Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#851
Vane Brain wrote:
AveryLP wrote:
Vane Brain wrote: You (or... someone) said that we need to make player not able to take off it. But... because scp-1499... we will make it as usual
I don't recall suggesting that.
But that 1499 thing will not be for long anymore, cause of 1.3, which I guess will come in several weeks.
But we should remain able to take off our gas mask.
Say thanks to SyphenTV. He said "Why do you have the option to remove the gas mask?"
I'm not blaming, I was merely stating my opinion about the gas mask thing.
BTW, will the mod's update to 1.3 occur in 0.2.0 or earlier?
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#852
AveryLP wrote:
Vane Brain wrote:
AveryLP wrote: I don't recall suggesting that.
But that 1499 thing will not be for long anymore, cause of 1.3, which I guess will come in several weeks.
But we should remain able to take off our gas mask.
Say thanks to SyphenTV. He said "Why do you have the option to remove the gas mask?"
I'm not blaming, I was merely stating my opinion about the gas mask thing.
BTW, will the mod's update to 1.3 occur in 0.2.0 or earlier?
After 1.3. Because we don't have a time for mod... because 1.3
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#853
Vane Brain wrote:
AveryLP wrote:
Vane Brain wrote: Say thanks to SyphenTV. He said "Why do you have the option to remove the gas mask?"
I'm not blaming, I was merely stating my opinion about the gas mask thing.
BTW, will the mod's update to 1.3 occur in 0.2.0 or earlier?
After 1.3. Because we don't have a time for mod... because 1.3
What I meant was if the mod will be updated to SCP:CB version 1.3 in mod update 0.2.0 or earlier?
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#854
AveryLP wrote:
Vane Brain wrote:
AveryLP wrote: I'm not blaming, I was merely stating my opinion about the gas mask thing.
BTW, will the mod's update to 1.3 occur in 0.2.0 or earlier?
After 1.3. Because we don't have a time for mod... because 1.3
What I meant was if the mod will be updated to SCP:CB version 1.3 in mod update 0.2.0 or earlier?
v0.2 will works on SCP CB v1.3
v0.1 will not work on SCP CB v1.3

I'm still not understand... sorry.
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#855
Vane Brain wrote:
AveryLP wrote:
Vane Brain wrote: After 1.3. Because we don't have a time for mod... because 1.3
What I meant was if the mod will be updated to SCP:CB version 1.3 in mod update 0.2.0 or earlier?
v0.2 will works on SCP CB v1.3
v0.1 will not work on SCP CB v1.3

I'm still not understand... sorry.
I was asking if there will be a mod update that will update the mod to 1.3 when 1.3 is out
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

Image

Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#856
AveryLP wrote:
Vane Brain wrote:
AveryLP wrote: What I meant was if the mod will be updated to SCP:CB version 1.3 in mod update 0.2.0 or earlier?
v0.2 will works on SCP CB v1.3
v0.1 will not work on SCP CB v1.3

I'm still not understand... sorry.
I was asking if there will be a mod update that will update the mod to 1.3 when 1.3 is out
Pretty much not because as for 0.2.0, it is planned to be a standalone mod (I will mostly implement the things I'm making in SCP:CB 1.3 into the mod anyway).

@All (for the gasmask thing): The new gasmask overlay will not be like the old one (the new overlay is only barely covering up the sides of the screen, so it's basically a GasMask where you can see much better than the one in SCP:CB).
But I still need suggestions for the other mechanics (and I'm also free to know if there are suggestions for new mechanics which aren't being planned as for now).
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#857
PXLSHN wrote:
AveryLP wrote:
Vane Brain wrote: v0.2 will works on SCP CB v1.3
v0.1 will not work on SCP CB v1.3

I'm still not understand... sorry.
I was asking if there will be a mod update that will update the mod to 1.3 when 1.3 is out
Pretty much not because as for 0.2.0, it is planned to be a standalone mod (I will mostly implement the things I'm making in SCP:CB 1.3 into the mod anyway).

@All (for the gasmask thing): The new gasmask overlay will not be like the old one (the new overlay is only barely covering up the sides of the screen, so it's basically a GasMask where you can see much better than the one in SCP:CB).
But I still need suggestions for the other mechanics (and I'm also free to know if there are suggestions for new mechanics which aren't being planned as for now).
I have some suggestions for MTF gear:
What about having headphones to protect from accidental SCP-513 exposure?
Also, one could add the SCRAMBLE gear to protect from SCP-096.
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#858
AveryLP wrote: I have some suggestions for MTF gear:
What about having headphones to protect from accidental SCP-513 exposure?
Also, one could add the SCRAMBLE gear to protect from SCP-096.
Thanks for the quick suggestions.
I could do a protection for SCP-513, but it should still be able to somehow being able to be triggered so the player can still see it's effects.
And we also tried to add the SCRAMBLE gear, but they should also not be too OP, so that 096 will still become a threat for the player (like the SCRAMBLE gears are consuming a lot of battery power).
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#859
PXLSHN wrote:
AveryLP wrote: I have some suggestions for MTF gear:
What about having headphones to protect from accidental SCP-513 exposure?
Also, one could add the SCRAMBLE gear to protect from SCP-096.
Thanks for the quick suggestions.
I could do a protection for SCP-513, but it should still be able to somehow being able to be triggered so the player can still see it's effects.
And we also tried to add the SCRAMBLE gear, but they should also not be too OP, so that 096 will still become a threat for the player (like the SCRAMBLE gears are consuming a lot of battery power).
Well, the SCP-096 logs stated that the SCRAMBLE gear were actually a failure, since 096's face would still reach the eye for a split second, still triggering his response.
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#860
AveryLP wrote: Well, the SCP-096 logs stated that the SCRAMBLE gear were actually a failure, since 096's face would still reach the eye for a split second, still triggering his response.
I know, but there should be a way to contain SCP-096 a bit more easily (by using the SCRAMBLE gear), but still the power consume of this is very high, so it's battery power will be pretty much empty after like 5 minutes or even less.
The SCRAMBLE gear should still work in-game without the 1 seconds delay.
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