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BETA: Keep Q1 SP 'Uber Mod' (all Monsters Etc) Devblog.
Latest updates, tidbits, and ramblings. Ask questions here. To avoid the many expected (and encouraged!) "Hey will feature X be included?" questions, the following mods will be subsumed into the collective:
AD - Used as the mod base structure. All added features use AD's specific code types, classes, infighting, etc.
Mission Pack 1 (Hipnotic)
Mission Pack 2 (Rogue)
Rubicon
Quoth 2.1 atm (2.2 is closed source)
Custents
extras_r4
Zerstorer
Kinn (from the Marcher and others)
SOE
And my custom stuff (such as my programmable coordinate func_robot with its special syncronization code for mating up with other robots seemlessly, great for machinery or buildings that assemble themselves)

Yes I have the fix for fish monster count!

Feature list: https://drive.google.com/open?id=0Bxz_tQQ7as4ieGhGVjUtV3Q0VVk

Download v. 0.40, 395mb (OLD VERSION)
https://drive.google.com/file/d/0Bxz_tQQ7as4ib0l4eGFheHNrUU0/view?usp=sharing

UPDATE: Version 0.50 (LATEST VERSION)
https://drive.google.com/file/d/1VAFLWqU94TZZEn4bG7Fd-RHWeQqD1b5q/view?usp=drivesdk
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An Earlier Rambling 
Getting closer to a pre1.0 release.

Uncompleted Tasks:
• Readme (at 30%)
• Archive map
• At least one of these unfinished maps that make use of the mod:
-▪"" (Egyptian Coagula map)
-▪"Subterranean Mine" (Large tech base/factory)
-▪"" (Egyptian pyramid insides)

Future plans:
• Uber map (no peeking! no hints! Keep rearranging too much anyways)
• Uber episode:
-▪Still mostly in planning stages
-▪Considering making a collaborative community project...not sure how well I can "corral" peoples' efforts toward my overall vision and pacing from map to map. Prerequisite is to finish the plan and compile into a master project guide with theme notes for each map along the journey path, encounter ramp up pacing and new enemy schedule, and weapon release timings. 
I Would 
Like to add the Drake mod but alas I can't find the source qc nor decompile it.

Same for all the lovely features in Quoth 2.2. 
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