if you can send us a save game we can look into it, you can either upload it somewhere or post it on the bug section in our discord
if you can send us a save game we can look into it, you can either upload it somewhere or post it on the bug section in our discord
Very strange, we've not seen anything like that. What are you running it on? Windows or something else?
Nice idea for a project, especially the custom textures for the modified enemies - looking forward to seeing some map sets utilising this.
Try 'story' mode - the only thing you'd be locked out of is the extended endings that are unlocked via professional mode, but I am thinking of adding an extra way to unlock those at some point.
not sure what you mean by key gameplay elements, what difficulty are you playing it on?
it's in megabase, inside the reactor area near where you get the red keycard.
that's a bug, make sure you've grabbed the patch - the message is wrong.
I've taken a look and can't reproduce this; when I activate all 3 hidden switches, the secret door inside the tunnel opened for me just fine. There's no glowing door involved with the secret.
the NiN tracks are still there, make sure you don't have streamer mode turned on.
They're hidden behind the waterfall outside the AMC base!
It's done with the PDU in a level; switch to scan mode, than toggle with the right-mouse button to select air drop or supply drop (Didn't have time to put this in a tutorial section)
When you start for the first time, you appear in the main room of the AMC Base. You can head to the 'Mission Command' Room and use the terminal there to get started.
Yeah, though there will only be a few for each character.
Serpent God and Mongur have received some tweaks; as for the Succubus, the easiest way to victory is use the Void bolts and their Mana alt-fire, there should be a magic crossbow just inside the entry room of her lair. When the Succubus has been void bolted, she can't use her grabbing attack on you.
it's not a easy solution, you'd have to go through the item code file and change them all manually
Yeah there's still some work to be done in that department.
Yeah fonts have been updated too
They're using models (more specifically 2 sheets with a texture applied to them) whilst originally I was hard line against models for the previous episodes, I've relaxed that for special effects like the tracers or skyboxes.
the loadout menu does kind of fill this purpose, the precog machines now display what equipment/things you can find in levels so it should be significantly easier to track down stuff you're missing.
Yeah, the ones that were previously unavailable due to EDF missions being removed are now available to find again.
Thanks for the reports, Many of these are already fixed now for the next episode. I'll take a look at some of the others too.
Work is going well but it's still at least a year off.
Yeah but not those Zaxtor maps; they're super-hard optional maps and don't need to be played or beaten to progress.
Thanks, and yes ep5 will have a lot more cool stuff coming!
Can you clarify a bit more? Are you talking about the framerate, or the actual gameplay? If it's the framerate, you can limit the FPS in the video menu. If it's the gameplay itself, I'll look into an accessibility option to toggle the game speed down a bit since it's not a lot of work, but I won't be able to guarantee everything will work 100% with it.
not in the release version, but I am planning something for this too.
Already done ;) You get Polymers for MIA'ing an enemy now; the amount is dependant on how many HP it has left. There's also a bestiary available in-game now, and MIA'ing enemies will add some extra info to this. It's nothing huge but it's a nice bit of fluff.
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Jblade35
James joined
Creator and lead developer of the AMC Squad, Nuclear Showdown, and Imagination World. Been working on Build engine stuff for over 20 years now; I've been working on AMC TC since 2007.