
Read me for a quick weapon mechanics reference:
*each weapon has a primary and altfire
*BIND YOUR NEW KEYS FOR WEAPON ACTIONS AND UTILITIES
*Hitting Utility with the sword fires a grappling hook, useful for dragging monsters in close
*hitting utility with the arm cannon changes your firing mode, give your trigger finger a rest and spike enemies with metal darts!
*hitting action changes your weapon into its powered state and back again
*the non powered weapons will generate mana for the powered versions by attacking enemies
*the powered sword's attacks will heal you on strike, stay in the fight and stay alive!
*The sword's utility: The grappling hook will always cause monsters to flinch, you can break an archvile's concentration on you for a moment using this, just make sure to have a plan ready when you have a pissed off martian flying towards you.
*Tapping reload after you throw your sword allows you to recover it, at the cost of arcane energy
Newest Version!
GMOTA V0.9.9 5/29/2015
New:
Zandronum compatibility Go Co-Op on their asses online with Zandronum, it's not perfect or balanced, but by god it works
New monsters! Do battle with the Hellfos baron replacement, the Bomber Knight Hell Knight replacement, the Skuttle Lost Soul replacement, and the dangerously annoying Brood Slime Pain Elemental replacement!
Passive upgrade equipment! Boost your stats with these handy relics!
a new rare subweapon!
a shitload of other tweaks!
About this mod
Spoiler:
What the hell does that mean?
Simple!
Go
Medieval
On
Their
Asses
Okay so what's the idea with this mod?
Again, simple: I'm making a fantasy themed weapon set comprised of only 2 weapons, but with each having their own unique purpose; you'll find none of my weapons to be made useless by another here!
So how does that work?
You're fully equipped right from the word go, use the reload key to switch between the normal and powered states of your two weapons, the non-powered state generates mana for your powered up form by damaging foes, stay in the fray and keep laying on the pain!
Simple!
Go
Medieval
On
Their
Asses
Okay so what's the idea with this mod?
Again, simple: I'm making a fantasy themed weapon set comprised of only 2 weapons, but with each having their own unique purpose; you'll find none of my weapons to be made useless by another here!
So how does that work?
You're fully equipped right from the word go, use the reload key to switch between the normal and powered states of your two weapons, the non-powered state generates mana for your powered up form by damaging foes, stay in the fray and keep laying on the pain!
please let me know what you think, I look forward to sharing more with you guys in the future. I also look forward to posting more here in these forums.
screenshots
Spoiler:

Burning fatties up with the Torch's item crash

Long ranged smiting with the arm cannon, and eating bread.

Blasting Imp kneecaps with the scatter shot.
Credits
Spoiler:
Sword sprites ripped from Hyperdimension neptunia, thanks Shivers for showing me the ways of sprite rips!
Arm cannon sprites courtesy of Mike12
transition animations between weapons thanks to Sgt shivers
HUD Help provided by Blue Shadow, thanks man!
Sounds taken from multiple sources including Capcom's Magic Sword, D&D: Shadows over Mystara, king of dragons, super ghouls n ghosts, Jurassic park Rampage edition, Zelda Ocarina of time, and Donkey Kong Country.
additional sprites taken from Chrono Trigger, Soul Blazer, Final Fantasy 6, Super Ghouls n Ghosts, Final Fight 2, Final Fantasy: Mystic Quest, Castlevania Bloodlines, and Illusion of Gaia
LOTS of help provided by Scroton, the /vr/ doom boys, the Zdoom Wiki, TerminusEst13 for lighting a fire under my ass and getting me started on doom modding, I think I'd still be trying to figure out how to make basic projectiles without all of you guys.
Arm cannon sprites courtesy of Mike12
transition animations between weapons thanks to Sgt shivers
HUD Help provided by Blue Shadow, thanks man!
Sounds taken from multiple sources including Capcom's Magic Sword, D&D: Shadows over Mystara, king of dragons, super ghouls n ghosts, Jurassic park Rampage edition, Zelda Ocarina of time, and Donkey Kong Country.
additional sprites taken from Chrono Trigger, Soul Blazer, Final Fantasy 6, Super Ghouls n Ghosts, Final Fight 2, Final Fantasy: Mystic Quest, Castlevania Bloodlines, and Illusion of Gaia
LOTS of help provided by Scroton, the /vr/ doom boys, the Zdoom Wiki, TerminusEst13 for lighting a fire under my ass and getting me started on doom modding, I think I'd still be trying to figure out how to make basic projectiles without all of you guys.
