[b]Hey everyone,[/b]
This is just an update on what is happening with the inventory remake/rework.
[h2][b]Stats & weapon malfunction chance[/b][/h2]
[img]{STEAM_CLAN_IMAGE}/40660249/fc16379def18d628abb50435a05a278aa5ee8dd2.png[/img]
So to begin with a controversial feature; weapon malfunctioning is coming to the game but what does this actually mean?
[olist]
[*] As you shoot your weapon, the chance of malfunctioning [b]slowly[/b] increases
[*] This can be remedied by using a weapon cleaning kit on the weapon
[*] On hard and above it is activated by default but you can disable it in the difficulty settings and change how fast the malfunctioning chance increases with a multiplier
[*] This is all still [u][b]WIP[/b][/u]
[/olist]
Next, as seen in the screenshot you can see how "good" your weapon is via the stats/progress bars. This system also carries over to melee weapons, helmets and body armor at this moment in time.
[h2][b]Experimental testing[/b][/h2]
Stuff is starting to look better for the remade inventory but it still needs some extra stuff and many new items (There is only like 15 at the moment).
With that what I will say that at this moment it is not long until I start open experimental testing for everyone to try and see how it expands as I add and change more stuff via community feedback.
[h2][b]Next to do with all this[/b][/h2]
At the moment I am currently sorting out the mass list of weapons in game, sorting out their stats, if they should be in the game, etc. For example the M4 (The larger version of the M4CQB) is being removed and replaced by the M4 FDE.
Also, adding features like disabling backpack in backpack is still needed and once this is done I will be looking at the community requested features on the the Google Forms link I posted a few weeks back. The changes I add will be shown in the experimental build when it is released.
More info on all this will be said at the end of this week also.
[b]Zurvivor[/b]