Darman Macray wrote:Love this! Looks super dope--especially the enemy roster.
Is there a standalone of the monster-pack for this yet?
Not yet at least.
Darman Macray wrote:Love this! Looks super dope--especially the enemy roster.
Is there a standalone of the monster-pack for this yet?
Tartlman wrote:While i'm working on something else right now, i could make a monster pack when i'm done with my current project (with monster stats scaled down for normal play, of course). Probably wouldn't be too hard to chop out everything that would not function in non-gmota doom.
Combine_Kegan wrote:Tartlman wrote:While i'm working on something else right now, i could make a monster pack when i'm done with my current project (with monster stats scaled down for normal play, of course). Probably wouldn't be too hard to chop out everything that would not function in non-gmota doom.
I would rather you do not. I will take care of that when the time comes.
Combine_Kegan wrote:V1.3 is out people! Check the main page!
ArchXeno wrote:I'm not a fan of how the boot attack is implemented. The boot attack outclasses the staff due to it's stun, and unlike Blaz who has the tradeoff between stun vs the myriad of the sword's uses, the boot can be used whenever. The staff's larger range isn't enough to compete imo, which I only use for the deflecting attack. As for the meditool, it can feel like a bit of a crutch, since whenever you screw up you can hide behind a corner and regain your lost health for free, while Blaz uses resources and Slayer needs to stay in the fight.
My suggestions would be to reduce(or even remove) the stun time from the boots, and to make the meditool powered by the staff rather than charging up with time. These changes would make the staff a more attractive option from the boots and make the meditool a bit less cheesy to use, at the risk of making Kustam play a bit more like Blaz/Slayer. As for more minor complaints, Kustam's charge shots should have a similar explosion vfx/sfx as the standard shot and full charge shot. Right now they feel a bit weaker than the standard shot even though they're not.
Overall, great update. Kustam fits in with Blaz/Slayer very well, and I appreciate the fact that Knightmare mode makes things challenging without bloating enemy health/damage values like many other mods.
Edit: Found a bug where I attempted to pick up a barrels, but it disappeared, and I'm no longer able to pick up barrels. Playing as Doomslayer
Laggy wrote:I was playing in knightmare difficulty last night. Today I loaded the save file and it's spawning regular enemies from the next map.
Using zandronum 3.0. (might be a Zandronum bug?)
Tesculpture wrote:That said, I have run into a couple of bugs.
-If you activate a support potion when that potion's effect is still active, the duration is not reset unless the effect is about to run out (ie the screen icon is flashing) - the forge gems expended are wasted with no benefit.
-Not strictly a bug with GMOTA per se; if you load this mod with Nash's Zscript Weapon Sway it works fine - except for Kustam's meditool (both regular and support potion). When idle it is appears off to the extreme left of the screen instead of to the right where it normaly appears, and during the raise/lower animation and the "releasing the button after injecting" animation, it jitters headache-inducingly between its normal position and the extreme left one. Turning Weapon Sway off (as opposed to removing it from the load order) seems to be enough to rectify this.
-Kustam's Automap inventory screen does not display an icon for the Sentinel Arms. There does appear to be a free space in the box at the bottom left, but even after getting all upgrades/abilities, it is never filled.
Users browsing this forum: Ahrefs [Bot], baddude1337, GamingMarine, Google Feedfetcher, Metalhead33, Simple Pie [RSS], TheOldKingCole and 7 guests