KNOWN ISSUES
Spoiler:
Weapons desynch online at times, power them up and down to fix
Crash expander counter gets borked online, sorry!
Crash expander counter gets borked online, sorry!
Changelog
Spoiler:
v0.9.9
+added sub equipment that passively boosts melee, ranged, movement, and defensive capabilities, these items replace the berserk pack, chainsaw, radsuit, and blurspheres respectively
+made sword attacks a little more weighty and added additional feedback
+increased sword range to compensate for the new sword speed
+increased grappler speed
+added some extra audio feedback for when you block projectiles with the shield
+fixed crash axes and earthshaker bombs breaking against boss monsters
+increased spread radius on the big spikeball's spike scatter
+buffed chicken drumsticks
+added the Omen Warhammer subweapon
+buffed the fourth attack in the sword's combo, now has a minor blast effect
+Fixed the charged dart attack, now little darts properly inherits direction and momentum from the big dart
+replaced shield sphere's sprites with sick ass invuln helmet from the Doom beta
+added the Brood slime pain elemental replacement, and Broodlings
+added the Skuttle lost soul replacement
+added the Hellfos Baron of Hell replacement
+added the bomber knight Hell Knight replacement
+increased Golden Boner HP, made him less likely to flinch too
+made the powered sword's cleave spray effect bounce on walls
+chaos revenant heads have less HP
+chaos revenant bone projectiles now have a hit sound
=Revamped losing POW, now all forms of damage hurt your POW status but it takes several hits to lose, POW recovers on their own over time, this same mechanic applies to sub-equipment
=Archer Knights now have 3 different shots, standard, fire arrows with boosted damage and leaving lingering flames, and the ice shot which slows you
=Black Vipers now drop grenades at close range that inflict severe push forces and damage you
=Made golden boners a little shorter, no effect to their hitbox though
=Healing attacks are now assigned to the powered sword and not the powered cannon
-Red Wyverns now have more HP
-sword combos are now slower
-mage gunners now have more HP
-mage gunners now fire two shots per standard shot with a random spread
-mage gunners are now less likely to use charge attacks
-chaos revenants throw more homing bones
-homing bones are now immune to floors
-removed the crash hammer subitem
-fixed an exploit allowing players to generate mana blocking their own grapplers using the shield
-slightly nerfed Blazter darts
-lowered crash hatchet's lifespan
-increased cluster missile mana cost
-Gave a countdown timer to the ball bearings
-nerfed the homing lightning damage
-shortened the lifespawn of POWfire balls and the super fire from the torch crash
-shortenedthrown sword lifespan
-nerfed charged buster shot splash radius and damge
-nerfed Blazter range
v0.9.8
+Revamped dart mode to a powerful burst fire mode, can be charged for a special attack
+Item crashes no longer use mana, now feed off of Crash Charges which can only be found, crash expanders replace backpacks!
