June 2018 Blog Update

Hi.

This blog post is a little late, sorry about that.

Life Stuff

We took a bit of a hiatus this month, I’ve been having to work some extra shifts at work so it’s set me back a little. I’m preparing to go back to Vietnam in September to get engaged so it’s been a little hard to find the time to work on things.

We had E3 earlier this month and it was pretty meh overall but Nintendo finally showed some of that sweet sweet Fire Emblem but it’s a 2019 game… Still it is what it is, I probably shouldn’t of expected Switch Year 2 to continue the same momentum as Year 1 did. This month I picked up Crash Bandicoot and Ys VIII for Switch and started Mario Odyseey again. Last time I played Mario Odyseey I got around 720 moons, I’m at 640 now and I am struggling with the same damn moons (curse skipping minigames!). I want to 100% Mario Odyseey before starting Cash Banooca but idk if I can do it… it fills me with rage xD

The Thing 2 RPG v2.6 Update

Art: Arteaga is still working on icons and I know he’s been doing that for a while but they are looking so damn good. After this will be some new enemy designs which I will showcase in blog posts as they are completed.

Dev: I was on Hiatus this month so I haven’t quite finished what I was doing, here’s what I managed to get done:

-In Story Mode you can create and manage an “Away Team” that can get sent off on a resource collection mission. After a timer expires you can control them separately with their own equipment and characters. This is about half done, the setup is there to make and manage the team but I still need to design the maps. There will be 10 generic maps that are chosen at random along with random mission variables like the game deciding what sort of items there will be to find, what sort of enemies you fight and how many there are etc.
-I implemented the Ghosts and Whispers sidequest but decided not to make it unlock additional boss fights, instead it has its own unique boss fight and the other 5 planned boss fights that would have been unlocked are now added to the game. They are going to be Gen Inc Agents hunting you down, they just need graphics but their mechanics are done and they all have a unique gimmick to make them different from other enemies.

Planned: A lot of the planned stuff is artwork based, all I need to do is integrate artwork as it is completed, finish the away team mechanic and test the game as much as I can before release. With the redesign of the character sprites we may also have to resize some areas so I need to comb through the game at some point looking at this.

A lot of the slowdown is due to the time it takes to make the art, Arteaga is but one man. I hope to wrap up my development work on the project this month so I only have to go into the game to replace art assets here and there. That way I can focus on PW’s development.

PW

No major news this month, The Thing 2 RPG is stealing all its Thunder right now :P

PW Team: Richard2410, SadonriiArteaga

Donations

I am now open to taking Donations and have added a page on my site with more information about what the money (if any) will be used for. If your able to help us out I’d really appreciate it.

For more information on Donations go here.
To Donate click here. (Any amount is welcome)

 

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

Richard

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May 2018 Blog Update

Hi.

Another month has passed (more or less) so here’s another trash filled blog post. Yaaaaaaaaaaaaay!

Life Stuff

This month I’ve been primarily focused on Development of The Thing 2 v2.6 update which will be the final major update for the game, after this bugfixes and balance updates may trickle out but don’t much else on my end as PW needs a lot of work.

It was a slow month for switch games, I picked up DK: Tropical Freeze & Hyrule Warriors but not much else, still it’s just over 2 weeks until E3 so let’s hope they show off some decent titles. I was also a bit disappointed by the Nintendo Online service but it is what it is.

The Thing 2 RPG v2.6 Update

Art: Arteaga is still working on icons but they are pretty much close to completion. He’s got a lot of stuff to do for me and currently has most of the projects workload. It has been difficult for me to pin a release date for the update as I am stuck waiting on the art mostly but we are aiming for a 2018 release at least.

Dev: I managed to implement a bunch of the stuff I wanted to do this month but I didn’t complete all of it. Here’s what I got through:

-The Story Mode Field Base now has every single NPC there that you can get in your party. I also added some extra side quests.
-In Original Mode Blake can now Recover his equipment after getting captured :)
-In Prequel Mode the Bridge Defense Mechanic has changed. Defenders left at the bridge now form their own party which you control on Bridge Defense. Failing Bridge Defense is a Game Over so make sure this team is prepared for the task. To make it easier I have limited enemy spawns and the game adjusts enemy difficulty based on defender strength anyway.

