so any update as to when this is going to be ready to play with perks?
Whenever it gets the Yay or Nay whitelist-wise, until then, you can use Perk Replacer to play it with perks at any level you choose
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so any update as to when this is going to be ready to play with perks?
Must be hard to read the first post in a thread ^^.
A friend and I both have this mutator installed properly, MutHellfireF.int, MutHellfireF.u and MutHellfireF.ucl in the Systems folder, but only the hoster of the listen server can see the husks.
Something I'm doing wrong?
Did you not read the post DIRECTLY above yours?
to quote myself:
"2. change the husk fireball damage type"
AKA: Make them damage firebugs, they wont afterburn them, but the firebug will take FULL damage from impacts, and on suicidal thats about 35 damage a hit, +r6 firebugs have to make it past wave 1 (especially solo) with their start weapon being utterly useless against them
Hence, i'm modifying and buffing the husks in the mutator itself to make them a far scarier and more dangerous overall foe, as if 14+ of them wasnt bad enough
Then seriously, what's the point of being a Firebug? Husks are immune to the only weapons they get bonuses on and they avoid hardly any of the real damage. I understand that it's for balancing, but it tips it too far in the OPPOSITE direct, with Firebugs being almost useless...
Having them 100% immune to even suicidal husks is worse than the husk having 90% fire resist (a full clip will kill several on suicidal)
again, it's in the same vein as "Why be a zerker on poundamonium" where the zerker does almost no damage and dies in a matter of 1-2 hits and theres 30+ FP's at times (Espec on suicidal)
So it was either have an immune damage farmer, or a slightly useless nonimmune damage dealer (For the record, a good firebug on this mutator can burn and pull a whole group into a nice area for a demo or support, as he wont die as quick, because he will resist the afterburn, while doing a bit of damage to the whole group at once, it's just pointless to solo as)
Better idea: Disable Firebug, period, for the mutator. Solves all the problems.
i dont see what's so idiotic about disabling the firebug. it's a dumb perk and you need a sure fire way to make sure they don't ruin this mutator.
oh it got whitelisted? hell yes
Not sure, it works on my listen and dedi so long as everyone has it, Lemme do some digging
Though, try this, in Killingfloor.ini under engine.gameengine, at the very bottom of that section, add:
ServerPackages=MutHellfireF
(i know this fixes mutators like INeedBodies, adding to first post)
EDIT: the above serverpackages fix DOES COMPLETELY fix the invisible husk issue, but not the failing RG Logic on the fireball, the fireball is currently being moderately reworked so that it will properly ignite targets it passes through, not just targets hit by the blast, this will fix the player immunity gained by holding the high ground
we have this on our dedicated server, and when we try it out, nobody can see the husks, we all have the mutator insttalled, and the serverpackages line added to the killingfloor.ini, i can see the husks when i solo, but not on the ded server.
do we have to add that line to the killingfloor.ini on the server?
still doesnt work.
all the ini's have the lines added, all have the mutator files.