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E.Y.E: Divine Cybermancy Patch

Streum On Studio now offers a new version 1.31 of E.Y.E: Divine Cybermancy, adding new content to their first-person action/RPG/shooter. This change log outlines all that's new in the automatic update. Here's a summary:

Among the many benefits of this new 1.31 update, you will find custom maps support (available in multiplayer and in solo through a new NPC), E.Y.E's FGD, an explicative guideline and some level example sources; everything the community needs to create their own levels. This update also concerns a major change in the secondary mission system (cm_), the re-balancing of the equipment weight, the attack delay after a sprint and a noteworthy improvement of the player’s clones and drones.

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5. Re: E.Y.E: Divine Cybermancy Patch Jul 5, 2012, 23:22 Bumpy
 
Jerykk wrote on Jul 5, 2012, 22:56:
From what I've seen and read, the game has deep gameplay mechanics but the level design and AI just don't hold up.

I agree on the AI being rather simplistic but level design I have found more than adequate. Level detail and geometry are low but level designs are large, multi-level, multi-pathed and provide excellent arenas for the spawning gameplay that occurs.

Actually, the levels very much remind me of Quake and its expansion packs. Simple yet somehow magical.
 
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    Date Subject Author
  1. Jul 5, 19:22 Re: E.Y.E: Divine Cybermancy Patch Kitkoan
  2. Jul 5, 19:42  Re: E.Y.E: Divine Cybermancy Patch Mad Max RW
  3. Jul 5, 20:33   Re: E.Y.E: Divine Cybermancy Patch Ray Marden
  4. Jul 5, 22:56    Re: E.Y.E: Divine Cybermancy Patch Jerykk
>> 5. Jul 5, 23:22     Re: E.Y.E: Divine Cybermancy Patch Bumpy
  6. Jul 6, 00:20 Re: E.Y.E: Divine Cybermancy Patch jacobvandy
  7. Jul 6, 09:22  Re: E.Y.E: Divine Cybermancy Patch Slashman


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