Re: Bullet-Eye (Mix of Modern & Retro) v0.11.1 - Frozen Wrat
Posted: Thu Apr 22, 2021 10:14 pm
Oh, so THAT's why I was getting randomly exploded!Balance:
-Land Mine Traps are now slightly more visible.
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Oh, so THAT's why I was getting randomly exploded!Balance:
-Land Mine Traps are now slightly more visible.
I agree that I could use a better sprite for it, but I couldn't find a replacement in time. I did make edits to the currently used sprite, but it looks too fancy for what the weapon is supposed to be so I decided not to use it after all and leave it as is. Therefore in a future update I'll use something that looks more fitting, such as a hastily put together scrap metal firearm. Also, I do want to make some changes to the Metal Monstrosity since it is one of the more basic feeling weapons in the arsenal. Hopefully you will enjoy it more once I figure out some nice changes for it - which I am also hoping won't stray too far from the current iteration since there are some who do actually enjoy the weapon in its current state! Though, better feedback effects for it would definitely be a good place to start.Linz wrote:Cool,glad that's fixed
This is more of a nitpick than anything(and take it with a grain of salt from someone who really doesn't like the weapon) but I don't feel like the current sprite for Metal Monstrosity...fits
It looks more like a weapon that should be shooting grenades rather than a jaw chomping machine
Yes, I may end up making the traps an option instead of something mandatory, in case people do not like the idea of them.CanisLaticanis wrote:Oh, so THAT's why I was getting randomly exploded!Balance:
-Land Mine Traps are now slightly more visible.
I may need to tone down the Repeaters' damage a bit, but they definitely feel a lot better than before. I also fixed up the Crash Comet, so hopefully it feels much better. I unfortunately forgot to take a look at the Mag Shurikens. My apologies!CanisLaticanis wrote:Just going to say that the new Repeaters are a huge improvement and feel more like their own weapons. (Also, much to my surprise, the update doesn't break saves!)
That said, on the topic of Tech weapons, the Mag Shuriken feel almost too involved - you either have to spam alt fire or try to time it exactly right, and I've at least found it near-impossible to do that while also avoiding getting my teeth kicked in by enemies. I'm not sure how exactly to improve it though, maybe loosen up the timing or something?
EDIT: Also I know the Comet's whole thing is that it's shoulder-fired, but my goodness does it get hung up on walls to the right of you really easily.
EDIT 2: Okay the Comet's world collision box appears to be twice the size of the sprite? Seems a bit odd.
I also updated the second post with lore entries for the new enemies added in 0.11.0!Highlights:
-Co-op is now possible. Remember that player colors are currently not supported.
New Features:
-New map tracks have been added.
Fixes:
-Crash Comet projectile radius decreased and firing angle/position adjusted in order to more easily avoid contact when closer to walls.
-Fixed issues on maps where the player's inventory was cleared and could cause VM Aborts under certain conditions.
Balance:
-Support weapons now have a higher weapon swap rate, in order to setup combos or other strategies easier.
I'll look into adjusting those ammo types. I did lower the drop rate on Power ammo recently, but I don't recall touching Area ammo. I was also thinking about raising the Area ammo cap up since most weapons in that category can drain ammo fast, especially the Blaze Stream.Valencer9 wrote:Played with this, and while the introduction of limited ammo kinda takes a while on getting used to, it's pretty manageable. Only complaint is sometimes the ammo seems scarce for Power and Area.
Doesn't seem to be a problem for Rapid and Tech especially with the former where you can buy ammo by buying plasma repeater plenty of times.
I'll try adjusting the damage of the Hyper Burst's explosion, as well as its radius and see if that helps. Otherwise, I can up the fire rate a bit to keep it in line with most of the other options available in the Rapid category.With regards to the weapons, all of them are pretty good except I feel like the Hyper Burst falls flat when it comes to Viper Wave and Plasma Repeater. I haven't gotten to level it to 3rd level yet to see if there's a difference. Speaking of Viper Wave, the poison nova when reloading causes a very short lag if you have killed plenty of enemies with it. I noticed that the poison novas still come out on the position of the dead enemies.
