* Aftershock is being developed into a full conversion mod set in a mostly-abandoned extrasolar colony named Salus IV. The player has arrived on Salus for various reasons (depending on their profession). Eventually, we hope to have multiple potential end game situations, ranging from finding what you came here for and leaving the planet with enough money to retire, to more-secret endings. There will no longer be zombies; instead, there are a variety of alien and human-based enemies. Toe-to-toe combat will likely be more deadly in Aftershock, with more emphasis on picking your battles and only fighting when absolutely necessary. Special locations may have a different combat aesthetic; for example, you may enter a dungeon-like zone with hordes of small weak enemies that can't be avoided. As part of this concept, in which different situations require different solutions, we have implemented bionic slots but made the process of changing out CBMs much easier with less chance of failure. This is to encourage players to change their loadout based on where they are going and what they are doing.
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