1.Lua hook which will be triggered when player has opened a "menu" for choosing weapon (when you scroll the mouse wheel) or just fix a bug with invalid keys 'mwheelup' and 'mwheeldown' in addbind command.
2.Console command for damaging env_breakable at the specified xy position.
3.Weapons: disable looping weapons/w_empty.wav sound while holding attack key with empty mag.
4.Map editor: possibility to respawn env_breakable.
The current scope in cs2d is very overpowered. I think scope gives a lot of vision and most of the scoped guns have already a high damage making it even more powerful with the scope. That explains why many servers usually ban the scoped guns.
Here is one of my suggestions on how we should "nerf" the scope.
Will they be able to put different characteristics to the zombies like for example: poisonous zombies, radioactive zombies, nemesis, armagedon and multiple zombies?
@ Glix: You mean everything outside that field of view should be black than? That would actually make it EASIER to scope in my opinion - because you see the whole line of fire. Especially with fog of war enabled were you already have a limited field of view.
If people think scoped weapons are overpowered they can easily adjust weapon attributes to make it more fair. E.g. reduce damage with scope.
@ DC:
How can very thin line make it any easier? Current scope is ridiculously huge, its like 1/20 of the screen, not very hard to keep track of a running player. Scope I suggested in other hand gives very limited vision, giving the sniper a choice of not using the scope but making less damage or using the scope and risking getting killed by a dodging enemy.
Getting attacked by several enemies would also give a huge disadvantage to the sniper making it more realistic. Useless aiming also punishes the player. You can get out of vision by moving one tile to the side.
You do not work on cs2d anyways, why not ask your cs2d developers to give it a try? Trying new features and removing them if they are bad is important for the games.
My assumption is that with a full line you just have to spin around and you see everything. That's not the case with a circle. But yes, I guess we would have to test that to see what it feels like.
p.s.: That I currently don't focus on CS2D doesn't mean that I suddenly lost all permission to decide what the game I worked on for over a decade looks like or that I'm not qualified to react on suggestions here.
@ _Lima_: @ ForeverNames: @ Dark_Survival:
Most likely there won't be more additions to what already is next version. There are quite a few new features already.
I'm a little bit holding release back as I have to find additional time on testing all current features so it doesn't fall apart.