The pathfinding of zombies have undergone some big changes as well. Of course bandits aren’t the only enemy lurking behind locked doors in DayZ. And thankfully the buggy inventory system of ArmA has also been changed into something that is more user friendly.
Sure you might still find the occasionally goody in a cupboard or on a car seat, but that just adds to the uncertainty of your adventure. And ammo and other loot will likely be hidden under beds or scattered across the ground rather than neatly placed on tables. Furniture will be overturned, rubble will block various routes from caved in buildings. The interior of buildings will also feel a bit more apocalyptic than the mod. Expect plenty of looting and player versus player confrontations to occur in-doors as a result. A lot of the buildings were overhauled and nearly all have interior access. But that isn’t the only eye candy that we are able to expect from the standalone. Beyond the township, a foreboding swamp also awaits adventurous players seeking to live outside the bounds of society. Chernarus now welcomes a real apocalypse world, where the visual images tell you the story, the events that might’ve happened, and what kind of people lived there. From what I’ve seen so far, it feels like a much larger and more populated city. Rest assured the map itself is made by people that worked on the original Chernarus, so skillful hands will deliver our new village of zombies.
The world map also has undergone a lot of major changes, and the old Chernarus is a lot different than what the current DayZ players are familiar with. They’re tweaking it into a separate engine while splicing in elements of the Take on Helicopters game, and upgraded the graphical areas in the areas required to make a believable zombie survival title. And the uninitiated might be wondering how that’s even possible on Bohemia Studios’ ArmA 3 engine. They have changed the architecture from being just a first-person-shooter to a fleshed out MMORPG. What big game studios do in years, they are doing it in just a few months. This plan was changed, and they decided to build up the game from the ground up.
#EMIL DRAGON NEST MOD CODE#
Initially the plan was to create a standalone game of the mod, with not many major changes to the engine or code itself. Let’s start at what might be the biggest change in the whole game, the architecture. Since the original plan was to launch the game back in December, a lot of things were changed and most of the initial plans were scrapped or greatly reworked. What started out as a hobby changed his whole life. Dean never expected this side project of his to explode so quickly. What do we know and what is different compared to the mod?Īs a big fan and close follower of DayZ and the team behind it, I can say with confidence that it has been a really long year for Dean ‘Rocket’ Hall, the lead developer behind the DayZ Standalone.
#EMIL DRAGON NEST MOD MODS#
While the modification is still being updated regularly by the community, and a lot of similar mods have risen up, the big question to the true fans is, where is the Standalone? Originally the plan was to launch it in the end of 2012, but here we are in the summer of 2013 and we haven’t seen nor heard that much about the game.
#EMIL DRAGON NEST MOD MOD#
It has been around a year since the ArmA 2 mod DayZ exploded and showed the world what a basic mod with an inspired developer was able to do. By Remko Molenaar (Proxzor), OnRPG Journalist