Deadly Neighbours
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Deadly Neighbours
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Launch Trainer!
Action Fighting Strategy Turn Based Upgrades

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Deadly Neighbours

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Last Updated: 09/19/2012 02:29

Deadly Neighbours

-migrated-
Last Updated: 11/22/2010 19:39

5
 

New Killers on the Block

  Win 3 battles
15
 

Debt Management

  Complete your quest for $25,000
15
 

Stamp Collector

  Collect any 6 stamps

Game Dscription
Customize your Family, arm them with one of more than 75 different weapons, and fight other families in the neighbourhood! You can also export your family in the multiplayer mode to share with other players.
Re: Deadly Neighbours Posted on: 11/05/2010 5:10am
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First AoB'er to find the AoB that allows us to access the dev console gets a karma!

This game gets +1 in my book for being a homage to fallout (obviously), but I too found it to be more than a little on the slow side.  For one thing, there isn't a clear challenge layout.  It's too open, you can do too much at once, which in reality means you'll just do nothing as you sit there deciding what the next best course of action is.  If we knew what weapons are offered by each family it would be a vast improvement, or at least how much money is offered for killing them, but right now in the game all you're basically doing is click-kill-click-kill-click-kill-upgrade.  Wash, rinse, and repeat.  I feel like i'm playing an MMO where all I do is dungeon crawl with my trio.
Re: Deadly Neighbours Posted on: 11/05/2010 6:38am
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System Bot
Quote from: "Martinos"
First AoB'er to find the AoB that allows us to access the dev console gets a karma!
It's pretty much impossible if he removed it after testing & debugging the game. The same thing goes for Epic Battle Fantasy 3, there was a dev console, but the developer removed it (obviously) after making sure that he fixed all (known) bugs.

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Previous Name: phreneticus
Re: Deadly Neighbours Posted on: 11/05/2010 7:21am
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Quote from: "Martinos"
First AoB'er to find the AoB that allows us to access the dev console gets a karma!

This game gets +1 in my book for being a homage to fallout (obviously), but I too found it to be more than a little on the slow side.  For one thing, there isn't a clear challenge layout.  It's too open, you can do too much at once, which in reality means you'll just do nothing as you sit there deciding what the next best course of action is.  If we knew what weapons are offered by each family it would be a vast improvement, or at least how much money is offered for killing them, but right now in the game all you're basically doing is click-kill-click-kill-click-kill-upgrade.  Wash, rinse, and repeat.  I feel like i'm playing an MMO where all I do is dungeon crawl with my trio.


I do agree with what you said, and tbh i like this of nerdook's games the least, too grindly, no real progression, no story. At least if there were like 3 different types of houses, and by beating beginner houses say 5 times, you unlock medium, and then unlock the hard houses, anything to make it less of a sandbox grinder without a difficulty ramp (that i've noticed...)

BTW
You can see which weapons are offered by each family. While you are hovering over the building, below the 3 avatars of the people you will fight are their weapons - these change about once every second to different weapons, so if you are wanting a specific weapon, wait till it shows up and click on them quickly.
Re: Deadly Neighbours Posted on: 11/05/2010 10:35am
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TIM the Enchanter
Level: 1
ADR Info
Quote from: "nerdook"
yup. why not, anyway? you guys played the game too (only with cheats), any glitches, bugs, etc, would still show up normally. all developers playtest the game with cheats on anyway, to skip ahead to any parts that we want to test.

Reset all perks at each level would be nice so you can try out all of the perks (or at least most) before end game.

Played through legit, and I must say that it got very boring very fast.




Everything's coming up KongHack!

"When you know nothing matters, the universe is yours" ~Rick Sanchez

Re: Deadly Neighbours Posted on: 11/05/2010 12:42pm
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I actually did play this legit before I fooled around with cheats.  I normally do, unless a game is so boring that I have more fun hacking it than I do playing it.

I will agree that this particular game lacks some of the appeal of nerdook's other games.  The "grind" feeling was already mentioned, but I'd add the following.

-----------
1) Group AP/one action per group is fail.
This makes it feel like there's no real point to having three different people.  There's few situations in which you can use them effectively.

