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Post by Silver on Aug 2, 2015 22:04:45 GMT
Post bugs and errors you find here related to any section of the mod. Preferably with screenshots in case names of weapons are wrong, missing descriptions or attachments for example, also some suggestions for balancing. ========= Test Version Patch C - August 13, 2015 =========
This patch is obviously only for those with the test version, if you do not have the test version but want to play it, request it here >>>> mercapocalypse.freeforums.net/thread/19/beta-mercapocalypse-1The patches are all incremental so you only need the latest patch and the low resolution texture pack. DOWNLOAD LINK LOW RESOLUTION TEXTURES >>>> www.mediafire.com/download/o8csq5v7xnra3up/MercaLowResPack.rarDOWNLOAD LINK FOR PATCH C >>>> www.mediafire.com/download/v1cjqlzz3ernt74/MercapocalypsePatchC.rar
THIS PATCH DOES NOT REQUIRE A NEW GAME!
CHANGELOG:
PATCH C- Double taped MPX mags will no longer crash the game.
- VZ58 Tactical scopes no longer fly above the weapon.
- Added a new texture pack with much reduced resolution for all textures of Mercapocalypse and previous Armory mod, the quality loss is minimal, and should dramatically improve performance on shops and hopefully reduce the crashes.
PATCH B- 7.62x39mm FMJ ammo name changed to M67, while AP ammo was changed to M43
- Low Velocity ammo names corrected to JHP for 7.62x39 and 5.45x39
- 223 ASR name corrected to the new M193 replacement
- Description of surplus boxes and ammo of NATO ammo (9x19, 5.56x45, 7.62x51 etc) were changed to be of Algeira production instead of Palinero, for now they remain with the same box as before
- EOW level 20 L115A3 now features correct scope type
- Lapua L115A3 magazine name now properly reflects new ammo amount of 5 per mag, and the mag size has been reduced to 1x1
- T75 pistol reliability increased, accuracy increased by 1 and aiming time increased by 0.01
- Subcompact glocks now have silencer in correct place
- HK G28 attachment positions corrected
- Sig MPX double taped mags now use correct model, also .40 SW no longer changes to 9mm when double taping
- Uribe SPS and Five Seven now use correct model
- Walther 9 now accepts correct magazine
- AK12/76 in .410 no longer converts to 12 ga when folded or unfolded
- Incorrect Spectre M4 silencer slot removed
- Added PPK silencer and laser to shops since level 1
- Colt M607 stats while folded corrected
- .32 ACP HP description corrected
- Fixed bug with Beretta Elite .40 mag
- Encore and large revolvers changed to 2x2 to be able to be used as sidearms, since micro assault rifles are 2x2 the revolvers being 2x2 look acceptable to me (the taurus huge barreled one is the only one that remains 2x3)
- Incorrect AVS-36 sniper bipod slot removed
======== Instructions ========- Extract the reduced texture pack to the main folder of the game, overwrite when asked.
- Extract the latest PATCH C to main folder of the game, overwrite when asked.
- Go to the main folder of your game and make sure you delete the following folders if they exist:
- Go to ACTORS and delete the ITEMS folder, DO NOT DELETE THE MONSTERS FOLDER!
- Delete BMP folder
- Delete MEDIA folder
- Delete SHOPINI folder
- Delete INVENTORYINI folder
- Go to INI and delete the ITEMS folder, DO NOT DELETE BLUESUNMOD.INI OR VFS.INI!
- When starting the game you should see TEST VERSION and PATCH C at the top right, this should let you know its installed correctly.
