So… I wasn’t really planning on making any new mods in the near-future… but…
About a week ago I saw some posts about how people want the old purge back and whether there are any mods that “turn it back on”.
I explained that it’s not something that can be simply toggled back on with a mod, since it has been removed from the game and replaced with the current purge… even while it was there, most of it was not accessible in the devkit. Though, what someone can do is make a similar system completely from scratch
After replying though, I thought to myself that… I kind of also liked the old purge… so I could look into it…
Well… I did look into it a bit… and about a week later we have something that resembles… things… It’s not ready ofc and there’s several kinks to iron out, but I did record some footage of it:
Is that an actual person? I mean… probably someone out there has that name LOL
I just name test thralls as Larry and added Ramen cuz of the ramen jokes they were making in a discord… then forgot it there
As a newer player missing out on the old purge completely, it sounds like it was a lot more interesting to me, and I feel left out I didn’t even get to try it. So if your mod can do something similar to it, that’s so cool and very exciting!
Looking forward to it when it’s eventually out. I use several of your mods and you are the master IMO, they’re all very well done, simple, and no frills. So I’m sure whatever you come up with will be great.
Finally finished with the very overkill admin panel and did various tweaks and touch-ups and did a test build
Here’s some test footage from the actual game. And special thanks to Tephra who’s making brand new encounters for the mod, this is one of them
As a side-note… I haven’t played this game properly for the past 2 chapters… Combat used to be fluid and now it’s just… the opposite… I am constantly getting locked into fatality smart object slots, making character movement very clunky. So there’s some feedback for Funcom in case they’re listening
(I also wish they would’ve made… something… ANYTHING into a variable so I could at least disable it for these specific NPCs but nope… hardcoding everything… )
I think now update is cool,well,range of enemies is maybe a little large…you can not run,you are backcatch.
Fights could be better but at least is really difficult and hard.
I would ask for adding a random “finishing killer hit”,2-3 or more differents kills.
Seems to be working pretty nicely so far. Have you tested this on some less easily accessible bases yet? Ie. will the Purge get stuck inside mesh or teleport onto your rooftop if they can’t walk up to your base without tripping on a tree root?
It will not teleport…
Just to clarify, contrary to common belief the teleporting on roofs / in base was actually always a “feature” of the old purge and NOT a bug
The bug part was that when the servers started dying in gportals moldy basement then the path calculations didn’t compute so sometimes the purge thought that it cannot access even bases that it normally should have. (that’s a very oversimplified version as I’ve been reminded of as well while making this lol).
In any case, the old purge had a fallback system where it intentionally spawned a slightly smaller wave into your base in case it couldn’t find a path to it.
I… did not recreate that feature…
Currently if my purge cannot find a path to the base, it will try harder… and if it still cannot, then it will self-abort similarly to the new one, but silently (I’m only even making players aware of the incoming purge after things are already in motion and I know that there’s a good chance it will work)
I have thought about some similar fallback mechanics… but idk… for now at least we’re gonna follow the concept of “If your fort is hard to reach, it’s a less attractive target for raiding”
Yea, though today I fixed quite a lot of bugs and oversights, so hopefully it will work even better.
The editor is what sets it apart from either of the basegame purges ofc… Being a mod which can only be used on private servers (or single player), it self-contains all the tools to very easily create your own purge encounters for your server.
I plan to make a guide video on that at some point
I hope you understand that my intent here is complimentary.
Considering how diligently you work on mods,
FC might have done better if you had been on that development team.
At least with the current mess, maybe it would have come out better than it did
if only you had a hand in it.
Thanks! While I appreciate you saying that, I’m not sure that would have the capacity to change anything. Obviously working for a company means staying within the confines ot release schedules, tasks given by team leaders and basically “getting with the system”, so I have a feeling not much would change no matter who is writing the code.
(Funcom actually has some really good developers imo. it’s not the ones doing the coding that are the issue - at least that how it seems to me)
But it happened on Single-Player too. Sometimes the Purge would walk nicely to whack at my walls, sometimes they began their existence underground and stayed there, and sometimes my rooftop would be full of snakes. And my gaming rig didn’t have any mold from GPortal’s basement in it.
I’m willing to accept the explanation that the game fails at pathfinding calculations, because that’s what it does.
Thank you.
Yep. I wish more people would realize that swapping the existing dev team for a fresh one isn’t likely to make things better. And people asking for the company to hire modders would be doing the modders a disservice, because freedom to work on the features they want is something modders have but employees don’t.