Hard-Life is a mod that aims to change how you play Half-Life. The game was difficult back in 1998 but we've all nearly memorized enemy patterns and locations. Rather than raising enemy health and damage in an artificial manner, we decided to overhaul how the the AI works. Enemies are more evasive, they move quicker, react faster, and are more deadly with their aim.
Human enemies work more efficiently together to flush you out, and now bring a wide assortment of firepower with them to give you a tough time in every situation. Aliens are more aggressive and more willing to hit and run the player.
Additional enemies have also been hand-placed throughout the game to keep up the pressure, but without drastically changing the game's native pacing. There are also some new additions to the Half-Life cast, but they should all be familiar places.
Aside from increasing the general difficulty of the game, we also decided to implement extra features to the game that we feel fit the original tone, or were even reflected in concept art. Allies can be equipped with heavier firepower, and come in more forms and the same goes for your enemies too. We wanted to introduce variation to every scenario so that no firefight ever feels the same as the last.
We're also making an effort to unify assets in the game so that the world feels more cohesive. Weapons will now match in their world and player versions, and will seem a bit more functional as well. Many features added to the game should not be overly noticeable and you may find yourself wondering if certain elements were always there or added by Hard-Life.
This mod is under very active development, and we have an active GitLab with updates nearly every day.
Greetings to those cancelled comment people of MODDB.
I'm so excited to tell you we're not dead and only stay active on our discord. We update patreon monthly for those who want to help out (IT ISN'T NECESSARY) - most who stay active on our discord normally get updates - have their questions answered & receive updates - when we get asked any questions.
Crouching Transitions in Multiplayer Vents:
Transitioning while crouched now properly adjusts player height and position, eliminating awkward view glitches.
Steamworks Rich Presence:
Enhanced integration now displays detailed chapter or level information for your current gameplay session.
Landmark Handling:
Players can now use a "levelname_landmarkname.txt" in the maps folder to define predetermined origins during level transitions.
Multiplayer Transition Saving:
Levels retain their state during multiplayer transitions, ensuring any changes persist when returning to the same map, similar to singleplayer functionality.
New "Stuck" Command:
This command allows players to adjust their position slightly to free themselves from tight spots.
Map-Based Game Player Equips:
Weapon and ammo loadouts can now be defined in "mapname_gpe.txt" files, similar to Sven Co-op. Old in-map setups remain functional for mod compatibility.
Scientist Skin Fixes:
Persistent skin issues have been addressed for a smoother experience.
Sentry Monster Enhancements:
Map switches can now disable sentry monsters as intended.
Dynamic Ammo Entity:
Introduced an entity that dynamically provides ammo, health, or batteries based on player needs.
HEV Charger Sound Fix:
Resolved the looping sound issue when chargers are not in use.
Weapon Additions:
Gravity Gun: Added for developer use and fun experimentation.
Flamethrower: Includes a particle system inspired by Cold Ice Remastered.
Monsters Forgetting Players:
Enemies can now lose track of you after a period, allowing you to rethink your strategy Metal Gear-style.
Gauss Gun Visual Enhancement:
Added a growing spiral effect while charging, increasing in size with charge duration.
FMOD Sound Implementation:
Integrated FMOD for enhanced gameplay sounds and soundtrack support.
Improved Talkmonster Interaction:
Talkmonsters now rotate their upper bodies naturally to face players and other NPCs, with a smooth delay for realistic movement.
Player Glow Models:
Functional glow effects added to specific player models.
Grenade and Object Improvements:
Thrown objects are no longer affected by zero-damage triggers.
Monster Additions:
Monster Landmine: Simplifies functionality by replacing the previous multi-entity setup.
Monster Tank (Beta): Introduced as an APC placeholder, with plans for further development.
Apache Monster Updates:
Apache now fires at balanced rates and behaves like a regular monster.
Trigger_Nothing:
Detects when all "monster_" entities within its area are gone and activates accordingly.
Deathcam Enhancements:
Deathcam now tracks gibs or head fragments dynamically, with a POV adjustment for added immersion.
We’re continually working to bring more updates and improvements to Hard-Life. Thank you for your support and dedication. Let us know what you think about the new features, and stay tuned for future updates
Also no list of level changes were included in this news post and will not be included due to fluctuating & consistent idea's in levels we are currently working on.
Hard-Life Fan Made Videos - Special Thanks to all & list of video links.
Hard-Life update summary & content. New Team Members and some Screens/Videos
Hard-Life Office Complex game play video showing new features. Video may contain possible bugs that will be addressed in future. It is only to show progress...
First gameplay trailer of Hard-Life showcasing multiple new additions without just being a test video!
Chill guys, if this would be dead mod, developers would 100% say about that
просто есть ограничения голдсурс которые мешают разработке подробно об этом было в видео от STALKEROS
они там еще используют Unity
Well, you don't have to wait for this mod. Apparently, this modification is dead
WHERE IS RELEASE???
Please updatee
now we need betta but game must realese in "ДАТА ВЫХОДА:
30 дек. 2018 г." WHERE IS IT
dont rush the devs
When will it be released?
hard-life patreon is a scam
excuse me?
i made this comment for joke purposes don't took it seriously
ok
wait rlly?
proof?