As you all know, the uMod is on hold. However, what you probably don't know is that the mod was part of a larger project aimed at fixing issues with the game that spanned more than coding issues. I made a number of small bug fixes and general improvements to the game that didn't require programming work. Some were merely aesthetic, others had to do with cheap aspects of maps. These were changes that anyone could have made, given the right tools. However, I aimed at fixing things that people previously considered broken, cheap, or generally unfun and unnecessary. The uMod is of course the largest piece this update project which is intended to improve the game by fixing details, big and small, that have plagued the game since its release.
I will be providing links in due time. Please let me know what you think and if you have any suggestions for improvements that do not require coding/programming. Obviously these changes, much like uMod, require testing.
Changes Already Made:Gameplay Changes:uModPublic Announcement, Scoreboard Tweak, Species Say Indicator, Enhanced Coop, Item Tripping Fix, Console Commands (HELP, ABOUT, UMOD, PLAYERS, NPC_DMG, SPECTATOR), Species Changer, Bot Loader, Marine Health Increase, Reload HotKey, No Weapon Jamming, Pulse Rifle Damage Increase, Smartgun Faster Tracking, Smartgun Damage Increase, Flamethrower Damage Increase, Proxy Mine Removal, Minigun Ammo Decrease, Pistol Damage Increase, Predator Health Decrease, Reverse Cycle Vision Mode, Wristblade Improvement, Predator Pistol Rebalance, Disc Tracking Removed, SDK Support, SDK Scripts, SDK Script Hotkey.
Visual Changes:Predator Crosshair Correction: The crosshair is completely red instead of partially.
Predator Numerals Correction: Got rid of the horrible "ghost" effect from the predator numerals.
Flamethrower Symbol Fixed: The red dot has been removed.
Normal Alien Navigation Mode (Redux Mod-Only): Brightens the previously dimmed alien navigation mode for Redux users.
Special Characters Added: Weapon symbols now replace infrequently used symbols.
Image Intensifier Grain Restoration (Redux mod only): Grain restored to the marine's Image Intensifier in the Redux mod for balancing purposes, as removing it gave the marine an edge in combat.
New Level Icons: Optional aesthetic change
Aural Changes:Predator Clicking Removed: The predator's annoying clicking sound that he'd make every two seconds is gone.
Fossil (custom): Replaced the previously annoying ambient sounds with much more tolerable ones.
Level Changes:Sewer: Added minigun to the top section next to the field charge orb and pistol.
Jockey: Lowered field charge orbs from eleven to four. Moved one field charge unit.
Hive: The alien's spawn point on the upper ledge is moved back. A third alien spawn point is added in the hive section next to the pulse rifle. Added SADAR to the hive section.
Hadley's Hope: Added SADAR near a room with the acid hole.
Leadworks: Added three completely new spawn points for alien and predator. Added two completely new spawn points for marine and one shared one with predator. Added medkit to a space between the room with the flamethrower and grenade launcher. Added armour to a space across from field charge orb. Added SADAR to the furnace room. Moved all pistols but none have been removed.
Meat Factory: Added SADAR to the room with the forklift and field charge. Turned around one marine spawn point that previously faced a wall.
Subway: Made various window panels untargetable. Added flamethrower underneath the subway train. The flamethrower can now be picked up off a dead body because it previously couldn't.
Nostromo: Added two smartguns, one in the large room next to a Nostromo "leg," and one near the grenade launcher.
Office: The map's indestructible objects no longer cause the alien's tail to target them.
Stranded: Added SADAR to the bunker.
Conflict: Added one marine spawn point, two predator spawn points, and one alien spawn point so now each species has four.
Ethereal: Added pulse grenades to the lower section.
Future ChangesSubway: I would ideally like to be able to change the architecture on the Eastern building so the alien can actually climb up it without falling down, but I feel that will require hard map editing in 3DS Max which I'm not ready for yet.
Various official custom maps: Patch up instant death pits.