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Post by TheUncannyTranny on Aug 4, 2015 23:44:08 GMT
Nagant M1985 found in EOW takes 7.62x54mm while it's listed that it takes 7.62x38mmR, it also only holds 5 rounds while the description states it holds 7. 30 round M712 mags hold 40 rounds and can be taped together to make an 80 round mag if both mags were full when you joined them. Trying to fill an under-60 round mag with ammo will stop at the expected 60. Several enemies in the EOW campaign who are armed with 9x19mm weapons (Mostly the early German pistols) do not carry any extra mags or boxes of ammo. Some shotgun-totting EOW enemies don't carry the correct ammo for their weapons. While I doubt anything in your mod changes this it REALLY feels like the EOW enemies are a LOT dumber than normal; they're prone to just sitting there looking at me while I shoot at them, occasionally ignoring injuries and misses that land nearby.
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Post by Silver on Aug 5, 2015 2:19:23 GMT
Nagant M1985 found in EOW takes 7.62x54mm while it's listed that it takes 7.62x38mmR, it also only holds 5 rounds while the description states it holds 7. 30 round M712 mags hold 40 rounds and can be taped together to make an 80 round mag if both mags were full when you joined them. Trying to fill an under-60 round mag with ammo will stop at the expected 60. Several enemies in the EOW campaign who are armed with 9x19mm weapons (Mostly the early German pistols) do not carry any extra mags or boxes of ammo. Some shotgun-totting EOW enemies don't carry the correct ammo for their weapons. While I doubt anything in your mod changes this it REALLY feels like the EOW enemies are a LOT dumber than normal; they're prone to just sitting there looking at me while I shoot at them, occasionally ignoring injuries and misses that land nearby. thanks for the reports, the EOW inventories will be taken a look at to see what is going on with the problems you mentioned, ill also take a look at the M712 magazines, this bug is probably since vanilla as i havent changed these magazines well the mod does not touch the AI at all, do you remember if you selected the dumb enemies option?
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Post by TheUncannyTranny on Aug 5, 2015 12:20:06 GMT
*Gasp* Shame on you for implying I'd ever play with dumb enemies! I am insulted! Seriously though, it's not on dumb enemies and the only thing I changed from my last, non-beta playthrough is that I'm playing the EOW campaign on veteran which I have never done before. The only difficulty options I have on are no crits (I wish this made it so you couldn't inflict crits on enemies as well, there's enough randomness in the combat as is) improved medkit, show hit probability and last enemy.
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Post by Slice on Aug 5, 2015 15:00:05 GMT
Nagant M1985 found in EOW takes 7.62x54mm while it's listed that it takes 7.62x38mmR, it also only holds 5 rounds while the description states it holds 7. 30 round M712 mags hold 40 rounds and can be taped together to make an 80 round mag if both mags were full when you joined them. Trying to fill an under-60 round mag with ammo will stop at the expected 60. Several enemies in the EOW campaign who are armed with 9x19mm weapons (Mostly the early German pistols) do not carry any extra mags or boxes of ammo. Some shotgun-totting EOW enemies don't carry the correct ammo for their weapons. While I doubt anything in your mod changes this it REALLY feels like the EOW enemies are a LOT dumber than normal; they're prone to just sitting there looking at me while I shoot at them, occasionally ignoring injuries and misses that land nearby. Can you remember in which Levels the issues regarding the pistols were?
Edit: Found and fixed the Issue with that particular Nagant Revolver. But i can't find the Pistol and Shotgun Issues, are you sure it was in the EoW-Campaign?
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Post by TheUncannyTranny on Aug 5, 2015 16:19:37 GMT
Nagant M1985 found in EOW takes 7.62x54mm while it's listed that it takes 7.62x38mmR, it also only holds 5 rounds while the description states it holds 7. 30 round M712 mags hold 40 rounds and can be taped together to make an 80 round mag if both mags were full when you joined them. Trying to fill an under-60 round mag with ammo will stop at the expected 60. Several enemies in the EOW campaign who are armed with 9x19mm weapons (Mostly the early German pistols) do not carry any extra mags or boxes of ammo. Some shotgun-totting EOW enemies don't carry the correct ammo for their weapons. While I doubt anything in your mod changes this it REALLY feels like the EOW enemies are a LOT dumber than normal; they're prone to just sitting there looking at me while I shoot at them, occasionally ignoring injuries and misses that land nearby. Can you remember in which Levels the issues regarding the pistols were?