+drastically buffed and changed most item crashes
+altered Powered Cannon primary fire: Now it's a spiraling bola shot
+altered Powered cannon secondary attack: Now it's a heavy cannonball that has a delayed explosion with darts
+altered Power Sword attack: now inflicts as an AOE cleave spray on hit
+Buffed Hatchet and POW Hatchet damage and travel speed
+added new HUD icons for the sword, powered sword, and arm cannon
+changed POW lance behaviour, now quickly gains speed as it travels
+changed POW torch behaviour, now drops fireballs on direct hit that bounce around
+added new sword sprites for standard and powered forms, as well as the thrown sword
+added the Red Wyvern Cacodemon replacement
+added the Mage Gunner Arachnotron replacement
+added knife throwing tricks for the thief
+added homing bone attack for the Chaos Revenant
+added new visual effects for scatter shot, POW lance, and max charge shot
+added audio cue for subshot failures
+added audio and visual cues for when lifedrain is in effect with powered arm cannon
+edited how power sword throw behaves, doesn't start homing until after a set time limit
+added Xdeath for living armors
+Lowered the melee speed of Imp Skirmishers
+slightly raised Steel Duke spikeball damage
+doubled the length of arcane chicken and mystic wine buffs (will be replaced with a new effect in the future)
+slightly buffed dagger item crash
+Lowered damage of imp skirmisher projectiles
+lowered Steel Duke HP by 10
+buffed POW Lances
+slightly buffed scattershot damage
+added a chain clinking sound for the grappler, little more feedback now
=Shining Knight is no longer triggered with the zoom key in the powered sword mode, now is a usable item taken in the BFG slot, can now exit Shining Knight Mode at will by hitting the use item key again
=Lowered chaos revenant particle count
=Made POW status for Dagger shoot two daggers instead of one, it's essentially the same thing
=Made armor amulet and POW Giver an instant use item rather than an inventory based item
=Retooled the warding shield, no longer provides full invuln but instead properly blocks projectiles in front of you. DOES NOT BLOCK MELEE THOUGH. So better continue juking fools in melee. No longer hold to block anymore either, now tapping shield raises the shield up for a set time before lowering, tapping altfire again will cause you to throw it
=Changed out Cluster Missile and Scatter Shot sound effects for more appropriately retro sounds
=Made efforts to make Imp skirmisher bones fly a little more randomly
-lessened lifespan of thrown sword
-torch flames no longer rip bosses
-recalling the sword after throwing it costs more mana
-Raised eartshaker bomb mana cost by 20 points
-raised cluster missile mana cost by 10 points
-slightly nerfed max charge shot explosion radius
-Nerfed POW'd earthshaker bomb pull and explode radius
-nerfed earthshaker bomb radius
-Players now start with no subweapon, and no subshot. Better get hunting
-slightly lowered hatchet fire rate
-lowered torch fire rate
-nerfed hatchet bounce count
-removed porta chests and porta cubes (More items will be coming in the future to replace them)
-altered some ammo gem spawns, ammo should be slightly more scarce
-Lowered Golden Skeleton's pain chance
-Made Lord Blaz a little shorter
-removed ability to charge the sword, sword throwing is now the powered sword's zoom function, this makes standard sword combos a little more fluid
-raised standard spikeball mystic energy cost
v0.9.7
+added the magebane thief, a spectre replacement that drains your mana with each stab
+added the chaos fist skeleton, a revenant replacement that has revels in madness
+added the living armor, a pinkie replacement, these hearty suits of armor are focused on slamming their sword into your face
+buffed torch direct hit damage
+buffed dagger damage
+added extra spark effects when striking the sword against walls and non bleeding actors
+added the POW-Giver sub item
+subweapon and subshot pickups now last longer before vanishing
+Power sword throw now behaves to how it was originally, but now it aims for enemies rather than flying around aimlessly
+tweaked enemy damage values, steel dukes shouldn't completely destroy players instantly now
+removed the flickwand and actually made the blazter shoot the hitscan puff (There Term, you nerd)
+gauntlet pellets now have extra visual and audio feedback to make them more satisfying
+buffed damage and knockback and mid-charge shot
+boomerang sword throw has increased range
+fixed sub-items resetting to 1 when entering new stages
+fists are now buffed and feel crunchier too
+lowered Black Viper firing rate
+made chests and spellcubes immune to being telestomped
-lowered how much loot the golden skeleton drops on death
-nerfed POW torch, drops only ONE flame on direct hit
-Nerfed rocket-lance damage, also now behaves differently to discourage using it at close range
-mid charge shots no longer give mana when shooting chests
v0.9.6
+added an additional 14 music tracks for Blaz
+added usable inventory items, Blaz will start with a wand that fires hitscan puffs to flick switches!
+also added the crash hammer, armor amulet, and porta chest/cube items
+changed the charged boomerang throw to a one shot power attack, recall the sword back by hitting reload, please note this trick can be done with standard boomerang throws, allowing you to effectively duplicate your sword. This is incredibly silly.
