Releases: CCraigen/olmod
Multiship 0.5
olmod - Multiship v0.5
(based on the most current olmod 0.5.11 branch as of release)
Updates, balance tweaks, and a new gun.
1 new weapon
- Flakshell - A replacement for the stock Flak cannon. Rather than firing a constant cone of shrapnel, it behaves more like a real-life flak burst. Roughly 4.5 shells/sec fire at high speed and explode at their max range. These explosions will deal quite a bit of damage with a near-direct hit, falling off with distance. A direct shell hit will deal more damage than a burst will (as impact rather than explosive), but the burst is significantly reduced, so other ships in the vicinity will take less splash from a direct hit. Also, because the shot explodes at max range, you need to maintain your range carefully to deal maximum splash damage. A quick-reacting pilot that can stay out of your direct shot path can move closer than this range and avoid some of the splash from the shots now bursting behind them. Some experimentation is required to use effectively (it doesn't bull-rush very well), but it can be a very satisfying gun to use.
Balance changes
- Boost has received a tweak across the board. All ships now have a little more speed while boosting, and they have been given more "kick" at the start of the boost. If you're careful, you can pulse-boost now (at least a little).
Other stuff
- Preliminary work has been done to enable ship scaling as a round option, although it has not yet been turned on in the build. It works, but the level collider needs a creative solution before this can be released. Look for this in the future.
**Install this in a new folder alongside an existing olmod installation. Do NOT replace your existing olmod folder. README-MULTISHIP in the zip has more information.
It is recommended to back up your pilot files just in case something breaks.
Single Player and Challenge Mode are almost certainly broken. These will be fixed at some point.
Please PM me on Discord with any issues.**
Multiship 0.4
olmod - Multiship v0.4
(based on olmod 0.5.11RC1)
Adds new ships and weapons to the olmod multiplayer experience when enabled. Requires a Multiship server to play. To install (on Windows):
- Download and extract the zip to its own folder Do not put these files in the Overload directory.
- Make a shortcut to
olmod.exeand open the shortcut's properties - Add this to the "Target" field (with the appropriate Overload install directory):
-gamedir "C:\path\to\Overload". - It should look something like this when finished:
C:\Games\olmod-multiship\olmod.exe -gamedir "C:\Games\Steam Games\common\Overload" - Launch from the shortcut, select your ship on the Customize screen, and have at it.
New content includes:
4 new ships
- the versatile Pyro GX
- the fast but fragile Phoenix
- the heavy-hitting but slow Magnum
- a scale-appropriate version of the Kodachi (85% the size of the stock ship)
All ships can now fire while boosting. Mesh hitboxes are available on all ships.
4 new weapons
- Burstfire - 3-round burst version of the Driller - lower DPS, higher burst damage
- Plasma - Large projectiles, rapid fire, high damage potential, but high energy cost. Replaces the Reflex and is not offered as a free sidearm (although it can be placed in loadouts).
- MD-Lance - Extremely high damage output that can also physically punch target across the room. Long recharge between shots, very high energy cost, cannot fire while depleted and cannot recharge in an energy center while weapon selected as the active primary
- Impact Mortar - high explosive, non-propelled ordinance. Imparts a -lot- of damage and physical force upon detonation. Inherits ship velocity and rebounds freely until a target is hit or its timer expires. Used with trichording and boosting, this allows for highly creative placement of the munition.
Most weapons have had their projectile speed slowed to 80-85% of the stock speed to match the scaled-down Kodachi. Some have received small balance adjustments to their damage output.
All splash-damage capable weapons now inflict 75% enemy damage at 75% the normal radius to the firing player. This is a -large- increase from stock behavior (for example, the Devastator only dealt 20% damage to the firing player). Fire your heavy missiles with care.
A great deal of work has gone into modularizing the formerly hardcoded Overload weapon system. Huge thanks to Tobias for getting this process started and off the ground. Although there is still work to be done, extending this is now much much easier. See the PrimaryWeapon and SecondaryWeapon base classes if interested. Expect to see more on this front (or start writing your own weapons if you feel adventurous).
Install this in a new folder alongside an existing olmod installation. Do NOT replace your existing olmod folder. It is recommended to back up your pilot files just in case something breaks.
Single Player and Challenge Mode are almost certainly broken. These will be fixed at some point.
Please PM me on Discord with any issues.