2) Missile bouncing melee weapons are OP
My technique to beat the game was to give a bowling ball to a pyromaniac/trailblazer/whatever the knockback thrown weapons perk was, and give them an umbrella.  Most couldn't even close.  They ironically tended to do better if they had no missile fire on their side at all.  Stick a guy with a lead pipe behind the thrower (give him trailblazer too for the fire immunity), and have him pull out the lead pipe if anyone with a dangerous weapon closes.

3) Auto-advancing melee guys SUCK
I'm guessing the idea was to have guys still "do" something, since you only get one action per group per turn, but in practice it just made idiots who went out and got killed on their own.  At the very least, a toggle on whether or not to auto-advance (aggressive vs defensive mode?) would help some.
------------

All in all, this game feels more like a mechanics playtest for something larger.  I think you could subsume this game's combat basics into a more expansive one and create a better game out of it.
Re: Deadly Neighbours Posted on: 11/06/2010 10:24am
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System Bot
Just to ask, has anyone tried hacking the perk points and succeeded? Thanks

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Previous Name: HJKL
Re: Deadly Neighbours Posted on: 11/06/2010 3:42pm
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Game Version: 1.0.0.3
Published: 2010-11-03

Win instantly in begining of a fight
d0 66 d4 13 60 e8 11 66 da 10 27 61 b5 13
d0 66 d4 13 60 e8 11 66 da 10 26 61 b5 13

Set initial HP of characters in a fight
You
d0 66 af 13 60 e8 11 66 da 10 24 23 61 eb 13
d0 66 af 13 60 e8 11 66 da 10 24 XX 61 eb 13
Enemy
d0 66 d4 13 60 e8 11 66 da 10 24 23 61 eb 13
d0 66 d4 13 60 e8 11 66 da 10 24 XX 61 eb 13
for XX=01 - 7F, it is from 1-127HP, but above 7F would be negative, which means they are killed instantly when spawning.

Set all weapon to a particular damage
82 63 05 24 ?? 75 63 07
82 63 05 24 XX 75 63 07
XX=00 to FF, beware that enemy will do the same damage to you, so consider use it with Setting HP

Make some combination from the above and you can get all stamps and badges.
Such as 1hp enemy and 0 damage weapon, and throwing socks for killing by smell stamp.



Re: Deadly Neighbours Posted on: 11/06/2010 11:45pm
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sol file - game completed on hard, 6 stamps.
Re: Deadly Neighbours Posted on: 11/07/2010 10:50pm
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Nerdook you are f*cking awesome.
That said, this game was insanely boring.
It seems the mechanics are kinda random in places. often I'd tear into 2 people..and realize a third one was happily waiting 2 miles behind and I had a weak ranged attacker left. Not sexy, especially if they charge me with a FRICKIN PLASMA TV :-D.
Honestly, the idea is good but holy c*ck was this ever boring.
and, as someone said, if 1 guy is charging, he will keep charging until you tell him not to. Which is bad if you tell one to charge or he charges from auto-charge weapons, then you use the second guy from something else, teh first then gets OWNED.
Re: Deadly Neighbours Posted on: 11/08/2010 2:09pm
Quote Post
Quote from: "HJKL"
Just to ask, has anyone tried hacking the perk points and succeeded? Thanks

Yes, I was able to track it down.  I forget what variable type it was offhand, but I seem to remember it being different from action points (which are a Double).  I think it was either 4 bytes or 4 bytes *8.  I know it wasn't a root var and I don't remember futzing much with math so I don't think it was the 4b*8 + 6.
Re: Deadly Neighbours Posted on: 11/09/2010 10:46am
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I found that the money value can be found using the Double value type.
Re: Deadly Neighbours Posted on: 11/09/2010 10:50am
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System Bot
Quote from: "dghan"
I found that the money value can be found using the Double value type.
Quote from: "Incognitus"
Game: http://www.kongregate.com/games/nerdook ... neighbours
Another one by nerdook, this one is boring.
Money: Double*1

...

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Previous Name: phreneticus
Re: Deadly Neighbours Posted on: 11/22/2010 7:39pm
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Action Points = Double*1