RUNSABER wrote:SamVision wrote:What happened is that I had the holy water, which is completely useless against the boss.
I think what SamVision is trying to say, is that if there ever was a player wanting to do a hardcore playthrough of this mod (take Shadowserg on Youtube for example) there would be significant difficulty doing so. Some of the aims of hardcore runs is to use no subweapons, take no damage or not picking up iteams. I've personally tried a whip-only run of this and it is a not satisfactory environment given you HAVE to rely on the subweapons a little even against minor mobs of enemies. This isnt to say you should change anything. We're dealing with GZDoom here and it's environment which doesnt necessarily allow for that kind of gameplay. If it were Hexen or Heretic, it would be different.
The player should be able to use the Holy Water like the rest of the subweapons. It is affected by gravity, and if the player throws the weapon based on their mouselook (in this case up) the holy water should be able to go in that direction. Combined with a jump, it can easily be as much utility as an axe would be. Otherwise, it simply sucks for the battle situation and you'll need a different subweapon. Holy Water doesnt tunnel in it's idle states like the Axe does.
Hm, alright. Since i'm working on a patch that addresses some issues, i might test a possible update for the holy water that gives the bottle damaging properties kinda like in the original game. Not that you'll be able to stunlock enemies to death like that, but it's gonna make things easier for people who'd like to use that subweapon.
The whip has already been updated in this upcoming 1.4 and it will make it easier to damage both smaller enemies and multiple enemies at once (The whip now spawns bigger hurtbox projectiles that also have splash damage with A_Explode. I've playtested it twice and it doesn't break the gameplay of the mod and at the same time feels much better compared to the old railattack tracer method)
Edit: I've just tried it and it works wonders! Will have to be tested further, but it's a keeper!
If anyone wants to have a sneak peek at the patch's changes:
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-Completely reworked whip. It is now way easier to hit small targets, and anything in general.
-Holy Water's flask now stuns enemies and deals +ripper damage before touching the ground.
-Axe Armor's projectiles are now +RIPPER (They don't bounce back when they hit you).
-Axe Armor's melee attack is weaker.
-Reduced player bobbing.
-Candles will now ALWAYS spawn hearts on New Moon and Crescent Moon. (They still have a chance not to drop anything on Full Moon).
-Whip upgrades will not spawn anymore if you've already got a maxed out morning-star whip. (A big heart will drop instead).