+added the POW system, collect two of the same subweapon/subshot to upgrade your subweapon for the duration of the level, or if you pick a different subweapon up
+Lowered spawn locations for imp's maces and javelins
+buffed Black Viper dodge rate
+gave Black Vipers an extra 50 HP
+added a slight delay before Vipers shoot, also added an audio cue
+added a slight delay before Skirmishers throw maces and javelins
+restored hatchet's item crash blood shedding abilities, new blood system is far more efficient and can handle this
+Made chests immune to splash damage to avoid players accidentally blowing chests up and losing the loot inside
+slightly buffed mystic energy gain from pellet shots
+further buffed mystic energy gain from mid charge shots
+made charge shots feel more powerful, added extra knockback for more oomph
+added some extra audio feedback for some subweapons and subshots
-nerfed mystic energy gain from bolts by one point
-Removed the goddess bracelet, a rare weapon will replace it later.
=Lowered the height at which cluster missile bomblets fly upwards
v0.9.5
+black vipers dodge less now
+raised Steel Duke's pain chance, lowered mace sphere damage
+new blood and gore!
+Added the Imp Skirmisher, watch yourself around those maces
-Nerfed damage values of individual scattershot pellets
+however, buffed power of the blowback at closer ranges
+New earthshaker bomb explosion sprites
+added the golden skeleton in treasure chests, drops new items
+New items added: Mystic Wine and Arcane chicken, eat and drink magically infused food for temporary infinite mana!
v0.9.4
+replaced human monsters with projectile-based medieval foes
=retooled the scattershot to make it feel better
+Buffed the dagger again, removed its autofire capability for balance
+Added the option to disable the music randomizer
V0.9.3
+replaced the scatter grapple with SHINING KNIGHT, drastically increase your physical abilities for a short time
+made power up/down animations cancellable with attacks
+buffed big spikeball damage, also now shoots spikes everywhere on death
+buffed standard spikeball damage, visuals, AND sounds
+replaced caltrops with the turret sphere, send out a few red spikey guardian angels to back you up!
+buffed cluster missile damage, bomblets now scatter bomblets too
+buffed scatter shot damage, bullets also now bounce off monsters
+added proper slashing sword combo, it's badass.
+added proper boomerang sword function, can be charged for more power
+buffed food a little more
+sped up weapon lowering and raising a little
+added player sprites for Blaz, gaze upon his glorious visage! (thanks shivers, you're the man, man)
+made subweapon pickups float, also both subweapon and subshot pickups now vanish differently, when they're gone, they're actually gone!
+new music for the music randomizer
V0.9.2
+begun work on retooling the sword, adding beat em up style combos
+added early charge attack
+finally fixed invuln spheres, sorry guys!
+added new arm cannon utility
+minor buffs to arm cannon
+buffed food items, may buff more in the future
+chests now have less health and are generally easier to break
V0.9.1
+Added three new subweapons, plus one secret one.
+added music randomizer
+added item crashes, subweapons get special attacks when using the power sword
+completely revamped Blaz's secondary weapon, the ruby wand has been replaced in favor of the powerful arm cannon, complete with a new utility function: A short range ball and chain attack
=Sword has been retooled, now only strikes once but harder
=changed how the grappler behaves, now it's a returning ripper projectile
-nerfed range of standard sword wave
-some subweapons now do less damage
-removed power sword's beam
-removed several of Blaz's spells and retooled the others, now only has three to choose from, all are pretty crunchy now
V0.9
+added hatchet subweapon
+added fan of blades
+subweapons and spells are now independent pickups
+grappler and force wave are now zoom key utility functions
+tweaked staff's altfire slightly, now the projectile will destroy other projectiles (thanks Terminus)
+shortened lightning spell's windup, increased range
+added spells to chest drops for now
+swapped out ogg format for title theme in favor of smaller SPC
+renamed sword mana to arcane energy
+renamed wand mana to mystic energy
+subweapons now give small amounts of arcane energy when they hit monsters
V0.8:
+added Subweapons and item chests
+sped up sword's initial attack speed
+added kill and secrets counter to HUD
+Added subweapon bar to HUD
+reduced value of wand and mana crystals
+tweaked drop rates slightly
+new sprites for keys
+added title screen and intermission image
+new music for title screen and intermission
V0.7:
+added HUD
+character now jumps higher
+new primary attack for power sword, cleave
+added new pickups
+implemented powerups
