tried to get shots on people lapping me hoping to take them out so i can limp to victory (on the figure 8 style tracks where you only need to be half a lap down). still not sure of an adequate fix, but i guess this will help for now.
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vet combatL1 wv1,0,0

Posted Nov 11, 2008, 4:20 pm
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could ya add some lasers and or hcs on tracks that shoot at players driving backwards instead?

and or a fl race track in fl that driving backwards and teamkilling is encouraged.
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vet paintball wv1,0,2

Posted Nov 11, 2008, 4:23 pm Last edited Nov 11, 2008, 4:25 pm by darthspanky
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Awesome patch Sam!  Can't wait to get home and check everything out!

When can we see mutie gangs riding beetles instead of cars?  (just kidding... or am I?)

Ayjona said:
Don't laugh, peds can beats car. I've seen it happen... Once ;) ).

I've done it!  Had a multi-player scout a while back, and the fight dragged on and on.  We had disabled cars and ammo-less guns - my squad mates were going from car to car looking for anything still working.  My driver hid behind her car and sniped the last couple pirate cars until they gave up.
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vet marshal wv

Posted Nov 11, 2008, 5:31 pm
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also would it be possible to let us re-chose character icons now that we have the new models to chose from?
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vet combatL1 wv1,0,0

Posted Nov 11, 2008, 6:19 pm
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