Welcome to Willard Networks!

Experience a next-level Half-Life 2 Roleplay experience. Taking inspiration from games such as Divinity Original Sin and Xcom 2. Featuring a completely overhauled combat system, gameplay and UI.

Development Updates

Its been many months since our last devblog. Now that I'm overseeing development, I'd like to have much more frequent devblogs moving forward. Despite the lack of devblogs, that doesn't mean that the dev team hasn't been hard at work. Since the last devblog there have been nearly 1000 individual contributions- large and small. Of course, its impossible for me to summarize all of them in this thread. However, there are a few major changes that are being released when the server relaunches that we would like to feature here Our very own @Astro has been hard at work on a new version of Industrial 24. He's made a number of significant and impactful changes to the map to mold it into the perfect home for combined City & Outlands HL2RP...
Willard V3 Roadmap Welcome to our quick dev update and/or announcement. We have released a Public Trello Roadmap for Version 3 of Willard Networks for all to view our progress and status in V3 Development, lore writing, guidelines and policies, etc. It has not been fully fleshed out with all the information required for the full picture, but what I have remembered off the top of my own head has been placed down thus far and will continue to add and update cards every 2 weeks for you to keep track and gain new information of how Version 3 is going of Willard. You can watch us closely this way and know how far V3 is off approximately. Atm, there is no given ETA on V3 release, but we will provide one once we are closer to the date of...
Vortigaunt players rejoice! The long awaited galunga update is finally here, you've been incredibly patient and we've known for a long time galungas needed some extra TLC. Thanks to the talented @Naast who's pulled in the effort and conjured magic before our eyes to deliver galungas their update:approve: Vort slam SWEP Vort stun (/vortstun) Beams now deal AOE damage Vort pyro ability Vort advanced beam SWEPs for galungas with level 50 vortessence Vortal shackle unlock. (/vortunlock, requires f flag) HUD bar that shows your current vortal energy Vortal energy meditation, via /entermeditation which lets vorts recover vortal energy over time with particle effects Admin commands: /setvortalenegy /addvortalenergy /takevortalenergy...
@kawasaniac has pulled off yet another amazing job fleshing out vorts further with a new model update! The vort update comes with a set of tattoos, hats, a belt, couple new uniforms and trousers (gasp) The tattoos are inspired by tribal art and come in various iterations, including glowing ones: Couple of new uniforms and misc additions such as a CWU uniform, a belt and a new sweet looking lab coat Hats, hats and more hats! Galunga’folk now have a selection of more hats to choose from Lastly the unspeakable shock that awaits us are the addition of vort trousers for high up there collaborator galungas to wear.. Shops were a pain in the arse to run for a long time, requiring CWU faction to handle a lot of micro adding each...
We constantly aim to improve the roleplay and gameplay quality of the server in various ways, like immersion. Sometimes, like in this case, those ways can seem small, but we hope that the following few QoL changes will improve the overall experience to some degree, with The Interaction Update! What time is it? Oh, let me just check the F1 menu. Wait, that doesn't make any sense! If only clock props actually displayed the time... oh, wait! Now they do. The ticking is too annoying? Press E to turn the clock off. It will stay behind, though. Ever wanted to light up a small area like a room, a desk, or the like? Well you have to call an admin, and get them to give you pet flags so you can spawn a light or a lamp, oh but now you...
Devblog #30 - Customization & Fixes With us reopening the server this weekend, we've decided to merge in almost all of the code which was previously in acceptance testing during the break. (Special thanks Votton!) The following is a list of things we've changed. NOTE: I might miss some things here, so if I do, let me know and I'll update this post! I'm sure you all will be glad to know that we've spent a lot of time fixing some of the bugs and other instability issues which caused a lot of frustration these last few months. These bug fixes are large and all encompassing. I know some of you all (including myself) struggled with some issues that involved sometimes loading up with the wrong inventory, having credits removed, shop owners...
Willard Game Plan I'd like to share with everyone a "broad stroke" view of our long-term development plans. Below you can see a couple of cards with updates we're either working on or have on our todo list. In-between there'll be other additions/updates, these listed are the more "broad" ones planned for the future. The updates will not be following the order as shown below, they are representations of what we'd like to do and not their timeframe :approve: COMPLETE More information will be made available when we're closer to the various updates and such, some are still in early concept development and keep in mind some of these may change over time as development shifts and swings before stuff is set in...