+new sounds and sprites
V0.6:
+Merged the four weapons into two
+Access powered up states by hitting reload
+added the fourth weapon: The powered sword
+added new visual effects for projectiles and attacks
+you no longer pick up vanilla weapons and ammo
V0.5:
Added sword beams to basic sword, further refined ruby wand
GMOTA WIP4 Initial shared release
+added sub equipment that passively boosts melee, ranged, movement, and defensive capabilities, these items replace the berserk pack, chainsaw, radsuit, and blurspheres respectively
+made sword attacks a little more weighty and added additional feedback
+increased sword range to compensate for the new sword speed
+increased grappler speed
+added some extra audio feedback for when you block projectiles with the shield
+fixed crash axes and earthshaker bombs breaking against boss monsters
+increased spread radius on the big spikeball's spike scatter
+buffed chicken drumsticks
+added the Omen Warhammer subweapon
+buffed the fourth attack in the sword's combo, now has a minor blast effect
+Fixed the charged dart attack, now little darts properly inherits direction and momentum from the big dart
+replaced shield sphere's sprites with sick ass invuln helmet from the Doom beta
+added the Brood slime pain elemental replacement, and Broodlings
+added the Skuttle lost soul replacement
+added the Hellfos Baron of Hell replacement
+added the bomber knight Hell Knight replacement
+increased Golden Boner HP, made him less likely to flinch too
+made the powered sword's cleave spray effect bounce on walls
+chaos revenant heads have less HP
+chaos revenant bone projectiles now have a hit sound
=Revamped losing POW, now all forms of damage hurt your POW status but it takes several hits to lose, POW recovers on their own over time, this same mechanic applies to sub-equipment
=Archer Knights now have 3 different shots, standard, fire arrows with boosted damage and leaving lingering flames, and the ice shot which slows you
=Black Vipers now drop grenades at close range that inflict severe push forces and damage you
=Made golden boners a little shorter, no effect to their hitbox though
=Healing attacks are now assigned to the powered sword and not the powered cannon
-Red Wyverns now have more HP
-sword combos are now slower
-mage gunners now have more HP
-mage gunners now fire two shots per standard shot with a random spread
-mage gunners are now less likely to use charge attacks
-chaos revenants throw more homing bones
-homing bones are now immune to floors
-removed the crash hammer subitem
-fixed an exploit allowing players to generate mana blocking their own grapplers using the shield
-slightly nerfed Blazter darts
-lowered crash hatchet's lifespan
-increased cluster missile mana cost
-Gave a countdown timer to the ball bearings
-nerfed the homing lightning damage
-shortened the lifespawn of POWfire balls and the super fire from the torch crash
-shortenedthrown sword lifespan
-nerfed charged buster shot splash radius and damge
-nerfed Blazter range
v0.9.8
+Revamped dart mode to a powerful burst fire mode, can be charged for a special attack
+Item crashes no longer use mana, now feed off of Crash Charges which can only be found, crash expanders replace backpacks!
+drastically buffed and changed most item crashes
+altered Powered Cannon primary fire: Now it's a spiraling bola shot
+altered Powered cannon secondary attack: Now it's a heavy cannonball that has a delayed explosion with darts
+altered Power Sword attack: now inflicts as an AOE cleave spray on hit
+Buffed Hatchet and POW Hatchet damage and travel speed
+added new HUD icons for the sword, powered sword, and arm cannon
+changed POW lance behaviour, now quickly gains speed as it travels
+changed POW torch behaviour, now drops fireballs on direct hit that bounce around
+added new sword sprites for standard and powered forms, as well as the thrown sword
+added the Red Wyvern Cacodemon replacement
+added the Mage Gunner Arachnotron replacement
+added knife throwing tricks for the thief
+added homing bone attack for the Chaos Revenant
+added new visual effects for scatter shot, POW lance, and max charge shot
+added audio cue for subshot failures
+added audio and visual cues for when lifedrain is in effect with powered arm cannon
+edited how power sword throw behaves, doesn't start homing until after a set time limit
+added Xdeath for living armors
+Lowered the melee speed of Imp Skirmishers
+slightly raised Steel Duke spikeball damage
+doubled the length of arcane chicken and mystic wine buffs (will be replaced with a new effect in the future)
+slightly buffed dagger item crash
+Lowered damage of imp skirmisher projectiles
+lowered Steel Duke HP by 10
+buffed POW Lances
+slightly buffed scattershot damage
+added a chain clinking sound for the grappler, little more feedback now