At the moment it is not in the game. I still want to convert the rest of the previous Sub-Weapons into primaries (Which would be the Cross Mine, Energy Claws, and Flame Bloom Darts that are left to do), and I was actually thinking about the darts just yesterday. The main cause of their delay is trying to think of some neat effects I can do with them, but I had an idea of what I can do for the darts, so I think I can get those in for the next update.Also, I missed the fire dart weapon, is it still in-game? It would be fun to have more melee and support weapons since they're the ones that are few right now.
v0.11.4 - 5/25/21
=WEAPONS=
+POWER+
-Slightly increased Power weapon reload time. (As in, takes slightly longer now)
+DOGFIGHTER MISSILE+
-L3 effect now has a longer delay before triggering, in order for missiles to "taunt" enemies longer.
-Dogfighter Missile L3 charge effect has been given a limited duration so it does not charge indefinitely in some situations with the Flight Correction Module bonus.
+GALAXY SLICER+
-Increased swing speed.
-Fixed L2 effect triggering at L1.
+GRIND HALBERD+
-Slightly increased heat build up while moving.
+HYPER BURST+
-Increased fire rate.
+MAG SHURIKENS+
-Improved bonus damage timing.
+REPEATERS+
-Slightly reduced damage.
+RIOTOUS RIVETER+
-Increased spread slightly.
+SCATTER BOMBER
-Projectiles now have forced radius damage, dealing proper damage to bosses.
+SCRAP LAUNCHER+
-Reduced damage slightly.
+TRIPLE WYVERN+
-Increased damage.
+VIPER WAVE+
-Fixed L3 effect triggering on dead enemies and reduced number of visual effects.
+BULLET-EYE+
-Energy regeneration is increased when the player's health is low, with the fastest regeneration being 1 energy per second when at very low health levels.
=EQUIPMENT=
-Added 6 new equipment items, and 1 new elite equipment item. (7 total)
-Equipment item rerolling has been improved and players can now select individual bonuses to reroll, rather than changing all three bonuses at once. Press fire to initiate rerolling, then fire again after using the arrow keys to select which bonus you wish to replace. Alt-fire cancels the reroll selection.
-Added a sound which indicates when an equipment item is at 25% durability.
-Equipment items that affect a certain weapon family have been better color coded with a corresponding background in the Equipment Panel for easier readability.
-Fixed equipment repair costs not functioning correctly, and also reduced the costs.
-Increased damage bonus of Deadeye Strikers (Gloves).
=ITEMS=
-Flash Guard Durability Upgrade's icon is now blue to correctly match the icon used in the Weapon Status Panel.
-Locked weapon chests now also drop ammo for the corresponding weapon type.
=ENEMIES=
+GENERAL+
-Adjusted health and shield drops from enemies.
+DREAD TROOPER+
-Dread Troopers now have a chance to drop landmines after jumps on Dread Level 4+, rather than after every jump.
+MAG ROADER+
-Increased the range that a Mag Roader will fire at enemies.
+NEO SQUID+
-Now attempts to correct its movement when not in the player's line of sight in order to prevent itself from becoming stuck in pits or on ledges.
-Neo Squids will no longer attempt to infight with each other.
=MISC.=
-Elite items can now drop on Dread Level 0, but are extremely rare.
-The shop window cursor will now display the level of the currently selected weapon.
-Total amount of max health possible has been increased. This will turn the health bar blue when you have more than 50 max health.
As always, we hope you enjoy the changes and any feedback or suggestions are welcome!v0.11.5 - 7/7/21
=WEAPONS=
+GENERAL+
-Duplicate weapon pickups now grant a larger amount of experience. (Now 500 XP, was 150)
-Added 1 new elite POWER weapon.
-Adjusted price of POWER weapons.
-Fire element effects have been reworked.
-Changed appearance of dropped weapon powerups. The left colored bar indicates the weapon family, while the right side indicates level.
-Added weapon level up sound.
+BLAZE STREAM+
-L3 effect should now properly benefit from Blaze Stream Intensity equipment bonus.
+BLOODLETTER MAGNUM+
-Fixed Blood Bank and Blood Drive equipment bonus effects being swapped.
-Increased damage and radius of L2 area effect.
-Increased melee range at L3 when the weapon is empowered.
-Slightly reduced per shot damage granted from Blood Orbs.
+DOGFIGHTER MISSILE+
-Fixed L3 projectiles not being destroyed on contact with the environment.
+FROST SNAP+
-Slightly increased powered shot damage and explosion radius.
-Decreased projectile radius of powered shot in order to not hit corners as easily.
-Powered shot now deals its area damage at any time, rather than only when an enemy is hit.