Edit: Found and fixed the Issue with that particular Nagant Revolver. But i can't find the Pistol and Shotgun Issues, are you sure it was in the EoW-Campaign?
I forget the full name of the shotguns that were having the issues but they were the "Trenchguns" and it happened with both the bayonette'd and non. The only other shotgun I've seen was a single sawn-off (I'm at level 13 now I think, those shotguns were from far earlier though. The pistol I was referring to in regards to not coming with extra mags/ammo boxes were the "Walther Pistole" Which I believe showed up around level 5-6. I know they were in the same level that I first seen a SMLE No. 4 Mk 1 because I actually own one in real life so it was neat to see. Yes I am sure I'm in the EOW veteran campaign as I'm still going through it and I always do it pretty much the first thing in a new game. Edit: Level 13 of EOW campaign had a M79 loaded with 4 12 gauge slugs, it still fired the grenade just fine though. Removing the slugs would disallow reloading them.
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Post by Slice on Aug 5, 2015 18:25:55 GMT
Fixed the M79, the game treats the M79 as a weapon with internal mag also, didn't know that. Sorry, my fault!
Edit: I found the missing Pistol Ammo, sometimes you have to check vests and Belts too.
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Post by TheUncannyTranny on Aug 5, 2015 18:48:56 GMT
Level 14 of EOW had a fighter armed with an MP5A4 alongside a spare mag for it and a 30 round mag for a MPX which wasn't in their inventory, or anywhere else. Maybe the fighter thought it was another MP5 mag, they do look alike (I'm kidding)
While not a bug I had the chance to fire some 5.56mm duplex ammo from my HK 33A2 and despite claiming to do 12-49 damage I ended up filling my event window with "Enemy hit in the head for no damage" against a helmet-less (Unless red berets conceal helmets) downed foe. I continued to fire tri-bursts into their dome until a crit finally did em in. All in all it took 22 rounds to finish off them off (They were downed by a 7.62x51mm to the sternum beforehand)
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Post by Slice on Aug 5, 2015 19:03:28 GMT
Fixed, thanks for the Headsup and keep'em coming (Those SAS Guys always want their extra platter).
How do you like EoW so far?
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Post by TheUncannyTranny on Aug 5, 2015 19:15:40 GMT
EOW is probably my fave part of the whole BSM/Merc set of mods. I love firearm development history and with this beta it's dipped into some Japanese weapons which is pretty cool. Not sure if it's because I went with the veteran mode this time but it feels like it really sped through the "Cowboy" era which kind of made me sad on account of loving lever-action rifle/carbines.
Like I mentioned in a previous post it really feels like the AI is particularly stupid and unresponsive... Not to mention on no less than 2 occasions so far an enemy as thrown a grendade at their own feet.
Another addition I like is that some enemies have mines and the like on em; while that isn't congruent to my playstyle I think more options is almost always better... Really not liking the pocket pistols to be honest, I really, REALLY wanted them to be useful but as much as I tried to put myself in a situation where they could be useful they're just all kinds of useless.