For a long while now we've wanted to make an update to the economy and CWU systems, but something so ambitious would take us a considerably long time. This would lead to us neglecting other suggestions and feedback from the community because we would be too busy with that update, which is something we did not wish to do. For this reason, we have seen fit to put together an assortment of wanted features and complete them in a (somewhat) quick manner before we begin our large project. This way, we can work on our own projects while also satisfying the community's needs. And hence, The Steamroller Update was born! People often times carry around things that would otherwise be visible without needing to explicitly state that they are...
It’s been a while since we’ve last updated our civilian models, so it is well within time we present something! I’m happy to say, thanks to @kawasaniac who’s been working away like a machine these last days, that we finally have an update ready. This will be part 1 of 2, we intend to do another more extensive model update down the line but will require a bit of a rework how the models are structured to go around source limits. Thank you @kawasaniac you’re an amazing 3D modeling talent! We’ve added four new civilian attires in this update! A black leather coat, a stylish black coat, green coat, and a red winter jacket. We originally wanted to add more but unfortunately, we’ve hit Source limitations. We’ll add more in the next model...
At long last, the Combine receive a much-needed update to their Heads-Up Display and Visor systems, bringing them a bit closer to the modern standard. It was about we did away with those old, Clockwork-Era box waypoints. The Combine can now enjoy a fully animated waypoint resembling City 17 (or just a general combine logo, if you like). These new waypoints can also be used along with a feature added a short while ago, allowing you to choose between 148(!) colors when creating a waypoint. (You can view all available colors through the /ListColors command!) The OTA now have access to a toggle-able compass at the top of their screen - this compass displays their bearing, along with distance markers tracking other OTA, CPs, and...
Hello everybody. Based on feedback from the community, we will be experimenting with a new system for Development Blogs. Instead of making a monthly/bi-monthly thread where we group many, some already known features together, we will make dedicated blogs for new large-scale features. With this, we hope to increase the frequency of our Development Blogs and avoid cases where we showcase a feature that players are already familiar with. We will still post our monthly-ish Development Blogs, but they will include smaller features or changes that did not necessarily require their own thread. With all that being said, we’d like to present: The Avian Update! This update was not necessarily requested, but we decided to take the initiative...
Devblog #29 - Equipment Slots, Weapon Balancing, Cremators Development Blog #29 brings several new features and many improvements to already existing features, including some much-needed weapon and rebel balancing. Introducing equipment slots containing slots pertaining to the head, glasses, face, torso, hands, legs, shoes, satchel, bag, and model changing items. Vortigaunts have slots of their own for their faction-specific equipment. For factions that do not need equipment (bird, stalker, headcrab, overwatch, and cremator), the inventory slots will be greyed out, as well as the model changing slot being greyed out for Vortigaunts for obvious reasons. Icons may be changed out once we have received feedback and/or feel the...
Plaza remains largely the same with a few shop additions, access points and quality of life improvements. 🟩Added open/closed signs to all shops 🟩Grate opening up below to the underground 🟩Mini CP checkpoint now has a tunnel leading up to the Nexus 🟩A CWU "front desk" shutter allowing a street view inside the warehouse 🟩Improved visuals of RDT exterior building 🟩Redid layout of Victory-4 shop 🟩Added new doorway to enter RDT besides the main entrance 🟦Removed containers and flattened surface in CWU courtyard 🟦Added fences leading up to CP checkpoint tower 🟦Removed the street fog to improve performance 🟦Shop doors no longer auto close 🟦Reduced render distance on shop windows for performance The RDT received a major overhaul...
Devblog #27 - Hints, Broadcasts, Vending Machines, and more! Development Blog #27 brings several new features to the server, including a brand-new, never-before-seen Dynamic Vending Machine system, Clockwork-Inspired Hints, map broadcast captions, and many more. Remember the classic Hints from Clockwork? We have brought them back! We have added a mix of classic old ones along with new ones that are unique to Willard. While many of them can be useful, especially to new players, we understand that some people may not want them, therefore we have added an option to change how often they are displayed, or to even completely disable them. Are you tired of people constantly stealing your workbenches? Now you can bolt them down...
Devblog #26 - QoL Improvements, Infestation Control, Song Player, Chat Tabs We return from our winter break with a bang, bringing many new features to the server, along with further balancing and general improvements. We have a new Song Player plugin that Staff can use to play music for the entire server. This music is fetched and played live through YouTube. While this allows Staff to play songs for the entire server without having to download extra content, it comes at a disadvantage. This feature is only available in the ‘Chromium’ and the ‘x64’ branches of Garry’s Mod. If you are not on one of these two branches, you will not be able to hear the music that is being played. If you are not already, here are some quick...
