There might be a bug in how the God flag is set between how powerups set it and how the player freeze ACS calls happen. The place where the script that removes active powerups is called might need adjusting. Good find!
jeans477 wrote:Awesome mod, really fantastic level and enemy design. The HUD looks great too, but could you add scaling options to the HUD if possible? If I Stretch the full-screen HUD its a bit too big and kinda overlaps the weapon sprites but when not stretched its too small.
A solution is to use the Alternate HUD, but it is not as pretty as the Status bar and fullscreen HUD. Also the Alternate HUD lacks the "Goonade throwing strength" meter and the Goonade counter.
I recall that there is a separate set of definition files for the GZDoom alternate HUD, though I'm not sure the strength meter is possible to do in it. It's not as scriptable as the regular HUD. We'll look into the HUD scaling.
mumblemumble wrote:Great mod, though grenades feel... Wonky?
I expected they would work on crowds, but instead it does high damage to a single target, and jack shit to everyone else.
I think it might be worth adjusting the grenades performance, or at least letting us know its a power hitter and not a crowd pleaser.
Lobbing a goonade at a specific dude does slightly more damage due to the goonade impact itself, but the same amount of blobs spawn and do the same total damage. An enemy hit with the goonade will eat a lot of the goo, so that's a lot of damage dealt to huge targets. It might be worth revisiting for balancing.