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Subquake's Undead Legacy

The truth is that the mod looks very good. Well worked, in every way, detailed recipes, good quantity of items that are required (not like in vanilla, which for a door is wood and iron and ready).

I like the mods ...

Another detail ... Possibilities for Spanish translation?

I speak Spanish, could help in something. I have worked something in regards to the configurations of other mods that I downloaded (I edited them to my liking) ...

And in the community there are many people who speak Spanish. And already in the translation of the game itself, there are problems with that. But they do not fix that much.

 
Another detail ... Possibilities for Spanish translation?I speak Spanish, could help in something. I have worked something in regards to the configurations of other mods that I downloaded (I edited them to my liking) ...

And in the community there are many people who speak Spanish. And already in the translation of the game itself, there are problems with that. But they do not fix that much.
Yes, by all means, you could help with the Spanish translations. If you want to participate early, join the discord channel, where we can talk about details how etc.

 
Since none of the people, who are joining the discord channel are posting here anymore, I would like to report, that the testing is going successfully.

So far I have found and solved many issues, that without the help of the people testing, wouldn't have been found. Balancing also is slowly shaping the mod to the direction I want it to go. If you want to try out the mod early on the test server (hosted in Germany), join our discord channel to find details how to. Any input is greatly appreciated.

As to when the xml files will be available is yet to be determined, because there are some issues to be dealt with regarding progression curve.

 
Since none of the people, who are joining the discord channel are posting here anymore, I would like to report, that the testing is going successfully.
So far I have found and solved many issues, that without the help of the people testing, wouldn't have been found. Balancing also is slowly shaping the mod to the direction I want it to go. If you want to try out the mod early on the test server (hosted in Germany), join our discord channel to find details how to. Any input is greatly appreciated.

As to when the xml files will be available is yet to be determined, because there are some issues to be dealt with regarding progression curve.
Oh, Really? I'm glad to hear that testing is going nice.

Unfortunately, I can't join server for ping/lag issue from here.

But, don't rush. Balancing is really important part for fun....

I'm looking forward to play your mod in a few weeks. :)

Keep up nice work.

 
So for anyone who hasn't been following on the discord chat channel. Here's some updated screenshots, where you can see the latest changes both in functionality and UI:











 
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looks great. Curious tho, how does the forge work since you don't have an output field for it?
There is an output field. It's under the queue, I was just too lazy to figure out how to visually make labels for all the sections of the inventory, since it's not an easy task to make them fit well and look pretty into the design.

Idea is as follows: Everything on the left side is input - crafting recipe list (5x5), queue (5x1), output slots (5x2). Everything on the right is input. Only way Forge is different is that it has only 3 slots for smelting ore as input.

I tried to make forges work with different materials (from inventory), but it results in spam of errors, which is why it doesn't have 5x4 input grid under the standard.

 
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I'm not sure how to react about it, but in the last few days there aren't coming in that much issue reports from the testing phase on the server. It's either a good thing or a bad thing, maybe people haven't stumbled across them yet, but the testing process is going quite well.

I am glad, that I didn't rush with the release of xml files for the public yet, because there were a lot of things overseen and missed, that are all now fixed and more things are being improved over time as well. If no major issue will come up by the end of this week, then I will be releasing the xml files, so far the mod looks pretty stable, no errors in the console etc.

The only 2 main issues though, that I have and I doubt I will solve without diving into .dll/SDX territory is small hickups/lag because of all the new recipes (only way to deal with it is by typing something in the recipe search field), and the second issue is related to inventory size - because of how many items have been added and considering the fact, that there will be a lot more to come, inventory size is very underwhelming. Even with additional storage on the minibike it seems like it's not enough.

:smile-new:

 
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The only 2 main issues though, that I have and I doubt I will solve without diving into .dll/SDX territory is small hickups/lag because of all the new recipes (only way to deal with it is by typing something in the recipe search field), and the second issue is related to inventory size - because of how many items have been added and considering the fact, that there will be a lot more to come, inventory size is very underwhelming. Even with additional storage on the minibike it seems like it's not enough.
:smile-new:
A better way to deal with recipe lag is clicking on the Favorite's Star and leaving it on. That way there is no lag when you open your inventory.

 
I'm really interested to know if/what you did about progression. (How fast a player / team reaches "endgame")

Any insight in your thought process?

 
I'm really interested to know if/what you did about progression. (How fast a player / team reaches "endgame")Any insight in your thought process?
Depends on luck, really. If you happen to find some good items early on, then within days you will be there.

It will be dealing with this issue over time, by introducing tiered items and some only craftable (endgame) such as titanium alloys, diamond coated auger blades etc.

 
This looks amazing... will there be new 3d models for the weapons and work stations?

Also is this mod aiming to be more difficult than vanilla... I hope so!

 
You can still find mechanical parts the conventional ways? I've never made them before, never needed to. So was just curious.
Yes, for now :)

This looks amazing... will there be new 3d models for the weapons and work stations?
Also is this mod aiming to be more difficult than vanilla... I hope so!
About 3D models yes and no. Once all the UI work will be done, I will branch the mod into two versions: Lite and Full, where Full will be with SDX and .dll changes and not compatible with EAC.

For now I'm more about balancing and making the mod an enjoyable, yet challenging experience. In some sense it's more difficult, in other not so much, with all the new items, loot abundance is noticeable and inventory management has never been harder, but a lot more fun to play!

 
for now!? not liking the sounds of that :)

Hey could you contact Games4kickz and ask him to test your build out? I'd love to watch him play test it for you on youtube, I'm sure he'd be right into it. Would garner more interest in it as well.

 
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