NOT MY MOD BTW. I'm just a big fan.
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Song: "Hard Times Come Again No More"
by The Westerlies
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Feature list copy-pasted from the mod page (except for bug fixes, not enough room in the description box):
Features
Randomized Patrols: Custom dynamic patrol system which randomizes enemy vehicles, occupants and their factions
Functional Outposts: After clearing an outpost, the enemies within it will not respawn until 45 minutes (real time) has passed
Skip Intro: Skips the long intro sequence and starts you in the hotel in town
Concurrent Missions: Allows you to complete all mission types simultaneously
Faction Conflicts: Encounter random enemy firefights between the APR & UFLL
Skippable Dialog: Allows you to skip scripted NPC animations & dialog by interacting with them
Improved Graphics: Disables brown filter, increases draw distance, improves clouds and lighting, increases shadow resolution & range and more
DX10 Compatibility: Play with the DX10 API for higher framerates
Gameplay
• Disabled intrusive dialog box popups
• Disabled prompts to save your game after sleeping in a safe house
• Disabled the requirement to grab a weapon from the armory in the tutorial
• Increased default FOV to 95
• Increased default vehicle FOV to 100
• Decreased ADS sensitivity on the monocular
• Added the ability to check your watch (press 6 to toggle)
• Added the ability to inspect your weapon (press I)
• Added optional DLL file to remove the green player arrow marker from the map
• Added a range upgrade for the diamond tracker which can be purchased for 25 diamonds at the weapons vendor near Mike's Bar in Leboa-Sako (image)
• Enabled unused patrol vehicle routes in the surrounding areas of Pala
• You can now use weapons while inside armories
• Enemies can now occupy every seat within a vehicle
• Buddy sidequests will now be completed upon completing the main objective(s) (no need to debrief with your buddy)
• Buddy rescues are much more fluid, faster and no longer replace your secondary weapon
• Predecessor tape missions are now unlocked by default (thanks FoxAhead)
• You can now change your machete type in the game options at the main menu by default
• You can now perform stealth kills with the machete
• Added machete "creeping" (hold right mouse button) to avoid enemies hearing your footsteps when close behind them (thanks Boggalog)
• Allowed for greater freedom of movement within weapon safe areas
• Patrol vehicle occupants now carry a more diverse set of weaponry
• Tweaked enemy idle behavior probabilities for more variety
• The player's reputation level will no longer be lowered/reset after completing certain story missions
• You'll now return to free roam after completing the main campaign
• Made the player's starting location truly random instead of being based on the location they "died" in Pala
• The IED now occupies its own weapon slot (press X for quick access)
• Fire now spreads much further and burns longer
Balancing
• Increased swimming speed
• Increased player stamina
• Increased speed for land vehicles
• Increased the amount of damage that vehicles can withstand
• Increased the probability of enemies throwing grenades
• Reduced the probability of enemies entering vehicles to chase the player
• Re-balanced all weapon and equipment costs
• All buddy side missions now reward you with 15 diamonds on completion
• All assassination missions now reward you with 15 diamonds on completion
• Slightly improved AI visibility of the player at night
• Tweaked enemy AI sensory system to make stealth slightly more viable
• Slightly increased the range of all machetes and made their stats consistent
• DLC weapons are now purchasable from the armory for 25 diamonds each
• Armory weapons are no longer unlocked automatically after escaping the prison in Bowa-Seko
• Added weapon respawn cooldown period (after grabbing a weapon from any armory, it will not respawn for 1 hour - choose your loadout carefully)
Visuals
• Disabled sprinting blur effect
• Disabled ADS blur effect
• Disabled player rim lighting at night
• Increased world streaming radius
• Increased shadow resolution & range (Ultra High)
• Increased LOD distances (Ultra High)
• Increased the maximum visible distance of all particle effects
• DLC vehicle colors are now randomized
• Restored original colorgrading without color filters (thanks miru)
• Nights are darker and more atmospheric
• Added foggy weather during the early morning hours
• Improved native texture filtering settings (thanks Parallellines)
#farcry #fps #farcry2
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