Planned: I still have some stuff leftover from last month to implement but I also come up with a few new things I want to do. These are:

-In Story Mode each NPC will have the option of being added to the “Away Team”. This team will be able to be sent out on a mission. After a set amount of time expires you will control this team and conduct a scavenging mission of a location. On mission they may get attacked or encounter other difficulties but can leave the area any time after which another timer will start which is their travel time back to base. Once back at base you will be able to collect their resources. The Locations for this are going to be generic made ones that can be reused. I am looking at making around 10 to 20 of these for a bit of variety and they will be randomly selected when the team is sent away.
-I am planning out a more detailed side quest for Jose in Story Mode known as “Ghosts & Whispers” which involves helping him Infiltrate a Warehouse and includes a unique boss fight. Upon Completion it will also unlock five additional unique optional secret boss fights in the game which reward you with supplies and equipment if you find and beat them.
-I am also going to rework all the Custom Character Skins in the game when we get around to making the character sprites larger. This will include more suitable ones for the player character than what is currently offered.
-In Prequel Mode Natalie’s current outfit mechanic has been removed and the plan is to change it with “costume lockers” scattered around the ship which she can use to change outfits. In total there are 20 outfits planned (including her current 4), 8 will be available from the start and 4 will be unlocked per difficulty cleared on Prequel Mode. A bunch of these outfits are odd nods and references to things so I hope you look forward to them.

A lot of the slowdown is due to the time it takes to make the art, Arteaga is but one man. I hope to wrap up my development work on the project this month so I only have to go into the game to replace art assets here and there. That way I can focus on PW’s development.

PW

No major news this month, The Thing 2 RPG is stealing all its Thunder right now :P

PW Team: Richard2410, SadonriiArteaga

Donations

I am now open to taking Donations and have added a page on my site with more information about what the money (if any) will be used for. If your able to help us out I’d really appreciate it.

For more information on Donations go here.
To Donate click here. (Any amount is welcome)

 

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

Richard

April 2018 Blog Update

Hi.

Another month has passed (more or less) so here’s another trash filled blog post.

Life Stuff

I’m still at work a lot but there hasn’t been much overtime this month so I’ve been putting those extra hours into working on stuff at home. I’ve done a little work on PW but most of my efforts have gone towards working on The Thing 2 RPG’s v2.6 update.

Game wise I’ve been playing through Fire Emblem Radiant Dawn again (I love this game). I’m pretty hopeful for a Fire Emblem Switch reveal at E3 in June so it’s been good to revisit the franchise. I also started playing (Modded) Skyrim again. Did you know I’ve never actually finished Skyrim but I’ve clocked about 250 hours on it somehow? I’m setting out to beat it this time but I’m not super confident about that haha.

I also picked up a few games along with some DVDs this month. For Switch I got Darkest Dungeon and South Park the fractured but whole comes tomorrow, I’ve not played either of these games so I’m looking forward to them if I get the time. I’d really recommend checking Darkest Dungeon out if you like any of the games I make, it seems to push that ultra hard unforgiving RNG RPG style I’ve been looking for. DVD wise I picked up Harvey Birdman attorney at law season 3, Samurai Jack Seasons 1-4 boxset and Samurai Jack season 5. All classics of course, especially Samurai Jack.

The Thing 2 RPG v2.6 Update

Art: Arteaga has nearly finished the icons, there are a few more left to do but after this he is going to give the character sprites a makeover, making them more realistic in proportion and there will be some alterations to existing game imagery and some rework to tiles in the environments to fit the bigger scaled characters.

Dev: I’ve made a long list of changes, most of them are minor quality of life tweaks and fixes but there’s a few notable ones in there. I won’t list them all but they will all be in the change notes upon release. Focusing on what I’ve done this month though is:

-Added a lot more NPC’s to the Field Base in Story Mode, most of the more unique characters you meet will feature here now but I didn’t make a sidequest for all of them so most of the new ones give you a small reward instead for keeping them alive.
-Added “Enemy Alert Levels” via a script by Yanfly (Event Chase Player Script). What this does for the game is change the enemies completely giving them some basic logic to their movements on screen. Before they just randomly would roam around looking for the player character, now they randomly roam around but if they see the player they will begin chasing after them at a faster pace so will be harder to avoid. This adds a small stealth element to the game and puts more pressure on the player to fight or flight.
-I removed the shops from the Field Base in Story Mode, they’ve always felt a little odd and out of place and now the player can access Quintel’s Outpost and the Merc Trading Post they don’t need the field base shops.
-I removed the puzzle from the warehouse level in original mode, it felt kinda silly. Instead the upstairs computer just opens the door and there’s some extra loot up there now.
-The Puzzle in the Submersible has also had changes, it still exists but no longer displays the Neon letters, making it more challenging to deal with.

