I know I posted this video before everywhere else, but it's basically summat of this update.
So!... 3.5. Goddamn. How long can this go, you could ask. Well, for as long as necessary or I'll feel like keeping it going, but I am probably not gonna drag people along for the ride on anything major anymore. Just one more big update around the corner, and after that, I guess I could retire it to greener pastures. There's probably still a thing or two I could personally do, but we'll see. Eitherway, enjoy this intermediary update. Probably broke ten million other things in the meantime, so the fun never ends.
Core file.
Addon.
Alternate Thotkeeper voice.
Spoiler: Key featuresSHOUTCAST BOX OF SHOUTOUTING AND SPECIAL-THANKING IN THIS ONE TO:
-GNUFASTER! A lot of performance fixes across the board to make this slightly less shit to play (for me at least, it might still make a lot of toasters cry, but I managed to get through some slaughterwad or two again. Huge success imo!) such as tome and strat pickups (generally everything item-wise that spawns particles) got a boost, improved performance on couple things like refurbished effects on Ironblast, Matriarch and Augur, you name it.
-Speaking of GNUFASTER - some special treatment carried out towards Eviternity in terms of compatibility, cause... well, they really made damn sure you've got the dead so badly it caused a lot of problems. And on top of that - doing something about that weather. Citing, "in this update we bent reality in mods that aren't ours".
-Two new artifacts: One replacing tiberium bombs cause I felt like I ended up neglecting them amongst billion other items and I didn't feel like making a bind for them. Making them thrown at random alongside quick-TNT felt dumb either. On top of that, made Dreadful obsolete and was clashing in role with TNT, so!... I scrapped it altogether and made a new TNT artifact to replace it. The other artifact is just another off-color insanity becoming corporeal, a mega overpowered-wanking that absolutely wasn't needed, ever, but the question as usual isn't "why?" but "why not?".
Demoman's Eyepatch of Power
A peculiar piece of magical equipment, apparently soaked with some dark magic after protecting a cursed eyesocket for years too many to count - fortunately don't need to wear it to make use of it! While active, turns your dynamite into proximity mines. They last forever, unless you cook them too long, they might still blow-up midair, so keep that in mind.
Emperor's Breath
A rather potent artifact, it enables some of your weapon-based explosions to traverse through walls! Exceptionally broken when combined with Golden Emperor, given it was devised solely for that weapon at first, but Rowsol's comment gave me some food for thought and I made it work with a couple more toys.
-GUNSNAKE, WAZARD EAAATEEER~ aka snake game that was more of a gag\experiment but ended up being a real deal because!... why not. Yea. It also comes with Brutal mod. We went there, yes. Just activate extreme mode.
-Deadmaker's powers implementation into weapons alongside a bit of rewiring the spells, courtesy of mostly Dinosaur_Nerd with a lot of my bitching and moaning involved. Holy shit that was a painstake to do, but hopefully will end up being worth it and that it still doesn't bugger out on some rare, unspeakable circumstances. On top of that - added golden flame experience, uppercut and goomba stomp to him and powersuit and finally his own, proper draughsuited frames for hands cause I was neglecting that for a long-ass while.
-Thotkeeper got a voice now, even alternate one cause I didn't want to leave the other VA who had lent their talent out! (I know that one line's missing; I didn't wanna bother her with that~)
'keks huuuuuge nerd hu'
-Zhs2 for being in times of need within reach, as per usual; but just because it's as per usual, it doesn't mean I appreciate it any less~
-Dinosaur_Nerd for his additions into core mod and officially getting enlisted into the Crew!
-Crofteria and Liliana Rowena for lending their voice talent, and Volatile Broccoli for saving my ass in terms of editing them!
-FamineSkull89 for his help with acquiring a nice hand for the big guy's uppercut (and the thumbnail for that video above), and GoldenMobster72 for smol donation of coin picking sounds. Your donations are surely appreciated!
Spoiler: ChangelogAlso the first guy to mention any bug on release day is the first one to give me depression~ of course I'm kidding - happy hunting and happy halloween!
3.5
-Fixed some stuff regarding new shop or weapon wheel! (keks)
-Fixed brown serpent missing its ice death.
-Added two new artifacts.
-Fixed my oopsie with the Prism Lazer decal actors sticking around. (Danke for that PM there~)
-Fixed Brimstone having non-suited hand during raise after map change. (You can thank Dinosaur_Nerd for that as I'd never notice it for my life on my toaster~)
-Fixed Matriarch being given in the Gladius Barrel - now I remember what's the reason behind this. Supposed to be BaseBringer.RequisiteItem "GladiusBarrel"; there, not an item being unlocked. Aaagh I'm a [censored word].
-Fixed stratted Augur shot not disappearing after getting the ded.
-Draugh tome and its other related items will auto-switch to each other upon use now.
-Fixed some of the artifacts lacking their looping sounds and some other smol bits.
-Fixed some zfighting issue regarding Sigil, hopefully.
-Added some fix from Dino for Longhorn as it was apparently missing a one pixel on the bottom to be noticable. I don't see it, but just because I don't see it, doesn't mean it's not there, soooo... It also was supposed to be in 3.3 but I kinda ignored it and forgot about it, whoops.
-Added rejuvenation pods/potions to quick heal.
-Added missing bright keyword to armor bonuses.
-Smol fix for TNT by Dino has been administered.
-Fixed the infinite dergovision making the money tracker not pop up in HUD. (keks)
-Added throwing animation stuff for tiberium bomb and propane. (Traditional quick-toss cvar will make them instant again.)