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Post by Slice on Aug 5, 2015 19:28:15 GMT
I had to put some 130-140 years of Firearm Development or Wars into 22 Levels so i only got 2 Levels of "Cowboy" Weapons. Silver told me that the AI Stupidity seems to be a Vanilla Problem and either is caused by the AI kind of giving up or too many AIs at once. Suicide Bombing AI would be very suitful for LVL 20 I tried to give some variancy and sometimes roles to enemies, so it's nice that you like it. About the Pocket Pistols, i just use them as Backup-Backup-Gun Also, for People whom might be interested in it, here's the Timeline for EoW: Lvl1 Western Revolvers Lvl2 Western Rifles Lvl3 WW1 Lvl4 Colonial Wars, Spanish Civil War, Prohibition Lvl5 Early WW2, Westfront Lvl6 WW2 Early Eastern Front Lvl7 WW2 Early Pacific Lvl8 WW2 High End Europe Lvl9 WW2 High End Pacific Lvl10 Korean War Lvl11 Indochina War, Six-Days-War Lvl12 Early Vietnam War Lvl13 High End Vietnam War Lvl14 Falkland War Lvl15 Lebanon War Lvl16 Latin American Civil Wars Lvl17 Soviet-Afghan-War, Invasion of Grenada Lvl18 Gulf War 1991 Lvl19 Yugoslavian Civil War Lvl20 War on Terror Lvl21 Ukrainian Civil War Lvl22 Fictional US-China-War (Or SCO-NATO-War)
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Post by TheUncannyTranny on Aug 5, 2015 19:46:38 GMT
Jeez, thanks for the spoilers! *Snort* I used to be able to use one of the longer .45 lever actions for several levels up until the M1 came into play though and I kinda missed that. *Shrug* Oh well.
I've never seen the AI act quite this foolishly though and I've been playing on and off for years.
I'm thinking the pocket pistols should stay in said pockets. I forget which one it was specifically but it was in .25 ACP and used baby Browning mags I wanted to test it out safely so once I downed the last enemy I closed in to 5~ meters and unloaded two mags with aimed torso shots... 3 hit and then I finished it off with melee (Although I like to think Lambert just threw the damn thing at em)
Hmmm, now that you listed all the EOW levels I am curious about what you did with the game levels outside of EOW, with the introduction of .22lr, .410 and the like will all levels be padded/stretched out, or just the first few? Are there more game levels now? (Is that even possible?)
Since you mentioned the Ukrainian conflict it reminded me (As a Half-Ukrainian, Part-Canadian person) Do you know if Canada got any love in regards to equipment? I know it's owned by Colt now but I've been dying for some Para-Ord hi-cap match grade 1911 clones for those quiet, intimate moments~
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Post by Slice on Aug 5, 2015 20:02:51 GMT
Yeah... But in before "I don't get the Balance, why FALs before M4s although they're better?!"
Did you have it always, i played some Levels and it was kinda okay with the AI.
Since i don't know if it's possible to add more Levels i went with the existing amount of Levels but HTW and the Bootcamp are laidout different than EoW, they're much more balanced i'd say.
Since i did the inventories i can tell you that Canada get's a part in EoW (although enemies' equipment is always a gamble) as well as some other nations too, but sorry no Para Ordnance 1911. Actually i'm interested if someone finds the "hidden" Nation in Lvl 13
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Post by TheUncannyTranny on Aug 5, 2015 20:41:51 GMT
Seems to be throughout the entire EOW campaign that the AI has been acting up. I was laying prone with a suppressed MP5 while an enemy who I knew seen me ran towards me, stopped about 5 meters from me then turned around and started to run away (Surely Lambert isn't THAT scary) Stuff like that, plus enemies just calmly waiting for me to chip them to death with the VBR 9x19mm rounds who just stand there and don't react despite my being visible and them being hit (And I wasn't stun/shock locking them) has been happening since level 1.
I don't think I've ever done the other campaigns, mostly because they seem to vanish after doing EOW.
SilverGirl really needs to get over her Taurus bias and get some Canadian weapons in there... It's not like we have much to offer, haha.
I forgot to mention earlier but I found some boxes of 7.62x39mm in a box labeled "Low-Velocity" or something like that but it held JHP or something (Sorry, it was really late last night when I was playing and it totally slipped my mind) Not sure if that was a mislabel or is there more variety in cold-loaded ammo now?
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Post by Slice on Aug 5, 2015 20:58:40 GMT
Hm, never had that behavior with the AI, maybe someone else had it that worse.
I just played two or three missions EoW and i think i can still do the other ones, but that sounds like something i heard before regarding the bar campaigns.
Good old "Patriotic Biases", you two discuss that between yourselves, i go and play with my superior southern german toys ;D
I think Low-Velocity-Ammo got switched with HP-Ammo.
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