Planned: I’m still waiting on Jose a lot so it’s delayed time somewhat. I’ve decided to scrap the idea of animating the enemy battle sprites as it would require too much time and resources I don’t have. What I am looking at however is a party management script that will allow you to manage multiple teams and change between them. I’ve thought of 3 major uses for this as a mechanic if I can get it working.

In Original Mode when Blake is captured he looses all of his stuff, previously there’s been no way for me to save this gear so it gets destroyed. With this script I can save the gear so the player can recover it. This would make original mode a lot easier and I think would be a welcome change.

In Story Mode you tend to have a lot of extra characters you don’t use. I’ve been thinking of having a mechanic where you send out a team, like an “away team” that goes on a mission. After a certain amount of time expires they would reach their destination and you take control of them, gathering resources and destroying enemies in small generic areas. This would make use of more of the characters and allow more training to be done. This mechanic would be optional and serve as a risk/reward type of thing.

In Prequel Mode the base defense mechanic is pretty lame to be honest. Jose lets you know when the base is under attack and the results are based on how many defenders are left behind, with more giving less/weaker enemies attacking. With this party mechanic in place instead of just leaving people at the Bridge you would have to manage the Bridge teams resources in case they are attacked. When attacked instead of going to the bridge as Natalie you would instead control the Bridge team who have to repel the attack. The attacking enemies would likely be balanced on strength of the bridge team and how far into the story you are. Overall it would be a lot better than what it currently is.

It’s all down to seeing if I can get this Party Manager script by Hime working or not. At the moment Hime’s website is down which is weird as I used it the other day to view the script. As MacReady would say “There’s nothing more I can do, just wait.” I’ll post an update on it in next months blog post.

PW

PW received a bit of love this month. I reworked the scale of the map and the team had a brief discussion about the story events but it needs a lot more work. While work is being done on The Thing 2 RPG still PW will likely continue to get short posts.

PW Team: Richard2410, SadonriiArteaga

Donations

I am now open to taking Donations and have added a page on my site with more information about what the money (if any) will be used for. If your able to help us out I’d really appreciate it.

For more information on Donations go here.
To Donate click here. (Any amount is welcome)

 

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

Richard

Image

The Thing 2 RPG v2.6 Equip & Icons Preview

Here is a small preview from The Thing 2 RPG’s v2.6 update.

As you can see below all the icons in the game are being made new, from scratch by Arteaga. Most of the icons have been remade, we only have a few more batches to go. In addition to this the Equip screen has seen an overhaul. The equip slots have been expanded and some categories have been split, allowing for more items to be equipped. Head has been split into Head and Face slots,  Accessories has been split into Back and Trinket slots and a character can now equip 2 Trinkets at a time. Alongside this weapon attachments have been expanded from 3 slots to 5 slots and a whole bunch of new/extra attachments added into the game loot tables to collect.

March 2018 Blog Update

Hi Everybody!, (Hi Doctor Nick!)

It’s been a while since I actually posted anything on here and almost a year since the last update for The Thing 2 RPG. I’ve been quite busy the last year and I’ve missed updating this blog so I thought I’d start putting an effort in to write something at least once a month if I can.

Life Stuff

I’ve mostly been busy with work really. I’ve been putting in a lot of overtime hours which has really impacted the amount of free time I have. This has slowed game development down for me and created a colossal backlog of video games to play and films/series to watch. I suppose its just one of those things that happens as you start to get older and take on more responsibilities but I must admit I do miss my free time.

Last October I bought a Nintendo Switch and have started collecting for it, got about 19 games now but I’ve sunk most of my time into Fire Emblem Warriors (about 200 hours). I recently picked up Kirby Star Allies and Attack on Titan 2 for the system, they are both alright games, played a bit of them. On PC I’m Still Playing XCOM 2 (which I’ve put over 1100 hours into and made mods for) and have been playing Rainbow Six Siege since November, it’s pretty fun I’ve logged around 60 hours but I’m still a noob. I still also collect for Xbox 360, Wii and Gamecube but haven’t picked up anything in a while. Been trying to get a copy of Fire Emblem Path of Radiance but that shits expensive.

