01/05/2017 - Release (Nots Alpha 1^2)
(Wanna see all changes? See the CVARINFO lump to get an idea!)(Seriously, way too much to list .-.)
*** (Almost) entirely rewritten code, D4D DECORATE standard
- No ZScript lump was harmed during the making of this version.
- Optimized like crazy, see below why.
- Already set in the case of additional PlayerClasses that may come on following updates.
- In general, the code is now much less prone to freezes, lags, and exploits.
*** A real control panel - the vast majority of NotS can now be direcly edited via CVARINFO with its 166 different CVars, all of them working
- Almost all NotS gameplay-related parameters can be edited this way. This includes, but it's not limited, to:
1) Weapons damage
2) Weapons cooldoown
3) Weapons radius damage
4) Weapons range (Whip included)
5) Powerup time affecting a specific Player Class (yes, the same powerup may have different timers)
6) Player Class stats (Speed, JumpHeight, JumpCount, DamageFactor, etc.)
7) Starting ammo (different for each Player Class)
8) Maximum Ammo (with or without Backpack)(different for each Player Class)
9) Item effects affecting a specific Player Class (es. Backpack)
10) Megasphere behaviour (should Bosses be able to drop this item?)
11) Weapons special effects (too many to list)
12) Cheats(!)
- Sill has CVar-like, "standard" features like HUD, light and particle control.
- Each Player Class gets its own sets of CVars.
- As everything is packed in a lump, you can now do mass editing within seconds. Very handy when it comes to testing and/or balancing.
- Those CVars can be either edited via Options menu or CVARINFO lump.
- As an added bonus, modders can now define custom rules on their maps and/or wads, as well.
*** New damage formula for weapons
- All weapons now deals fixed damage. No dice roll, no RNG, no random, no nothing.
- New ripper projectile system, used by all weapons barring Daggers. Any enemy hitted by those projectiles will now grant an immunity aganist that source for a short time.
- This effectively stops from overkilling monsters in mere seconds (unless it was coded to do so), also modders can now manipulate weapon DPS much more easily.
- Simply put, weapons now correctly deal damage as intented.
*** Updated fullscreen HUD, now 30% larger than previous one
- Can also hold additional information, like monster and/or secret count.
- Can hold all six keys within it.
- Uses a new, custom font.
- The original HUD is still avaiable on the normal size.
- Hud resolution is now set to 1024x768.
*** Added both particles and dynamic lights on some actors and/or weapons
- Lights do disappear if no PlayerPawn can see them, to save CPU.
- Both lights and particles can be disabled at will in the Options menu.
*** Added NotS Spawners, like regular RandomSpawner but gives modders more control during ItemDrop
- Also deletes some previously drop oddities.
- See "NotS_ModConcepts.txt" for more details.
*** All custom monster routines can now be applied to any enemy
- Existing monster replacers from previous versions are now deleted.
- All bosses, whether vanilla or not, are now able to drop the Megasphere when killed
*** Added a custom soundlist when quitting the game
- For some reason, some of them will play more often than others.
*** Updated SubWeapons (general):
WHIP
- The Whip now actively follows the player and its wiew, like in some CV games. Visual is much clearer than before.
- While wielded, you can now adjust the aim (somewhat) in case of a miss.
- Now enemies takes full damage from it, but only once each attack. Also drastically reduced regular DPS.
--> It takes 6 hits (no more, no less) to kill an Hell Knight.
--> Increased damage VS Bosses.
- Added both lights and particles on the Fire Whip.
- Optimized Fire Whip execution during attack.
DAGGER
- Can be fired even without enough ammo. If so, it fires only one projectile instead of three.
RICOCHET ROCK
- Ammo use increased to 2.
- Added dynamic lights.
- Deals bonus damage VS air (actors with both FLOAT and NOGRAVITY flags).
AXE
- Ammo use increased to 3.
- Damage drammatically increased (85).
- Bonus damage VS air.
- Still a pain in "you know where" to use.
HOLY WATER
- Ammo use increased to 3.
- Flames shifted from green to blue.
- Added dynamic lights.
- Damage increased (40).
- Does ZERO damage VS bosses.
CROSS
- Ammo use increased to 5.
- Will now correctly rebound back as intented. Same goes in case of wall crash.
- Added both lights and particles.
- Does donus damage VS bosses.
- The HUD can now help the player on stay on the right distance from monster, in order to get the perfect shot. Can be disabled via CVar.
GRAND CROSS
- More coreographic than before. Lights, particles, quakes (!), you name it.
- Code is still somewhat messy, but there's not much room from improvement here.
- Increased damage VS bosses.
*** Artifacts, powerups (major edits):
MEGASPHERE
- Can be dropped by bossed on death, ONLY ON cleared zones (no monsters in sight, + no monsters nearby).
- However, if multiple bosses die at the same tick, they will drop only one of them.
- In some of those circumstances, they also give additional effects. It will be rare though, so don't worry.
BERSERK
- Richter's powerup now lasts 60 seconds.
INVULNERABILITY
- Only counts seconds in which the powerup was really used. In other words, timer won't tick down while the user is under protection by something else (read, various "brief invincibility moments"). Can be disabled in the Options menu.
CLOCK
- In-game actor has now both lights and custom alpha.
- Added custom pickup flash.
- Added pickup sound, courtesy of Skelegant.
- Powerup time increased to 15 seconds (Richter)
*** Added some extras, can be disabled in the Options menu.
- Meant for hardcore purists; don't worry about it otherwise.