OK... a quick little bit of news! While you all have been playing this mod I have been sitting back listening to your comments and making a "improved" version of Monster Madness. There are lots and lots of small changes.... almost enough to make it feel like a different mod instead of an updated one.
I will be testing it next week and if all goes well I will post a link to download it. The bad news is it will require starting a new game because of the changes...
Here are a few of the changes:
Traders have been totally redesigned... most of them "specialize" in items. That means that they will only BUY or SELL that type of item. There are a couple of them that will buy almost everything. And I have added 2 more brand new traders! You better take notes when you visit a trader to see what he buys and sells!
A bit more about the 2 new traders.... you will get a kick outta them! They both were "dead" in the vanilla game! They are full function traders... they skill train and repair equipment. One is located in the Wild Territory and one is at the entrance to the NPP.
Added a new weapon... and changed several of the others as far as what ammo they fired. The Groza M1 is no longer a multi caliber weapon. But it is still very, very useful!
Fox gives you this new weapon instead of cash when you "save" him the second time.
Put in a little tweak to keep the Controllers from crashing the game. I dunno if it will work or not. It is supposed to!
The extra items that the mutants drop via the hunter skills are much more useful.
Added back in Nandersens script to delay spawning. This way you might be able to load a quick save or named save without being punished. A word to the wise... it will trigger a spawn on a level if you are there a certain amount of time.
Changed the "toughness" of many mutants.... not such a headache now to take out a Burer or Controller, for instance.
Added in a few more tasks / quests just to make it a bit more interesting. They are simple ones... but just not from the same old folks you used to get them from. These quests should improve your relations with the neutral stalkers... just like the quests for Duty and Freedom do to improve your standing with those communities.
Just gave the whole mod a bit more balancing... hard to explain that! And it is a matter of personal opinion...
I'm sure that there are lots of other things I did... I have a brain cramp right now and this is all I can remember!
