Stealthy Gear: armor,weapons and equipment that will add the ability to the player will reduce his detection radius by other enemies, similar to the SMG mod those will offer some tradeoffs for the higher stealthiness of the weapons - after all you would suspect a guy in a jacket a whole lot less than one with a full armor OK so far i have a few ideas roughly implemented: Again, we can't commit to any solid work until after 1 June, but if the community can agree on the functionality and capabilities by then, we'll start/assist those who have already started ASAP! Ok, so let's post thoughts and ideas below. There may already be existing sound files available for purchase somewhere. I'm happy to provide some additional funding for his help on this. We're currently working with Max who helped Tim Wynn create the XCOM 2 OST. Sound Files: To do this well, we would want the correct sound assets for the suppressors. Before we go to him however, we would need to have the system completely finalized and our concept artists would propose a few design ideas (he'll prob use his own designs, but it's worth concepting out anyway). #Xcom 2 andromedon modsWe would need to look into the possibility of adding new weapon mods into the game (I assume it can be done, but I haven't confirmed it). Pending his availability, I would be willing to hire him to create sound suppressors for the Tier 1 weapons (at minimum). Scope: While we'll have to agree on a concrete scope to avoid "feature creep" (this can't be all things to all people unfortunately), the idea is that this mod would be comprehensive enough to become the community standard for Stealth and Guerilla Warfare Mods for both players and the modding community.ģD Assets: The team has great 3D artists, and I also know the original XCOM 2 weapons artist on twitter. Ideally, this mod would not only adjust ini configs, but be robust enough to drastically alter timer behavior in the Kismet (this may be a stretch goal). Players would control these options from a universal screen in the options menu using either the Long War Toolbox or MCM (whatever the community standard becomes). Overview: While there are certainly some great "True Guerilla" Mods already out, this mod would aim to be a comprehensive aggregate of the settings/configurations desired. It would not have to be a "Dragonpunk Mod" as we're only concerned about the final product, and not who gets the credit. Our commitment for the Stealth Mod would aim for a polished public release of 1 October (1 September for debugging and internal testing with 3D assets, sound files, etc.). The final release of the ModBuddy extension was out April 2nd, and we're still on track to have Co-Op out internally for June 1st, and publicly July 1st. Timeline: We'll certainly try to work within your/the community's timeline, though our goal is to release mods quarterly. I've created this thread, but happy to use an existing one if you'd like.īottom Line Up Front (BLUF) Team Dragonpunk will commit to an existing or new Stealth and/or Guerilla Warfare Mod (coding, 3D assets, sound, etc.) to be complete no later than 1 October.
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