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Fix EDF spawning very close to player: Possible related file: spawn_parameters.xtbl
Rebalance wanted level times: file to edit might be alert_level.xtbl
Make it so you don't lose alert level when going to a safehouse
NPC and vehicle overhaul
Re-port DLC vehicles to base game when modinfo.xml is supported in SF
Try to make NPCs respond to player from longer distances
Increase squad sizes (x8 for workers/rf, x4 for EDF)
Overhaul vehicle handling
Re-implement DLC weapons
Re-implement misc changes (see reverted changes in changelog.txt)
Try to make it so EDF withdraw from liberated sectors (see territories.xtbl)
Fix EDF/NPCs spawning really close to player: (tweak_table.xtbl, spawn_parameters.xtbl) and other squad files?
EDF attack on sight if you're holding a gun
Hit and run gameplay on higher difficulties
EDF should be hostile if you have weapons on your vehicle
Try to fix not being able to fast travel in Dust
Add vehicles driving on roads without traffic like FFZ and EOS end game after the missions are completed
Ore deposits drop 1 piece of salvage instead of 2
Make it so you can't buy all the backpacks from the start
EOS Edf Assault Command Mission: Ally NPCs need to be more aggressive and fight beside you but get stuck and lag behind the player, would be better if they could push foward better as enemies are cleared out, buff number of friendlies as only 4 guerrillas and marauders spawn at a time. (eos_edf_command_assault.png)
The hammer should be less powerful
Stealth should last 7 sec
The aptly named Rhino "charge" isn't a charge, but a step forward.
Reduce the price of Heal, Tremor and Jetpack (300>200/300>200/ 700>600+300 for recharge).
Increase the price of Rhino, Damage boost and Stealth by 25%. The rest of the packs that I haven't mentioned don't need changes.
Improve driving skills of NPCs (reduce AI speed)
Guerilla Express unlocks in 3-8 Guerrilla Actions
290 out of 300 deposits but you have 6000> salvage.
Increase morale drop for death
Gameplay changes
Salvage balancing, too expensive on normal and hard
Improve vehicle handling
Reduce EDF accuracy
Vehicle handling overhaul
Rebalance side activity pro times
Make EDF withdraw from liberated sectors
Uncap alert level during missions in scriptx files
Casual = Swat EDF like flies and blow shit up as the ultimate space asshole.
Normal = An average mix of sandbox fun and tactical combat. Nothing too heavy.
Hard = You'll need to think smarter and plan your attacks ahead of time, using guerrilla hit and run tactics and then getting the hell out, if you want to succeed. Challenging, but balanced.
Insane = An ultimate test of your guerrilla skills. You stand no chance against the military might of the EDF without careful planning and tactical knowledge in a realistic guerrilla warfare scenario. Where you are but an average man, standing against the overwhelming force of your oppressive military dictators.
Allies are useless, worse they will get in your line of fire and if you are firing a thermobaric rocket and kill yourself.
Civilians run around aimlessly while you are trying to finish a mission (sniper mission in EOS especially)
Unlimited enemies that keep spawning right behind you (pet peeve of mine in games)
Receive no salvage (including morale bonus) from missions.
More checkpoints
Speaking of Badlands, makes little sense that both RF and EDF can spawn in the Irradiated Zone. I think that's also a result of 1.063?
More usage for salvage: upgrading vehicles (swapping out vehicles for ones with guns, repairing vehicles, adding armor, adding moab from safehouse)
Bug with essential bridge not spawning near the end of the game: non destructible bridge has only half loaded in and means you can't finish the game. One of the last missions you're tasked with destroying enemies and protecting a truck to its destination, issue is you're not following the truck yourself, you're tracking it with a missile launcher and the truck goes to where this bridge should be and drops down and loops back round over and over again.
The game itself thinks it's there, in and out of mission the AI just straight drives off it, waypoints (which normally divert around destroyed bridges) just go straight across the gap.
Manual Override mission: EDF scouts spawn around the truck failing th e mission, sometimes the truck will either get stuck and/or flip and if you splash enemies next to it you deal ridiculous amounts of friendly fire
it is the second to last mission in eos the one that has you protect the truck with the missile that will be loaded with the nano forge, I agree, the mission of escorting Vasha's truck is extreme RNG. The truck is so weak that you can't afford to splash the EDF next to it. Sometimes the truck will get stuck and Marauders will abandon it. Other times it just flips when trying to drive around wreckage.
Allow player to use horn in vehicles
Add grenade to singleplayer
Make it so explosions can destroy metal beams
Make it so civilians are no longer bullet sponges
Headshots are now insta kill?
Make it so Mason isn't a bullet sponge?
Make it so grenades can now insta kill the player?
Make it so you can shoot the wings off EDF flyers
Safehouses that save your vehicle if you drive them there like GTA
What I personally feel would be an interesting dynamic is if the EDF could actually gain back control.
Maybe not once a sector is fully liberated, but during the storyline in that sector.
If you fail a Guerrilla action or morale takes too big of a hit, the EDF gains control while you lose morale.
And as a consequence, leveled EDF structures might be repaired.
Turning it into a constant struggle for the edge in the power dynamic.
Air traffic control mission where stealth is heavily implied but it just doesn’t matter
The text was updated successfully, but these errors were encountered:
spawn_parameters.xtbl
alert_level.xtbl
The game itself thinks it's there, in and out of mission the AI just straight drives off it, waypoints (which normally divert around destroyed bridges) just go straight across the gap.
The text was updated successfully, but these errors were encountered: