Left 4 Dead 2

Left 4 Dead 2

Hardcore Survivalists (WIP)
Wyświetlanie 1-10 z 34 pozycji
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Aktualizacja: 16 lipca o godz. 15:25
twórca: Necromancer

Removed scripts from the mutation again. Decided it's better this way.

Aktualizacja: 16 lipca o godz. 15:17
twórca: Necromancer

More testing.

Aktualizacja: 16 lipca o godz. 15:04
twórca: Necromancer

Another update, testing to see what's going on with ammo now.

Aktualizacja: 16 lipca o godz. 14:49
twórca: Necromancer

Constant testing/editing. Sorry about the loads of updates.

Aktualizacja: 16 lipca o godz. 14:17
twórca: Necromancer

Reverting back to previous non-scripted version. This will add a req of the script mod.

Aktualizacja: 16 lipca o godz. 14:07
twórca: Necromancer

Re-implemented scripts. Found that the separated version did the exact same thing as what this does already. I'm clearly missing something.

Aktualizacja: 16 lipca o godz. 14:00
twórca: Necromancer

Test build - removing all weapon adjustments to test them as a separate workshop addon.

Aktualizacja: 16 lipca o godz. 11:35
twórca: Necromancer

Adjusted pistol/magnum damage values to be a bit more viable for this style of game. Pistols take ~7 body shots to commons to kill, magnum should be 1-2. With upped damage, headshots are a bit more reliable as well.
Hunters should be somewhat faster, and also spawn a bit closer to survivors.
Also, added a couple of lines that I need to test in a multiplayer setting. Will check it soon.

Aktualizacja: 15 lipca o godz. 18:00
twórca: Necromancer

Changed some typos and removed a redundant line. Also, adjusted a couple of values.

Aktualizacja: 20 września 2018 o godz. 12:21

Okay.. The ACTUAL workaround for the medkit bug.

I want it to be playable on Expert, and the idea was that you'd actually have to drop your medkit for a molotov or other throwable, throw the molotov or other throwable and have to double back for your health but I don't think that's going to work if you are forced to COMPLETELY sacrifice your medkit for a dang crowd-clearer..