Devblog #25 - Balance Overhaul, Mouth Anims, Quiet Movements, Shortcuts Significant balance updates took place this update, a lot of time was spent reducing the overall grind feel, allowing for a much improved player experience. Spreadsheets, anyone? Starting with Crafting, we have spent the last few weeks creating documents and spreadsheets on our current crafting system and mapping out all our items, costs, materials, levels, xp, etc and making updates as we go along. This was a long and painful process which has taken us quite a while until now. Without going into too much detail, we have entered a point where we decided that crafting and medicine should be easy to get into, but around level 10-20 it starts curving upwards...
Devblog #24 - Drugs, Attachments, Quality of life Welcome @Robert and @Aspect to the Development team! We've added a collection of drug items designed to work as short-term attribute boosters but usually at the cost of other attributes when used. They're generally made to be more powerful compared to the regular pills in their specific areas but with a whacky visual effect to go with it, lasting 15 minutes. You're able to make drugs rom the Medicine skill but also a few ones in the cooking panel as well. We'll be adding more drugs as time go by or people 'invent' them via IC means. You can also buy drugs from the smugglers for chips. A player will be able to detect if you're high on drugs by looking at you, so keep that in...
Devblog #23 - The Combat and Rebellion update An unusual update by @Robert Hello Everyone. Robert here with an unusual report on an upcoming update I am now working on. I am currently on LOA, however, I wanted to post this before I disappear for a week to let you know that an update is on the way to improve combat in a sense as well as a few additional buffs. It's not a dev blog per se, just something to let you know what type of changes to expect soon. We got 3 new grenades coming in which consist of: Tactical Awareness Device - A device capable of both blinding its foes and revealing nearby enemies to its user (Overwatch) Decoy - Makes fake gunshots to be heard within the local area, capable of mimicking any weapon you hold...
Devblog #22 - Grenades, Cigarettes, Masks, Ambient Big ol'thanks to the Developers as usual for their amazing content! Some of you may already be aware of most of this devblogs content as much of it is already in the server but to catch up since then I’ve listed the larger changes below. Thanks again to the developers and thanks to the community for improving and making the server a joyful experience, whop-de-doh! :approve: Support for grenades in TBC is now implemented with a set of grenades available to craft and use. Frag grenade - Deals good damage within its radius. Flashbang – Blinds your opponent and reduces their action points on their turn Smoke grenade – Generate covers of smoke for sneaky maneuvering Incendiary...
Devblog #21 - Animation view, attributes, misc, BETA changelog Thanks to the developers for their fantastic work and support! Now that we've completed our first BETA we've identified a handful of bugs and have successfully fixed them, all thanks to the helping participation of everyone here! Below are a few new additions but the main chunk of this devblog is in the last section with the the BETA result changelog. I consider the BETA a success with good stability proven and performance assured. Hope you've all had fun exploring the new features! When using animations you'll now enter thirdperson and you're able to zoom in/out while you're at it! In addition to the thirdperson animation view we've introduced a couple of new...
Devblog #20 - Housing/shops, TBC additions, new admin tools Thanks to @Fruity and @Gr4Ss for writing todays devblog! As you all know, next weekend we are having our first Open Beta. We’re fully preparing for it, with the main server re-setup and planning having started. These past few days we’ve been working on preparing the server - setting everything up to showcase and explain the major features and the changes since the previous launch. The goal of the beta is to keep an atmosphere of RP but also allow room for feature exploration and testing. That is, there will be room for RP, and the ‘OOC testing’ of stuff we will be limited to certain areas of the map. Outside of these areas we want to let people roleplay, and expect them to...
Devblog #19 - Smuggling, Stacking, Stashes, Forum linking Thanks to @Gr4Ss for writing todays devblog! As you all are aware, we had only a couple of big points left on our roadmap towards the re-launch. Apartment & Shop System, Smuggling and the Open Betas, in that order… For those who have read the title, may have already deduced that Smuggling is considered done now, earlier than expected. The vast majority of the Apartment & Shop System is also done, but there was still some UI work to do before we could properly show it (hence it isn’t in this devblog). Outside of that there is only ‘nice to haves’ and bugs remaining on the todo list. As for when the Open Betas will be held: we will now go into feature freeze first. This is the...
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