Super Cryptark: Armageddon is getting a sizable upgrade, adding even more weapons, items and new features. Check out the huge idea list!

Posted by Reactorcore on Sep 18th, 2018

Hey, Reactorcore here.

I still play Cryptark with my mod on a regular basis, doing Rogue runs between work to wind down and its still as amazing after all these months. I then thought that why not expand the mod even further, since adding new guns, items and other things is incredibly easy. I love the game with the mod I've made, so I'm all for it!

Beside adding new guns and items I also wanted to try out some extra things that I didn't do, like updating the ambient lighting for all ships, so that playing the game with the advanced lighting system wouldn't be too dark anymore, as well as addressing some of the minor issues, such as emp lag and hell fortress/cryptark lag.

There are also some experimental ideas, such as overhauling the Excavation level with new super enemies and a new ending cutscene.

The way I'm approaching the extension project is by planning ahead, starting with a document where I collect all my ideas I have that I'd like to try to add to the mod. I wanted to share the document in all its glory as it is was on 19.09.2018:

SUPER CRYPTARK: EXTENDED

Upgrading the Super Cryptark: Armageddon mod Paradigms:

lightmaps

ideate variants

use more smart projectiles

standardize projectiles and weapons

make sure to update characters/exosuits to use the new names

start with creating all projectiles first

make defence category useful

add tiers to weapon/item names

adjust rarity to complement above (1, 2 and 3)

reconfigure alien enemy weapon arsenal to be safe/seperate from player arsenal

Todo:

Tricannister spread vs precision fix

cyclerifle to auto

faster and better perfomance optimized EMP blasts

protonbeam emp stun time up

emp field stun time up

aggressively optimize emp field(s) performance

boost rammer ammo limit

slimo reduce lag

make heavy machinegun slow effect lesser (ultra gets more)

tone down enemies and emp in Hell Fortress & Super Cryptark, reduce lag

rename items and reconfigure repeat stat booster items (no RoF for nitro, standard recharge for Super Saiyan)

increase nuke rocket scale

New Weapons:

smart shotgun

vampiric devourer spread zip gun weapon T3

shiva octalaser

CN pulverizer

CN MegaSplitmissile

CN MacrossMassarce

Swarm missle shotgun

burst laser

CN electrostorm

vampire rifle

vampire rifle smart

vampire missle/cannon/grenade (initial hit for recyc-mode, lingering aura kills enemy)

CN gluon cannon (proton beam lethal version)

double sided shield (?)

smart cycle rifle

smart cannon

smart multicannon

slug cannon

frag machine gun

ultra heavy assault rifle

ultra heavy smart gun

CN smart chaingun

CN Megaton GFB

micro GFB

smart GFB

360 cannon

360 smart cannon

smart pulsar

smart helix

mini storm hammer repeater

lightning emp emitter

ammo operated energy weapons (chemical ammo)

smart burner

CN inferno flamer/burner

Graviton beam emitter (ghost bullet with lethal aura, traveling slow enough to register the 9000 damage it deals)

CN graviton ray attack

CN graviton 360 blast

CN graviton machine gun

CN graviton smart rifle

blaster smart

blaster burst

blaster shotgun/auto +smart

blaster chaingun

blaster smart swarm shotgun

aura projectile weapons (rad, emw, therm, gravi, par-emiss, microw)

-smart, cannon, repeating, semi-auto, machineguns, multiprojectile

high velocity cannons

slow velocity cannons

big berthas

laser variations (var damage, range, ammo, regen rate/delay, beam number, beam spread, color, rate of fire, pulse vs stream)

360 penta, septa, octa, tri spread machine gun, cannon, burst gun

smart cannister cannon

CN Killgun (fires a single bullet with enourmous damage aura, very low ammo)

barrage burstfire cannons (heavy and lite)

CN Cannon Hell

double/triple/quad missile launchers

CN zip bee swarm maw

zipgun helix

close range bullet shredder melee

thermal javelin non-retrievable needler

CN Grenade Expulsion

ClusterNukeGrenade

MicroNuke weapons

Laser Sword Melee

CN Gravity Tractor Sword Melee

gasvent forward emission

gasoline/napalm grenades/cannons/rockets

prism phase laser

barricade shield 90, 180, 360 versions

super repulsor shield

pulverizer codename

Frag MGs (frag projectile, bouncy piercing)

Mega Mgs (non-explosive cannon bullet mg, stun)

Bolters Mgs (mini rocket mg)

Thunderstruck weapon CN

buster rifle (railgun burst fire autoshotgun)

blue torch flamer

wide spread flamer

plasma grenades, explosives (use bfg explosion as payload)

reverse engineered alien plasma projectile weapons

Full Mechwarrior Weapon Set

SRM, LRM, PPC, Long Tom, Thunderbolt, Arrow IV, AC 10, Medium Rockets, Inferno Rockets, Bombast Laser (charge), LBX 20, Grenade Launcher, Grenade Machine Gun, ATM 10, Hyper AC, Gauss Gun (extra large coilgun with cannon rounds)

Lasers:

create a set of beam and pulse lasers (various colors) (fade out time var)

-red, yellow, blue, cyan, darkgreen, skyblue, crimson red, white, black, orange

rename autoplasmabeam

MW3-4 style lasers, cyan emp laser, yellow heavy, purple x-ray, skyblue concussive

New Items:

new turrets

-cannon, missile, shotgun, machine gun, burner, smart

-railgun, multilaser, recycler/vampire, electro lightning

new drones

-same as above with new weps

-also try to have actual enemies/exosuits as drones

overhaul deployable nukes/remonukes

-multiple explosion size - small < medium < mega <<<<<< armageddon

-multiple uses - 1, 3, 5, 9, 30

fast explosives & high damage vs slow, lingering & low damage vs slow,high damage infernos.

ragnarok green neutron mega nuke enemy wipe super weapon (no damage to systems)

rapid mini cloak item (10 sec at a time, reusable.)

proportional delays and activation code lenghts for the size/danger factor of each nuke

killburst (knockback cannister, kill edition)

knockback cannister super edition (ridiculous force)

tloc hyper

Experimental Stuff:

blacksuit mk2 for excavation

blacksuit shield deployer

lightschemes updated

super vortex cannon, guided remote rocket (extreme suck size)

beehive character launcher

Bee swarmer projectile for weapons

extra enemies for harder tier levels (jackal, bomber, spikedog etc. but with new weapon)

new maps(copied from existing) to populate with new enemies

Its more work than I first anticipated, but currently I'm making good progress on it. I've clear out many tasks on the list and I'm currently working on creating a large selection of projectiles, beams and hazards.

After that, I'll go over the existing 94 weapons and implement the tier system to sort weapons by rarity, making more powerful weapons slightly less common, while also changing the naming convention to have a T1, T2, T3 prefix, to better tell the relative power and rarity of a weapon when its found during a Rogue run in an item pod. Once that is complete, I'll continue with creating an undetermined number of new weapons, potentially making the total weapon count reach to 200+ guns.

This will take time, of course. Meanwhile, if you feel like you have an weapon variant you'd like to see in the next major release of Super Cryptark: Armageddon, you can do so in the comments. I'll check once a while and if there is something that I think will work within the limits of the game and I haven't made it yet, it has a chance to be made.

-Reactorcore