Holy shit, i can't believe it's not butter, but also i can't believe it's progress. It has been uh, 16 days, i know last time i said i would post the hipoly stuff next but... I forgot, so instead here's the Muton Hunter in-game. The keen eyed among you might notice something quite odd stretching far away into the nothingness from his back, those are the tubes that are supposed to be going into his gun, for those who read the long long walls of text i wrote when i was making the purge priests will remember this as one of the many many issues that plagued the development of the purge priest's fancy tube. Of course as you know the issue was "fixed" in the purge priests mod, that was a very janky way of fixing it however and i was hoping to do it in a more "proper" way this time around, as you can see, it didn't quite work.
That said, this is the first time i see the Muton Hunter in-game, i didn't want to keep you waiting any longer so i immediately took a picture and came here to post this, so i haven't done any more testing or whatever. I'll attempt to fix this the proper way, but worst comes to worst i'll just do it the same way as the i did with the Purge Priests, and if that doesn't go well then i might just remove the tubes, which would suck but i suppose it's not that big of a deal.
There is another "issue", i had said that i planned to give them a smaller version of the rifle as a gun, but there was one thing i didn't take into consideration, the gun is HUGE, and Muton legs are tiny, and it looks incredibly stupid hanging from their belt, in fact i'm fairly sure it would clip into the ground, and since the gun is just the sniper but with some parts removed, it would also look stupid if i just resized it, so the gun as a secondary is out the window, but it might not be completely out, because now i'm thinking that i could make a Muton Hunter variant that uses the gun as their primary weapon, it would be relatively simple to simply copy the shoulderpad to both arms, remove the battery on their back(not pictured here now that i think about it), and maybe give them some additional armor or something and make we'd end up with a different looking Muton enemy, could be that the second "pistol hunter" is more of a close combat enemy that somehow ties you down allowing the sniper man to better shoot at you.
But again, these are just ideas that are coming to my head right now as i'm typing this, so none of this is set in stone. In any case, this is actually pretty close to being done, as far as the Hunter itself is concerned all i need to do is fix the tube, make the particle effect for their gun, set up their stats, and that would be that, i never really did come up with some interesting gimmick for them besides them deleting your armor if they hit you, so i might as well just leave it at that instead of trying to force some random poorly thought up gimmick on them.
So expect more news relatively soon, for real this time, i wont make you wait weeks for another update. Now, i was going to, and in fact i did write a huge post about how i feel my metaphorical xcom2 modding candle burning away, but i ended up deleting it because it was just incoherent rambling, instead i'll shorten those 3 huge paragraphs that you didn't get to read in to this short statement: Despite my interest in PSO2 waning away, i still feel a bit bored of modding, although seeing the Muton Hunter in-game seems to have somewhat reignited my interest in it, but regardless of how i feel i will definitively finish the Muton Hunter(s?) mod, and Muton Harriers mod, after that we'll see what happens. As usual the flow of ideas for mods have not stopped, for example, i've been thinking a lot on what to give Xcom as a reward for killing the purge priests.
And on that subject, since ending the update on that might be a bit of a downer, i'll just write the latest ideas i've had on that. Originally my plan was to make an item for Templars that gave them new fire skills while replacing some of their originals, so for example, if your Templar had learned ion storm(or whatever the giant AoE is called), it would be replaced with some kind of fire variant AoE, and instead of their rend being used with their wrist blades, they would make a sword out of fire and attack with that instead. But then the idea expanded to also giving something to Skirmishers, because Skirmishers are the cool guys, so i had this idea of giving them a giant wrist blade that hit things in an AoE like a faceless's melee attack.
But then what about reapers? I'm not a big fan of Reapers but if Skirmishers and Templars are both getting something it's only fair that Reapers do too right? So to make a long story short, my idea at the moment is this: 3 new weapons(and stuff), one for each "hero class", Templars get a fancy amulet that lets them control fire, which translates to them getting a couple of new skills, like the fire sword, and a lava spear that they can throw, Skirmishers get dual giant machetes for a huge fiery AoE, and an explosive variant of whipslash, and Reapers get a giant sword that sets things on fire and releases a cloud of smoke that lets them go back into concealment.
Now as usual i don't know how much of that i'll end up doing, or if at all, one problem with this idea to begin with is that i'm not sure how i would actually lock these items to those classes in specific, i know Reapers get to have Claymores all to themselves, but from what i remember that's some black magic code, so i'm not sure i can use it for the other 2 classes. Now, i'm pretty sure that it is possible to do this with the Highlander, but Highlander stuff is a bit beyond me too, sooo.... Idunnolol.
In any case, with all that said. The Muton Hunter is finally coming along, expect more news about him in the coming days, this time i'll try my darnedest to not make you wait a million billion minutes for the next update again, and i really appreciate all of you sticking around, so, continue sticking around lol.