-Frost Snap normal projectiles and powered projectiles had their speeds swapped. Normal shots now travel at a speed of 65, with powered shots at 45.
-Fixed player not having immunity to the Frost Snap. (Mainly for co-op)
+HUNTING LASER+
-Fixed L2 effect not working at L3, and the firerate bonus for the L3 drones can now stack and increase their firerate.
-Critical chance increased.
+GALAXY SLICER+
-Increased normal attack damage.
-Increased damage of final slash. Added new mechanics.
-Decreased swing speed in order for the new mechanics to be achieved more easily.
-Now has the Void element.
+GRIND HALBERD+
-Added new HUD graphics for Fiery Retribution indicator. An option has also been added to move this indicator towards the center of the screen for easier viewing.
-Increased Fiery Retribution damage.
+HYPER BURST+
-Slightly increased explosion radius.
+MAG SHURIKENS+
-Reduced timed bonus damage slightly.
+METAL MONSTROSITY+
-Increased damage.
-Increased magazine size to 25, up from 20.
+PLASMA SPIDERS+
-Changed alt-fire target sprite.
+RIOTOUS RIVETER+
-Increased grenade damage and radius, but increased fall off damage range on further targets.
-Riotous Riveter's Heated Rivets equipment bonus is now affected by the Heat Wave equipment bonus.
+SCRAP LAUNCHER+
-Fixed chain instantly killing certain enemies when pulling them from below.
+SHOTWAVE+
-Increased damage.
+SPREAD SHOT+
-Reduced ammo usage, allowing the player to fire 25 times, up from 15.
-Increased damage slightly.
+STORM MINE+
-Fire rate increased as a result of the "loading" animation now only playing when firing has stopped. This animation can also be canceled in order to detonate mines more easily.
+TOXIC STORM+
-Fixed globules not spawning correctly when the main shot impacts walls.
-Reduced area damage, but increased damage of main projectile, damage of toxic globules, and radius for the area damage.
-L2 now also doubles duration of globules in addition to its previous effects.
+TRIPLE WYVERN+
-Increased damage.
+VOLLEY SHOT+
-Fixed effects not working.
+BULLET-EYE+
-Bullet-Eye Energy now decays at a much slower rate.
-High tier enemies now grant 3 Bullet-Eye Energy when slain, rather than 1.
-Reimplemented damage bonus on higher tier enemies.
-Increased drop rate of Weapon/Equipment Enhancers from kills during Bullet-Eye Mode.
-Modified weapon name tag to be colored red. (Mainly for War Trophies)
-Fixed player not having immunity to Bullet-Eye Mode damage. (Mainly for co-op)
=EQUIPMENT=
-Added 2 new equipment items. 1 shoulders, 1 accessory.
-Fixed Retaliation Pauldrons not damaging the source enemy.
-Increased Enduring Protector (Armor) Bullet-Eye Energy gain when taking damage to 4.
-Fixed Hologram Device (Accessory) projection bugs. Also increased damage and chance to appear.
-Increased drop chance of Strike Orbs with Orb Charm (Accessory).
-Fixed bug with Dread Trooper Mail (Armor) affecting total map kill count, making 100% kills impossible.
-Fixed typo in flavor text of Striker Mail (Armor)
-Increased range of Thundercrash Gauntlets (Gloves). Cooldown is now 3 seconds, down from 8.
-Onslaught Greathelm (Helmet) now has the 25% additional durability bonus that elite equipment items have.
-Deadeye Strikers (Gloves) has an additional effect.
-Changed name of Icy Bulwark equipment bonus to Frozen Guard.
-Experience Plus equipment bonus now increases XP gained by 12, up from 6.
-Tune Up equipment bonus (increased damage for all weapons of a specific family) increased to 12%, up from 8%.
-Intensity equipment bonus (increased damage for a specific weapon) increased to 25%, up from 20%.
-Elemental effect equipment bonus text color changed to teal to better differentiate between Intensity bonuses.
-Fixed Health Reserves equipment bonus granting 6 health instead of 3.
-Added 10 new equipment bonuses.
=ITEMS=
-Large Medi-Gem now grants 5 health, up from 4.
-Adjusted ammo lock box spawns.
-Adjusted ammo spawns.
-Adjusted equipment drops from enemies.