In February I went to Vietnam for Lunar New Year to visit my Girlfriends Family. Vietnam is a nice place, it’s warm and everyone is so friendly there. I stayed in the Nha Trang and had a great time. Not many locals speak English so if you ever visit I’d recommend going with someone who knows Vietnamese.

The Thing 2 RPG

It’s been sometime since I last updated The Thing 2 RPG. To be honest it needs to come to the end of it’s life so I can focus on other things but alongside our artist Arteaga I have been preparing a final major update for the game to give it a good send off. The list of changes is quite big, so much so that it has gone from v2.5.3 to v2.6 and will feature realistic character models this time around. The Thing 2 RPG was made in RPG Maker VX Ace but I was considering a port/remake in the RPG Maker MV engine for a while but sadly I feel like it would take too much time as is and decided to focus on improving the VX Ace Version.

PW

For many years we have been working on ideas for a Post Apocalyptic Open World RPG and we finally started Production in 2016 on what we have been calling “PW” (working title). We are working on this project in the RPG Maker MV engine but due to the costs of creating artwork for it I haven’t had much time to actually work on the game itself. This project is intended to be our first commercial project and I am working alongside artist Arteaga and Youtuber Sadonrii to turn this into something worth playing.

Currently the scope of the game is probably “too big” and I am working on the ideas still to think about ways we can do things better. Currently it’s taking a back seat as I finish development of The Thing 2 RPG’s v2.6 update. Once we have something half decent to show for the game I will share more details.

Donations

I’ve never accepted donations before and I hate to ask for money but I’ve hit a bit of a wall. I am the sole member of my team funding PW / The Thing which is why I have to work extra hours to be able to fund the project and keep up with responsibilities in my personal life. The only problem with this is I lack a lot of the free time I used to have to actually work on the damn projects.

I am now open to taking Donations and have added a page on my site with more information about what the money (if any) will be used for. If your able to help us out I’d really appreciate it.

For more information on Donations go here.
To Donate click here. (Any amount is welcome)

 

That’s about all I have to say for now. I hope that I can fill these blog posts with enough decent information each month to keep them readable. Thanks for reading this and playing my game(s) over the years :)

Richard

The Thing 2 RPG v2.5.3

Here is an update for the game, It fixes some outstanding issues, adds new features and puts more of a focus on survival.

Disclaimer

This ‘Traditional Style’ Sci-Fi RPG is a “Non-Profit” Fan Made game based on the events after the 1982 movie “The Thing” created by John Carpenter. It is in no way endorsed by John Carpenter or Universal Studios and shares likeness only in name. In my eyes it is the same as drawing a picture of a popular character and posting it online for all to see. I funded this game with my own money and I do not generate any revenue from ModDB or the ads displayed on my website (which I also pay for). If there are grounds for an issue with copyright then I am willing to take responsibility for that and make the appropriate changes where needed to resolve the issue. The Majority of the content (music, artwork, code) in the game is either licensed for use, originally created or credit is given where due for work used in ‘Free’ projects.

System Specs

Since the v1 there have been massive improvements to overall performance. I believe the game will run on a wide range of Windows Computers now and the v2 tanks far less in comparison to the v1. Below are the recommended specs based on those provided by the RPG Maker Team. (Official Specs)

OS: Windows XP or later
CPU: Intel® Pentium® 4 2.0 GHz equivalent or faster processor
RAM: 512MB RAM
Storage: 400mb

Please note that previous version(s) saves may not work with the v2.5 Builds.

Credits

See Here for the Credits.