=Shining Knight is no longer triggered with the zoom key in the powered sword mode, now is a usable item taken in the BFG slot, can now exit Shining Knight Mode at will by hitting the use item key again
=Lowered chaos revenant particle count
=Made POW status for Dagger shoot two daggers instead of one, it's essentially the same thing
=Made armor amulet and POW Giver an instant use item rather than an inventory based item
=Retooled the warding shield, no longer provides full invuln but instead properly blocks projectiles in front of you. DOES NOT BLOCK MELEE THOUGH. So better continue juking fools in melee. No longer hold to block anymore either, now tapping shield raises the shield up for a set time before lowering, tapping altfire again will cause you to throw it
=Changed out Cluster Missile and Scatter Shot sound effects for more appropriately retro sounds
=Made efforts to make Imp skirmisher bones fly a little more randomly
-lessened lifespan of thrown sword
-torch flames no longer rip bosses
-recalling the sword after throwing it costs more mana
-Raised eartshaker bomb mana cost by 20 points
-raised cluster missile mana cost by 10 points
-slightly nerfed max charge shot explosion radius
-Nerfed POW'd earthshaker bomb pull and explode radius
-nerfed earthshaker bomb radius
-Players now start with no subweapon, and no subshot. Better get hunting
-slightly lowered hatchet fire rate
-lowered torch fire rate
-nerfed hatchet bounce count
-removed porta chests and porta cubes (More items will be coming in the future to replace them)
-altered some ammo gem spawns, ammo should be slightly more scarce
-Lowered Golden Skeleton's pain chance
-Made Lord Blaz a little shorter
-removed ability to charge the sword, sword throwing is now the powered sword's zoom function, this makes standard sword combos a little more fluid
-raised standard spikeball mystic energy cost
v0.9.7
+added the magebane thief, a spectre replacement that drains your mana with each stab
+added the chaos fist skeleton, a revenant replacement that has revels in madness
+added the living armor, a pinkie replacement, these hearty suits of armor are focused on slamming their sword into your face
+buffed torch direct hit damage
+buffed dagger damage
+added extra spark effects when striking the sword against walls and non bleeding actors
+added the POW-Giver sub item
+subweapon and subshot pickups now last longer before vanishing
+Power sword throw now behaves to how it was originally, but now it aims for enemies rather than flying around aimlessly
+tweaked enemy damage values, steel dukes shouldn't completely destroy players instantly now
+removed the flickwand and actually made the blazter shoot the hitscan puff (There Term, you nerd)
+gauntlet pellets now have extra visual and audio feedback to make them more satisfying
+buffed damage and knockback and mid-charge shot
+boomerang sword throw has increased range
+fixed sub-items resetting to 1 when entering new stages
+fists are now buffed and feel crunchier too
+lowered Black Viper firing rate
+made chests and spellcubes immune to being telestomped
-lowered how much loot the golden skeleton drops on death
-nerfed POW torch, drops only ONE flame on direct hit
-Nerfed rocket-lance damage, also now behaves differently to discourage using it at close range
-mid charge shots no longer give mana when shooting chests
v0.9.6
+added an additional 14 music tracks for Blaz
+added usable inventory items, Blaz will start with a wand that fires hitscan puffs to flick switches!
+also added the crash hammer, armor amulet, and porta chest/cube items
+changed the charged boomerang throw to a one shot power attack, recall the sword back by hitting reload, please note this trick can be done with standard boomerang throws, allowing you to effectively duplicate your sword. This is incredibly silly.
+added the POW system, collect two of the same subweapon/subshot to upgrade your subweapon for the duration of the level, or if you pick a different subweapon up
+Lowered spawn locations for imp's maces and javelins
+buffed Black Viper dodge rate
+gave Black Vipers an extra 50 HP
+added a slight delay before Vipers shoot, also added an audio cue
+added a slight delay before Skirmishers throw maces and javelins
+restored hatchet's item crash blood shedding abilities, new blood system is far more efficient and can handle this
+Made chests immune to splash damage to avoid players accidentally blowing chests up and losing the loot inside
+slightly buffed mystic energy gain from pellet shots
+further buffed mystic energy gain from mid charge shots
+made charge shots feel more powerful, added extra knockback for more oomph
+added some extra audio feedback for some subweapons and subshots
-nerfed mystic energy gain from bolts by one point
-Removed the goddess bracelet, a rare weapon will replace it later.
