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v2.5.4 Alpha #540
v2.5.4 Alpha #540
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Die4Ever
commented
Sep 30, 2023
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edited
- Walton Ware and bingo
- know smuggler by default
- everett goals in everett start
- more keys and datacube passwords for mid-game starts
- many more bingo goals
- Enable prison pocket for WaltonWare so that you keep your equipment when you start in mission 5 jail (to keep the pace a bit faster)
- fix pool balls in lucky money
- improved consistency of DXREnemies
- NG+ lower caps for skill costs
- fixes for enemy shuffling
- don't rando weapon mods in zero rando
- the merchant: increased chances for medkit/biocell, cheaper prices, less common
- randomized attached grenades
- more zero rando balance change removals
- reduce spook timer from 25sec down to 15sec
- fixed warehouse generator basement location
- tweaks to ship weld point locations for improved visibility
- Chill Paris %
- many improvements to keys_rules and datacubes_rules
- fix M08 street unatco troops spawning early
- Re-add first MeetPaul conversation, but slice out the part where he offers you equipment
- Restore conversation with Lucky Money bouncer if you sneak into the club without paying (Restore cut conversation with Lucky Money bouncer #524)
- Restore cut conversation between Lebedev and Tong in the LaGuardia Helibase (Restore cut phone conversation #430)
- NPCs will now factor in their damage resistances when determining if a projectile is dangerous (no more fire extinguisher cheese against Gunther) (Enemies shouldn't fear damage that they fully resist #539)
- Flare Darts can now light trash bags and other decorations on fire
- allow stomp damage on friendlies
- speedrun timer improvements
- Fix VersaLife disgruntled guy (John Smith) not showing up dead in the canal if you don't help him
- nerf duration of hazmat and rebreather slightly
- improvements for goodbots and merchants blocking hallways and doorways
- fix autosave bug with backtracking using dynamic teleporters recently seen in WW streams in Area 51
- Fix lasers in sewers under dockyards
- tweaks to demolition skill balance and attached grenades
WaltonWare. Reorder DXRStartMaps to be loaded before DXREvents so that flags set there happen before DXREvents runs.
goals based on looking at textures. Add bingo help text for Trophy Hunter.
hosed, but at least they're spawning in the right spots.
having opened the cell door.
scrollbar to the bingo help text window so that more info can be provided.
you start in mission 5 jail (to keep the pace a bit faster)
- Open x Suspension Crates - Kill x SCUBA Divers - Raise the ramp to the super freighter - Props to you (Visit the propeller on the super freighter) - Check the name on the super freighter
maybe all augs shouldn't go below 0?
before their doors are opened
lasers in sewers under dockyards. Add ability for bingo trigger to be hit by an Untrigger
swimming in the separation tank)
ship, and reading the email from the captains daughter
disable the hazard lab electricity, find the maintenance key in the tunnel, enter universal constructors, disable electrical panels in the computer room, and go swimming around the gas tanks
satellite dishes at the sub base, destroying ventilation fans in UC, entering the flooded store room, and entering the flooded med bay.
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foreach AllActors(class'#var(prefix)DamageTrigger',dt){ | ||
if (dt.DamageType=='Shocked'){ | ||
dt.Tag='lab_water'; |
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do we need to do damage scaling here like we do for the paris radiation room? also probably should do the spinning room in shipfan
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I don't think this one is totally necessary, since you can jump across and disable the electricity. This fix just made it so all the damage triggers actually get disabled by the electrical panel (From what I could see, it was just one near the computer that wasn't linked)
//Restore answering machine message, but in mission 2 (conversation is in mission 3); | ||
//tad=Spawn(class'#var(prefix)TAD',,, vectm(-290,-2380,115),rotm(0,0,0)); | ||
//tad.BindName="AnsweringMachine"; | ||
//CreateAnsweringMachineConversation(tad); |
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can we clean up these comments? seems like nothing is calling CreateAnsweringMachineConversation? it should be called from AnyEntry I think since conversations are transient
@@ -11,6 +11,7 @@ function PreFirstEntryMapFixes() | |||
local Terrorist nsf; | |||
local #var(prefix)BoxSmall bs; | |||
local #var(prefix)Keypad2 kp; | |||
local #var(prefix)TAD tad; |
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local int i; | ||
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//Spawn invisible phones for the payphones | ||
switch(dxr.localURL) { |
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you wanna know a really dumb trick you could do here? no idea if this is terrible practice or not
switch(dxr.localURL @ isRevision) {
case "02_NYC_STREET false":
return "Find and view enough maps of different areas."; | ||
msg = "Find and view enough maps of different areas."; | ||
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if (mission<=1){ |
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looks like this one might need more hints for other missions?