Whats New?

v2.5.3 Changes:
MacReady’s Story wasn’t triggering (is now fixed)
Beating Marathon Mode on Normal to Unlock Cheats Crashed the game due to a missing sound file (replaced file)
Fixed a bug with Roberts Sidequest and not being able to enter the Weapons Research Ruins
Starvation mechanic in story mode is able to toggle itself off somehow, have hopefully prevented this
Added a Crafting Staton and some scrap metal to the Bridge of the Ship in Prequel Mode / Natalies Story
Added 2 Extra Torches to Prequel Mode that can be found in the B2 Area to make it more useful
Changed the way the Scientists Entity Journal works, now it will only log enemies encountered
Reduced most 3% SP Regen Items/Skills to 2% to make items more valuable and medics less OP
Grenades now have 100% hit chance instead of 85% (enemies too), can still be evaded/dodged but will no longer miss
Most classes now start with Crouch & Cover abilities
Lowered the Health Curves for all classes but all classes start @ 100 HP (without perks)
Increased the SP Curves for some classes to give them more chance to use skills
Lowered the Amount of HP Healed by the Medics First Aid skills, to encourage less reliance on them
Lowered the Amount healed by the “Tend Wounded” skill as its too easy to rely on it
Trust and Fear effects last a lot longer than before, making it more important to deal with them
Soldier, Sniper & Scout now have a new ability called “Action Ready”
When used they will get +1 Action and +50% Agility for 2 turns
Energy Drinks have a 50% chance to increase the users Agility by 50% and Evasion by 5% on use
Bloodpacks are now a “Key Item” and no longer restore 30hp on use (your not vampires :P)
Changed the Healing Values, Supply Costs and status removal chances of all the medical items
Too much Food or Meds can make a character Sick, this reduces Healing recieved by 50% and SP Regen by -8%
Too much alcohol can make a character Drunk, this increases DEF & LUK by 50% but reduces AGI & INT by 50%
Throw-Items removed from the game (prevents exploit)
Fixed one of the Trinket/Treasure Clues descriptions to be more specific

v2.5.3 Promo “Natalie’s Journey”

I made a promo for the new release as I noticed the trailer was pretty old. Hope you enjoy it.

v2.5.3 Live Stream

Sadonrii (or myself) will be streaming the game on Wednesday 24th May 2017 @ 14:00pm PST (subject to change). You can find Sadonrii on Twitch here or my channel here. Feel free to join the chat.

Download Links

Mediafire:

http://www.mediafire.com/file/dwyl4j982ncez42/The+Thing+2+RPG+%5Bv2.5.3%5D.exe

ModDB:

http://www.moddb.com/games/the-thing-2/downloads/the-thing-2-rpg-v253

Thank you all for your support over the years. Please enjoy the game. If there is any feedback or bug reports please post them on this article or in the forums as I am more likely to see them and respond that way. On my website is an unlockables guide but if you get stuck or need help feel free to ask. You can also check Sadonrii’s channel for YouTube playthroughs of the game if you are stuck.

Also I have uploaded this save file that unlocks all the cheats for you straight from the start if you want to mess around in the game. (compatible with v2.5.3 release)

Good luck, Captain(s).

The Thing 2 RPG v2.5.2

Here is an update for the game, It’s just a bunch of fixes.

Disclaimer

This ‘Traditional Style’ Sci-Fi RPG is a “Non-Profit” Fan Made game based on the events after the 1982 movie “The Thing” created by John Carpenter. It is in no way endorsed by John Carpenter or Universal Studios and shares likeness only in name. In my eyes it is the same as drawing a picture of a popular character and posting it online for all to see. I funded this game with my own money and I do not generate any revenue from ModDB or the ads displayed on my website (which I also pay for). If there are grounds for an issue with copyright then I am willing to take responsibility for that and make the appropriate changes where needed to resolve the issue. The Majority of the content (music, artwork, code) in the game is either licensed for use, originally created or credit is given where due for work used in ‘Free’ projects.

System Specs

Since the v1 there have been massive improvements to overall performance. I believe the game will run on a wide range of Windows Computers now and the v2 tanks far less in comparison to the v1. Below are the recommended specs based on those provided by the RPG Maker Team. (Official Specs)

OS: Windows XP or later
CPU: Intel® Pentium® 4 2.0 GHz equivalent or faster processor
RAM: 512MB RAM
Storage: 400mb

Please note that previous version(s) saves may not work with the v2.5 Build.

Credits

See Here for the Credits.

