About this mod
Deleted META loadouts. Build your cursed guns, go nuts!
No mod loaders needed. Easy cut + paste + extract installation.
Extra & cut contents. All vanilla assets.
An extremely modular, scripts only, simple overhaul of the core gameplay mechanics and systems.
- Permissions and credits
Just extract into: ZERO Sievert\ZS_vanilla\gamedata
This mod is NOT realistic or attempted to be realistic, 2D top down nature of the game helps that fact.
Mod is heavily focused on gameplay, fun and making things "reasonable/agreeable" while making everything a viable option.
Primary objectives:
1/ Eliminate the game's stale "meta" rosters such as AA-12 + AS-VAL...
2/ Eliminate inconsistencies, such as weight, stack, value, availability, etc...
3/ "Fix" traders of all factions, now Green Army is an equally attractive choice vs Crimson Corp.
4/ Change how Economy works, providing a consistent experience, planning your gears is even more important now.
5/ Allow "Loner" run to be MORE viable, as in you're not joining any faction.
6/ Some sniper rifles can now be used WITHOUT a magazine, reload after every shot, First Bullet perk BUFF this.
7/ Actually make SubSonic ammo a VERY viable option, especially early and mid game.
8/ By buffing SubSonic, STEALTH is now extremely viable, role play Splinter Cell all day every day :)
9/ Greatly expanded and overhauled attachments interchangeability + stats. NO MORE META!
Secondary objectives:
1/ Add humorous descriptions, some of which are actually helpful tips.
2/ Added several guns without adding new sprites (completed with stats, behaviors and attachments)
3/ Change how ammo and weapons behaves. Dev attempted this, but it's only slightly better, not a big improvement.
4/ Buff bosses to behave more like players, providing them gears and consumables to sustain their efficiency and lethality.
5/ Change vanilla AI, fix some old problems such as unresponsive to incoming sniper fire, they will push or counter snipe if possible now.
6/ Overhauled loot pools for varieties. ex: You get a chance to find guns or armours inside BIG from its last meal.
7/ Added more items & guns through recycling vanilla game's assets (unused or otherwise)
... MORE OVERTIME!
Notes:
This mod is highly modular, you may use one, several, or all files at once.
There is no need for a mod loader (but I'm not stopping you from using it).
It should be compatible with almost anything that's not touching nor replacing these files, mods or otherwise.
Since these are merely script files, in theory it should be compatible even with new version of the game.
MIGHT NOT BE COMPATIBLE with new version of the game if dev added new weapons, ammo, attachments...
But it should still works, just no new stuff in-game. Do notify me if that happens, relatively easy fix.
The core files for this to works are:
w_mods.json
weapon.json
ammo.json
caliber.json
AI files are optional. They're also dependent on each other
if you want to remove or use this new AI, make sure you have the core files and these:
npc_preset.json
npc.json
Everything else are optional. I've also provided a zip file containing all of the default scripts so you don't have to verify integrity when needed.
How SubSonic buff works:
The lack of "protected" area means any spot on the body are treated, and damaged, equally.
This make the nature of SubSonic munitions obviously bad and unfitting with this game, it should not be in the game at all.
I've chosen to make Subsonic the most overpowered munition type in the game by hyper buffing its penetration.
To compensate for this, SubSonic got the shortest range of all munition types in the game, tied with shotgun.
This encourage close range, fast and precise execution because:
Most guns got a good range buff except for shotguns, even those got a slug range buff.
NPCs are now even more lethal than before, their engagement range (but not their detection range) also increased.
This will be even more evident as you progress, enemies response faster, more precise and even snipe you.
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NPC and Armour files added. As usual, they're optional.
I've decided to touch up on Armours.
Mostly because by default plate armours (as in higher rating) are some of the most durable armours in the game.
This resulted in high end gears' upkeeps are vastly more cost/efficient than soft body armours (as in lower rating).
And of course, made no sense whatsoever that they're also LIGHTER than soft armours.
Coupled with glancing mechanics mean you'll only have to repair them every 10 runs or so for very cheap.
As for the denizens of Zarkov.
I've decided to integrate custom guns into their pool so that you can loot them instead of buying them.
I've also messed around with stats and loadouts for bosses, namingly Arman and Kibba, they can sprints like players now.
Made loadouts specifically Kibba (mainly because you can reliably find him asserting daily dose of dominance in the mall)
Now he will be toting around any gun in his preference pool: They're all high capacity and high penetration with good range.
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There are several side effects, most of which are actually positive improvements??? Some are not game breaking.
NPCs weapons' attachments pool is the same as you, so you WILL encounter some very sexy, or extremely cursed guns.
They are known for "forcefully" attaching incompatible mods on their guns, resulting in said attachments stuck permanently on the top left of its sprite.
Due to the nature of my newly devised attachment mechanic, you can and most definitely will build some extremely sexy and brokenly OP gun.
"MAKE YOUR OWN META!" IS A REALITY NOW! And not just a saying anymore.
< ! > If you encountered something that seems unintentional or most like is a bug, do check if someone else already reported it before making a new post < ! >
Everyone are welcome to modify, make patches, building upon this mod. Just credit me and link here, I'd love to learn from your mods.