Hey guys, here's a bit of a lengthy post regarding the mod's current state, and the uncertain future. I will be going over why I don't feel proud of this version's release, and what I will be trying to focus on in the future to make the mod more clear, and better in general.
Version 1, to me, was... Decent at best. It had everything I set out to release with, minus a few bugs that still exist in Version 1.0.2. But I had a few problems, and so did a few other people in the community server.
The mod feels like it doesn't have an actual direction, you really just... Do anything. The sign or treasures don't even matter, you don't need them to win.
This is what I found out myself post-release, and even before that I was on the fence about it. I didn't exactly like how the mod played out, cause why bother getting the sign when you could just farm rings and all to win? During the mod's alpha and beta phases, the sign used to be the key to winning, but was toned down to make "sign-less" runs easier to do.
Now that I look back on it, this is stupid. All it does is complicate the mod even more and reduce the pressure that signholder should have while playing the mod.
This, and many more, is the exact reason why Fang's Heist v2 is now under development. It is aimed to be a huge QoL update, with 3 new modes, Singleplayer, moveset reworks, and additional polish to make the mod truly feel as if it was ready for a release.
Not much will be said here, if you want a update on everything, please join the mod's official Discord server (
https://discord.gg/2vWxB7AF ). Whenever the mod has changes, I always make sure to post about it here to garner feedback.
Though, feedback from the community won't shape my mod into what it will be. I will be listening to my friends, who happen to have made gamemodes before, as well as a select few to help me decide on changes that should stick with the mod.
Thanks for reading, have a good day.