Whats New?

v2.5.2 Changes:
Fixed a passability setting with stairwell rails
Fixed “Japanese Outpost” level in survival mode (floor 13) there was some missing drops
Fixed “Ship Bridge” Level in survival mode (floor 14) there was some missing crates
Added Extra Save Points during the Puzzle Section in Pierce’s Story
Fixed a Graphical Glitch in Thing Mode
Aim Assist & Fear Effect Application in battle fixed
Fixed an exploit where you could obtain “Dog Attack” as a weapon
Fixed the Animation for Bonesaw skill
Fixed some wrong text for other skills such as Fearless Aura being called as Rally in battle
Fixed an oversight where certain characters from Prequel Mode who “burstout” still remain in the F3 Area
Fixed the issue where the Prequel Mode Timer still appears when you start a NewGame+
Fixed an enemy soldier using Avery’s face in Original Mode
Reduced Crate Enemy Spawn Chance; is now a 1 in 10 chance of Enemy_Crate
Edited (lowered) Infection Rates to Balance increased enemy strength;
-Small Things (around 2% chance)
-Medium Things (around 4% chance)
-Large Things (around 6% chance)
Fixed an issue on Roberts Sidequest where you couldn’t access the Research Ruins
Fixed issue of Starvation always turning itself off and not working properly in Story Mode
Adjusted Difficulty settings;
-Easy Enemies are now at 40% Strength (down from 60%)
-Normal Enemies are now at 80% Strength (down from 90%)
-Swedish Enemies remain at 120% Strength
Updated Difficulty descriptions to help players decide
Added a warning about Swedish mode being difficult; please stop complaining about it

Links

Mediafire:

http://www.mediafire.com/file/w05f733u325n1h0/The+Thing+2+RPG+%5Bv2.5.2%5D.exe

ModDB:

http://www.moddb.com/games/the-thing-2/downloads/the-thing-2-rpg-v252

Thank you all for your support over the years. Please enjoy the game. If there is any feedback or bug reports please post them on this article or in the forums as I am more likely to see them and respond that way. On my website is an unlockables guide but if you get stuck or need help feel free to ask. You can also check Sadonrii’s channel for YouTube playthroughs of the game if you are stuck.

Also I have uploaded this save file that unlocks all the cheats for you straight from the start if you want to mess around in the game. (compatible with v2.5.2 release)

Good luck, Captain(s).

The Thing 2 RPG v2.5.1

Here it is, the v2.5.1 update.

Disclaimer

This ‘Traditional Style’ Sci-Fi RPG is a “Non-Profit” Fan Made game based on the events after the 1982 movie “The Thing” created by John Carpenter. It is in no way endorsed by John Carpenter or Universal Studios and shares likeness only in name. In my eyes it is the same as drawing a picture of a popular character and posting it online for all to see. I funded this game with my own money and I do not generate any revenue from ModDB or the ads displayed on my website (which I also pay for). If there are grounds for an issue with copyright then I am willing to take responsibility for that and make the appropriate changes where needed to resolve the issue. The Majority of the content (music, artwork, code) in the game is either licensed for use, originally created or credit is given where due for work used in ‘Free’ projects.

System Specs

Since the v1 there have been massive improvements to overall performance. I believe the game will run on a wide range of Windows Computers now and the v2 tanks far less in comparison to the v1. Below are the recommended specs based on those provided by the RPG Maker Team. (Official Specs)

OS: Windows XP or later
CPU: Intel® Pentium® 4 2.0 GHz equivalent or faster processor
RAM: 512MB RAM
Storage: 400mb

Please note that previous version(s) saves may not work with the v2.5 Build.

Credits

See Here for the Credits.

Whats New?

v2.5.1 Changes:
Fixed an exploit in Prequel Modes Final Battle
Difficulties are now easier than before; This was in response to the game being “too Hard” on Swedish difficulty
Added “Aim Assist” Game Modifier that makes the game easier for you by giving all your NPC’s +15% HIT chance (Aim Assist can be toggled on or off when starting a game mode)
If you copy your v2.5 saves to the v2.5.1 Folder you should be able to load them, Of course you can only toggle aim assist when starting a new game mode but difficulty effects should be retroactive.

You can the v2.5 Main changelog here.

Links

Mediafire:

http://www.mediafire.com/download/9r25niw449anml3/The+Thing+2+RPG+%5Bv2.5.1%5D.exe

ModDB:

http://www.moddb.com/games/the-thing-2/downloads/the-thing-2-rpg-v251

Thank you all for your support over the years. Please enjoy the game. If there is any feedback or bug reports please post them on this article or in the forums as I am more likely to see them and respond that way. I will be working on a walkthrough for the game on my website but the unlockables guide is already live. You can also check Sadonrii’s channel for playthroughs of the game if you are stuck.