=Lowered the height at which cluster missile bomblets fly upwards
v0.9.5
+black vipers dodge less now
+raised Steel Duke's pain chance, lowered mace sphere damage
+new blood and gore!
+Added the Imp Skirmisher, watch yourself around those maces
-Nerfed damage values of individual scattershot pellets
+however, buffed power of the blowback at closer ranges
+New earthshaker bomb explosion sprites
+added the golden skeleton in treasure chests, drops new items
+New items added: Mystic Wine and Arcane chicken, eat and drink magically infused food for temporary infinite mana!
v0.9.4
+replaced human monsters with projectile-based medieval foes
=retooled the scattershot to make it feel better
+Buffed the dagger again, removed its autofire capability for balance
+Added the option to disable the music randomizer
V0.9.3
+replaced the scatter grapple with SHINING KNIGHT, drastically increase your physical abilities for a short time
+made power up/down animations cancellable with attacks
+buffed big spikeball damage, also now shoots spikes everywhere on death
+buffed standard spikeball damage, visuals, AND sounds
+replaced caltrops with the turret sphere, send out a few red spikey guardian angels to back you up!
+buffed cluster missile damage, bomblets now scatter bomblets too
+buffed scatter shot damage, bullets also now bounce off monsters
+added proper slashing sword combo, it's badass.
+added proper boomerang sword function, can be charged for more power
+buffed food a little more
+sped up weapon lowering and raising a little
+added player sprites for Blaz, gaze upon his glorious visage! (thanks shivers, you're the man, man)
+made subweapon pickups float, also both subweapon and subshot pickups now vanish differently, when they're gone, they're actually gone!
+new music for the music randomizer
V0.9.2
+begun work on retooling the sword, adding beat em up style combos
+added early charge attack
+finally fixed invuln spheres, sorry guys!
+added new arm cannon utility
+minor buffs to arm cannon
+buffed food items, may buff more in the future
+chests now have less health and are generally easier to break
V0.9.1
+Added three new subweapons, plus one secret one.
+added music randomizer
+added item crashes, subweapons get special attacks when using the power sword
+completely revamped Blaz's secondary weapon, the ruby wand has been replaced in favor of the powerful arm cannon, complete with a new utility function: A short range ball and chain attack
=Sword has been retooled, now only strikes once but harder
=changed how the grappler behaves, now it's a returning ripper projectile
-nerfed range of standard sword wave
-some subweapons now do less damage
-removed power sword's beam
-removed several of Blaz's spells and retooled the others, now only has three to choose from, all are pretty crunchy now
V0.9
+added hatchet subweapon
+added fan of blades
+subweapons and spells are now independent pickups
+grappler and force wave are now zoom key utility functions
+tweaked staff's altfire slightly, now the projectile will destroy other projectiles (thanks Terminus)
+shortened lightning spell's windup, increased range
+added spells to chest drops for now
+swapped out ogg format for title theme in favor of smaller SPC
+renamed sword mana to arcane energy
+renamed wand mana to mystic energy
+subweapons now give small amounts of arcane energy when they hit monsters
V0.8:
+added Subweapons and item chests
+sped up sword's initial attack speed
+added kill and secrets counter to HUD
+Added subweapon bar to HUD
+reduced value of wand and mana crystals
+tweaked drop rates slightly
+new sprites for keys
+added title screen and intermission image
+new music for title screen and intermission
V0.7:
+added HUD
+character now jumps higher
+new primary attack for power sword, cleave
+added new pickups
+implemented powerups
+new sounds and sprites
V0.6:
+Merged the four weapons into two
+Access powered up states by hitting reload
+added the fourth weapon: The powered sword
+added new visual effects for projectiles and attacks
+you no longer pick up vanilla weapons and ammo
V0.5:
Added sword beams to basic sword, further refined ruby wand
GMOTA WIP4 Initial shared release


