Dec update, Valgrind DMCO support (Patreon)
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Hey guys; I've been busy with school as the semester comes to an end with academic stuff piling up. I use a huge chunk of my spare time hunting jobs and doing interviews, which hopefully will bring an end to this patreon "business model" as I get a software intership and can focus on the fun part of modding.
Rest assured I'm not dead; so here's an updated version of Valgrind that supports DMCO; it doesn't support AE yet but will soon.
I also have a lightweight archery overhaul in mind(after playing horizon forbidden west for a bit).
Here's a roadmap for december:
Valgrind:
Thinking about renaming it to Valor, for those who don't know, Valgrind's name was taken from a debugging tool for the C language; I love its name but it might lead to some confusion.
Add 2 different types of perilous attacks similar to GOW:Ragnorok, with special VFX indication made by Anchor.
Finalize NPC dodge AI
Add NPC perfect blocking AI
Hopefully publish it by mid Jan next year; feel like it's one of the more needed functionalities of combat mod.
Valence:
Kind of stuck due to my lack of inspiration; still trying to figure out a proper way to balance it.
KARS(yes it's still a thing)
Coerce Black to animate a bunch of reactions and publish the framework ASAP, once the reactions are done
Currently KARS has 4 reactions for light attacks animated by Slim, but it still needs at least 12 to function.
Setup reaction API and annotations so it can be used by all other stagger mods as well as animators(more details soon)
Wheelmenu:
TBD
Lightweight Archery Overhaul:
Played forbidden west and absolutely enjoyed it. I'm thinking about a lightweight bow charge system on top of bullet time, maybe with perk integration(likely to take significantly more effort to do)
That's it folks. I'll still be busy for the coming 2 weeks, but as Christmas comes I'll have time to work on the stuff on the road map. Stay frosty!