Good luck, Captain(s).

The Thing 2 RPG v2.5

Here it is, the v2.5 update.

Disclaimer

This ‘Traditional Style’ Sci-Fi RPG is a “Non-Profit” Fan Made game based on the events after the 1982 movie “The Thing” created by John Carpenter. It is in no way endorsed by John Carpenter or Universal Studios and shares likeness only in name. In my eyes it is the same as drawing a picture of a popular character and posting it online for all to see. I funded this game with my own money and I do not generate any revenue from ModDB or the ads displayed on my website (which I also pay for). If there are grounds for an issue with copyright then I am willing to take responsibility for that and make the appropriate changes where needed to resolve the issue. The Majority of the content (music, artwork, code) in the game is either licensed for use, originally created or credit is given where due for work used in ‘Free’ projects.

System Specs

Since the v1 there have been massive improvements to overall performance. I believe the game will run on a wide range of Windows Computers now and the v2 tanks far less in comparison to the v1. Below are the recommended specs based on those provided by the RPG Maker Team. (Official Specs)

OS: Windows XP or later
CPU: Intel® Pentium® 4 2.0 GHz equivalent or faster processor
RAM: 512MB RAM
Storage: 400mb

Please note that previous saves may not work with the v2.5 Build.

Credits

See Here for the Credits.

Whats New?

Lots of Fixes.
Some Game Balancing.
New Skills, Status Effects, Weapons, Items and attachments.
Additional Voice Acting.
Additional Enemies, Content and Characters for Prequel Mode.
New Enemies and additional bonus scene added for Story Mode.

You can find the full changelog here.

Links

Mediafire:

http://www.mediafire.com/download/nzklyu37ffuc3b8/The_Thing_2_RPG_%5Bv2.5%5D.exe

ModDB:

http://www.moddb.com/games/the-thing-2/downloads/the-thing-2-rpg-v25

Thank you all for your support over the years. Please enjoy the game. If there is any feedback or bug reports please post them on this article as I am more likely to see them and respond that way. I will be working on a walkthrough for the game on my website but the unlockables guide is already live. You can also check Sadonrii’s channel for playthroughs of the game if you are stuck.

Good luck, Captain(s).

The Thing 2 RPG v2.5 Update #3

Captain; Here’s the brief on some changes and new features to the game & v2.5 release info.

v2.5 Changes

General Fixes

Fixed Bashford not Appearing in Thing Mode Scene
Disabled Starvation in Prequel Mode “Bridge” Area (Both Safe & Assault Variants)
Added a Save Station to Prequel Mode “Male Wash Room” Area
Fixed Prequel Mode Crate Drops so when “SMG” is rolled it will drop HG ammo instead of MG
Improved “Research”, “Survival” and “Scavenger” Skills to give more desirable boosts
Improved “Ghost Stim” and “Recovery Stim” to balance the risk/reward a little
Balanced Spectre and Spectre Elite to be more fair
Changed Jose Radio calls from 7.5 minutes to 10 minutes to spread out events and stop spam
“Walker” Things have been given the ability ‘Rage’ which gives them a chance to go Berserk
Increased Starvation Timer to 18 (easy) 15 (normal) 12 (Swedish) minutes
Infection rates have been increased by +1% for all enemies
Iron Strikes Skill is OP Lowered Chance to Stun from 50 to 20%
Added SP cost for Engineer to use “Petrol Bomb”
40mm Incendiary Rounds were classed as “Explosives” they are now set to “Flame” element
Reduced the Chances of Stun and other ailments for ALL skills; Chances are a lot lower for more risk/reward
STUN status is OP so I have reduced its chance to happen
Added “Skip Intro” for Prequel Mode to skip the long ass cutscene intro for returning players
Crafting Crate added to Facility Survival
Added a Random Trait Gainer to Facility Survival every time you beat 5 floors and return to the hub
Extended some status ailments to last after battles have ended
Flareguns and Melee Weapons should now come with a random mod
Made Starvation/Fever notice less annoying (Now has minor notice instead of text popup)
Fixed Fever happening during main story cutscenes, hopefully this should stop constant fever
Fixed tutorial issue with save stations
Fixed tutorial map with weird background

