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File credits
Thank you FluffyQuack for your awesome extracting tools and mod manager, this project wouldn't be possible without your help.
I would also like to thank alphaZomega (or alphaz) for his RSZ script. It helped me a lot with editing coordinates in 0.7vr and will be essential to progress further into this project.
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- Fixed some items disappearing after a restarting from checkpoint (early released on 0.6.1)
- Fixed items and weapons not looking naturally placed (weapons floating instead of laid down, for example)
KNOWN BUGS:
- some added enemies don't seem to have a functional behavior, so they just stand still
NOTE: the mod is still only done until RPD. You can play after it but it could be impossible.
Version 0.6v
Changes done until RPD. Public release of a demo version.
Donations
No donations accepted
WARNING: YOU NEED TO PLAY THIS DEMO ON ASSISTED DIFFICULTY, OTHERWISE THE MOD WILL BE UNFAIR DUE TO NOT STARTING WITH THE CQBR ASSAULT RIFLE.
Hello everyone, for the last week i've been learning RE Engine and creating this project i call Doomed City and i'd like to share here to get some feedback.
Doomed City is a difficulty mod, which means it tries to make the game as hard as possible while still maintaining fairness in gameplay. In addition to this, there's lots of small tweaks in graphics and some of the game's mechanics as well to give more new content.
This demo is done until you reach RPD. Some stuff is changed after that but it's not balanced yet, so if you're going to play it feel free to use the trainer when you run out of ammo.
below is a list of all current changes in this project, some screenshots, the download link and what i plan to add/change for the final release.
DOOMED CITY DIFFICULTY - DEMO VERSION -New enemies
-New items
-New mechanic for special weapons without infinite ammo and one-time use
-New crafting recipes
-New drops for Nemesis
-New weapons (discarted ones)
-New skins for Jill and Carlos
-New menu
-Enhanced enemies's Artificial Inteligence (Roughly 30% harder than Inferno mode)
-New ammo capacity for all weapons
-New atmosphere (Blood Moon)
-Reduced weapon firepower
-Increased damage taken from enemies (3 hits to die in Assisted mode)
-Anti-Cheat system. You can use a completed save file to try using your infinite rocket launcher, i just don't guarantee it'll work.
High-Grade Gunpowder + High-Grade Gunpowder = 150 Assault Rifle Ammo
Explosives A + Gunpowder = First Aid Spray
Explosives B + Gunpowder = Mixed Herb (G+G+G)
Explosives A + High-grade Gunpowder = 20 Shotgun Shells
Explosives B + High-grade Gunpowder = 6 Magnum Ammo
Explosives A + Explosives B = Recovery Coin
What i plan to add and change for the final version:
-ALL enemies in this demo are but a placeholder. My plan is to remove the changes done directly into their prefab files and learn how to directly change each individual entry including their positions.
-Add new skins for all enemies and MAYBE all characters as well.
-Change difficulty parameters so you start with the CQBR Assault Rifle and 100 AR ammo in every difficulty. along with only 6 inventory slots in total.
-Decrease current ammo capacity and increase inventory stack size, so you can carry around more ammo in the same slot. Same goes for herbs and sprays.
-(if a miracle happens) Add more areas to explore
-And a few more things
If anyone wants to help me with learning anything listed above, feel free to send me a DM. I am only a casual modder so any help will be much appreciated.
In case anyone here wants to mod this game too, i have some tutorials written in the RE Modding forum and plan to write more in the future about all my findings. It should take some time for that though, so if you want anything you can send me a request to write it down sooner.