-New behavior for tiberium bombs - they be sticky mines now! EDIT: scratch that, I replaced them with a new artifact cause I felt they overlapped in role with dynamite anyway.
-Sigil could cause a desync in multi, fixed that.
-Added a GOLDEN FLAME EXPERIENCE (not really related to Jojo part 5) - Meteorfist and Deadmaker's melee attacks\fireballs get affected by Midas mode now.
-Fixed chest getting a negative array index and crashing. (zhs2)
-Added a function for Golden Emperor to expand its ammo count if you find dupes, making it less of a bummer if you find another one. (also has a side effect with give all where you get free expansion each time, but... I'll politely ignore it~) (zhs2)
-New, hot'n'improved SNAKE MINIGAME, THIS TIME PROPER IN THE MOOOOOD~ (keks)
-Possibly the greatest feature ever - whenever a VM abort happens, you'll get a slap bass reward. It even counts your VM aborts! Now neither you or me can be mad anymore! (keks) Addendum: If you are playing on 4.2.1, it may end up with a crash to desktop instead. No fun allowed, bluh. Addendum 2: We're making a dedicated thanks to asmshit for breaking this godly feature and thanking Graf it got retained thanks to his tireless efforts.
-Added a new array of hands for Draughmaker, since I had that laying about for a good while, unfinished. Finally found motivation to finish that after some certain Dinosaur started mucking around with Deadmaker~
-Fixed meteorfist turning MUDAMUDAMUDAMUDAMUDAMUDA~ once you change spells on big guy's melee mid-casting.
-Meteorfist had a penchant to reset the sord's strat active state while being used. Fixed.
-Fixed Deadmaker's breath getting weird with Matriarch, interrupting the weapon animation and interrupting the breath when doing it the other way around.
-The chests cannot be opened by anything else but the player(s) now.
-Removed gldefs on health\armor bonuses cause if they were stacked a lot in some space, they were able to shirk off like 20 frames off me, lol. (Most glaring example of that being a thing was just entering map18 of stock doom2.)
-Similar thing with Flamewave\Skullfire drops; until I figure out a better way to handle this (aka gzdoom stops being such a slow piece of fuck with rendering transparent stuff and lights).
-Some significant improvements regarding performance, like particle choker cvars being read directly, using setorigin instead of a_warp, new stratocaster handling, if particle choker is on the sight checks are off, and myriad other things. To summarize it - greatly reduced overhead caused by most common item pickups, spell tomes and strat cases, making the mod speed up a good bit when there's a lot of stuff laying around! (mostly keks I'd wager.)
-Built-in handling for Eviternity's... weather, since it works so badly we got triggered enough to get our own solution for it. (dino / keks)
-greatly reduced lag / reworked fx on Matriarch and Augur (keks)
-new effects on Ironblast, and greatly reduced lag (keks)
-reworked events so spawns and de-spawns run faster (dino / keks)
-Tweaked Sandman a bit - I think it was a bit lacking as a Superweapon, so!... I downed it's ammo use a lot and made range penalty default to Doom's puff range. No damage reduction or increase, but the ammo use tweak should be more than enough. Might make the Pulverizer obsolete but whateeever, it's an addon gun and on BFG spawn, after all~
-Found out the devs actually added some override to make the Draugh less blind over long distances, so I took advantage of that; I hope that works.
-Fixed money drops being a bit wonky here and there; if Amount was set - MinWorth and MaxWorth were ignored, and all the random doshes inherited from Dosh1, which had an Amount of 1. Now MinWorth and MaxWorth take precedence, if specified. (zhs2)
-Some artifacts like Gladius Barrel, Voidwalker's Touch and Strider's Lantern got some smol tweaks. (They may be overdriven beyond their normal power with sv_unlimited_pickup 1, to some extent.)
-Made the Gladius Barrel also give damage benefit to Sandman.
-Smol buff to Prism Lazer as I think I overnerfed it a little.
-Added uppercut to big guy. Cause of course we all needed that. (Thanks to FamineSkull89 for a model ref again!)
-A player dying will no longer cause the shop to close for other players in multiplayer. (keks)
-Tweaked the Deadmaker's Flamewave a bit; it may not be as effective, but it should lag way less. And honestly, it's still pretty freaking deadly.
-Tweaked Supersheep's ability to deflect projectiles less derpy. Why I didn't think of just using what I cooked up for dorktravel journo earlier is beyond me.
-Tweaked Deadmaker's Thunderstruck. I guess it should have the water bonus, after all, but I didn't want to make it any more laggy, so I just made some of the effects removed by default to pop up upon water impact.
-Default Dreadful goes through walls too now because why not; it needed a buff!
-Removed "flat soup" on the Mourning Glory's radiation field effect as it just looked bad.
-Some small extra flavor of more money pickup sounds, courtesy of GoldenMobster72; thanks for the donation!
-Fixed strife acolytes not doing drops if roasted on fire.
-A much requested bugfix of "I START WITH LONGHORN IN HEXEN OHNOES" has been administered, too.
-Fixed Threadcutter not working proper cuz a wiki entry "ALLOWBOUNCEONACTORS - ...Implied by Doom and Hexen bounce types..." is making this shit totally obvious.
-Also fixed tomed knives getting reverse-stuck in walls for... whatever reason. Probably another gzd bug but at this point, but I'll just roll with it.
-Added damage prevention from Deadmaker steps while riftwalking with void touch on upon request; take note that doesn't prevent from you squashing them or making the steps damage your minions again once you leave the riftwalk. If you wonder why I won't remove minion damage altogether, weeeell... there are edge cases where your minions will be turned on you regardless, so I'd rather not end up with immortal, turbo pissed-off enemies chasing you around.