Mechanics & Gameplay

Added the “Blitz” Skill for SMG’s (Enemy too) Allows x2 multi attack to all enemies on screen
Added the “Ruptured Armor” Status Effect which reduces enemy armor by 30% and increases gun damage on them
Armor Piercing, High Caliber, Slug shells, MARS & AM Ammo all have a chance to “Rupture Armor”
Equipped some enemies with “CS Gas” Grenades which May Stun, Disorient and Blind twice as long and May cause fever
New Enemy: Spectre ODIN added, Orange Spectre that Packs a Spas Shotgun and Grenades
New Enemy: Spectre ASIN added, Black Spectre that Carries a L96A1 Sniper Rifle and Sword
Spectre Variant Added: Spectre (Normal, Blue) with Dual SIG Handguns
Spectre Variant Added: Spectre (Elite, Red) with HK33 Assault Rifle
Spectre Variant Added: Spectre (Elite, Red) with Dual SMG’s
Spectre Variant Added: Spectre (ODIN, Orange) with Magnum & Riot Shield Combo!
Spectre Variant Added: Spectre (ASIN, Black) with SMG and Sword
New Enemy: “Alpha” (Boss) Added, A special Red Spectre as part of the new Prequel Mode subplot.
New Enemy: Seeker, A mutation of the normal spectre. The most common mutation. Basic abilities.
New Enemy: Riler, A mutation of the Elite Spectre. Tough and can “call” more mutants to battle.
New Enemy: Bulwark, A mutation of the ODIN spectre. Strong, Defesnive, Aggressive and rages out.
New Enemy: Ghost, A mutation of the ASIN spectre. Weak but Evasive and Lethal.
New Enemy: Banshee, ?????
Added 10 New NPC’s to Prequel Mode with additional missions and content
Added a new special spectre enemy sub-boss
Added 4 new mutated-thing enemies that appear in Prequel Mode
Dogs have a medical aid skill so they can carry medical aid to allies in battle at an SP cost
Dogs have a Resupply skill so they can carry supplies to allies in battle to restore some SP
New Status: “Tracer Rounds”; A unit with this has a -15% penalty to evade all damage making them easier to hit
Enemies with Assault Rifles or LMG’s now have Tracer Rounds loaded to their weapons
Added “Fear Effect” Difficulty Modifier (Units can be “worse” in the dark, being more prone to fear, slower in combat and overall less accurate)
Gen Inc have now deployed MLNR mobile sentry units to support ground forces (Story Mode Only)
New Enemy: MLNR Urban, This mobile sentry uses an SMG and deploys flash and CS gas grenades for crowd control
New Enemy: MLNR Assault, A tougher sentry using assault weapons, deploys explosive and CS gas grenades
New Enemy: MLNR Heavy, A literal tank with an LMG; deploys explosives and CS gas grenades
New Enemy: MLNR Hellfire, An anti-viral sentry with a flamethrower, Incendiary & Nitrogen Grenades

Items & Equipment

Added “Mac-10” SMG to the Game; Special Variant added too
Added “Ventilator” Mask to the game
Added “Vibroblade” Melee Weapon to the Game; Special Variant added too
Added “Power Armor” Armor Vest to the game (Relic)
New Mod for SMG: “MG Ammo”; Allows an SMG to use Machinegun ammo (+15% DMG Boost)
New Mod for SMG/ARF/BRF/LMG: “Tracer Rounds”; Applies Tracer Rounds Status on ranged attacks
New Mod “Hair Trigger” for various weapons; Gives a 10% chance for an extra action in battle

Misc

Added extra voices to Prequel Mode to support the new characters and content
Additional scene added to Story Mode as part of an exisiting side mission, connects Prequel and Story Modes slightly

Release

I am just waiting on the final artwork for the new sentry units for story mode. Only 6 of 12 new audio is recorded for Prequel Characters so far but I will release the v2.5 when the sentry units are ready with or without the audio and just update the game when that is done to save people waiting. I would estimate Mid-April 2016 for v2.5 release as I would like to divert my time to other projects.

If you are interested in small voice acting roles please message me. Also you can catch Supah Deku playing the game on twitch here at the moment; If there are any other lets plays let me know I like to watch them.

Gen Inc appear to have deployed Mobile Sentry Units to the battlefield Captain; The fight just got a lot tougher…