-Repurposed old Sub-Weapon Ammo sprites into Extra Bullet-Eye Energy items. These randomly drop from enemies and grant 5 Bullet-Eye Energy for a small pickup, and 15 for a large.
-Increased drop chance of Quick Melee/Flash Guard upgrades, and Old World Manuals from relevant locked chests.
-Increased drop chance of keys and equipment items from large item capsules.
-Survivor bonuses now grant some Weapon/Equipment Enhancers as well as more GP.
-Added Enhancer Containers, which are smaller versions of Enhancer Eggs. These can be found in secret areas or some times in place of Blursphere spawns.
-Adjusted score and GP values of certain score items.
=ENEMIES=
+GENERAL+
-Enemies that fire in a loop will no longer attempt to shoot at dead targets.
+LOBOLASHI+
-Reduced melee range.
+MAG ROADER+
-Properly loses its speed buff granted by a Lobolashi when entering its pain state.
+PHASE REAPER+
-Fixed bug where Phase Reapers could become temporarily immune to damage under certain conditions.
+RAD TERROR+
-Rad Terrors will spawn clones slightly less often, and reduced the health of clones by 40 HP.
-Rad Terrors should now become stuck far less often when spawned in maps.
-Fixed radioactive aura not dealing damage, and should also no longer continue to deal damage as the Rad Terror dies.
=MISC.=
-Added new map music tracks, and enabled 4 from Alisia Dragoon that were not available as an oversight. This now brings the total tracks to 405.
-Can now disable map traps.
-Landmine Traps are slightly more visible.
-GP is now displayed on the HUD.
-Added option to display Weapon and Equipment Enhancers on the HUD.
-Buying a duplicate weapon grants 125 XP, up from 100.
-Weapon experience requirement increased from 4,500 to 5,000 for L2 and 12,000 to 15,000 for L3. However, experience given from enemy kills has been changed to give a random amount from 10-50 for low tier enemies, and 50-100 from high tier enemies. Previously, this was a static 10 (without Dread Level or equipment bonuses) from low tier enemies and 25 from high tier enemies.
-Updated Element/Growth help screen with new info for the reworked fire element and for two new elements, but currently only Void is in use.
-Simple vending machines have been added, which allow the spending of GP to gain the displayed item.
-Landmine traps are now affected by radius damage from the player. Previously, they were unaffected by any form of radius damage.
-Land Mine traps, Survivors, and items in secret rooms will no longer spawn outside the map boundaries.
-Landmine traps can now be pulled with certain effects (Such as the Crush Blast), causing them to become a makeshift rocket.
-Reduced the chance of weapon/equipment spawns in secret areas.
-Fixed directly giving weapons through the console resulting in a VM abort.
-Fixed equipment reroll selector not getting cancelled when switching status panel pages.
-Intermission (story) text has been centered.
-Added 1 new Status Panel sound set.
-Fixed desync issue related to locked chests with co-op.
Thanks for the report! The Tech Guard has been fixed, but the Giga Crush seems to have been working properly on my end. Hopefully what you experienced was just some sort of fluke. Do you have any specific details on what caused it not to work? Did it not activate the explosion at all? For now, I have reduced the cooldown on it to 4 minutes.Tesculpture wrote:Sorry, but I've come across a problem straight out of the gate: the Tech Guard helm and Giga Crush armor do not seem to work.
v0.11.5b - 7/8/21
=EQUIPMENT=
-Fixed Tech Guard (Helmet) not working.
-Giga Crush (Armor) cooldown reduced to 4 minutes, down from 5.
=MISC.=
-Player is no longer affected by push back mechanics.
No explosion, and no being saved from death. On the occasions I tried it, the fatal blow was from a Rad Terror's mortar shot (I am 90% sure).Mor'Ladim wrote:Do you have any specific details on what caused it not to work? Did it not activate the explosion at all?
I do not believe it has been asked before, but even if it has, you're fine! This mod isn't meant to be run with other enemy mods, especially since some weapons utilize mechanics placed specifically on Bullet-Eye unique enemies. My guess is that when I made a fix for a certain enemy in Ancient Aliens (an enemy that suicides and deals explosive damage that would one shot the player in this mod prior to the fix), and changed the "None" damage type to only deal 0.5 damage - said change affected any other enemy from other mods that do not have a set damage type, which in turn causes them to deal very low or no damage, especially if they are low damage attacks to begin with.Carrotear wrote:I apologize in advance if this has been asked/answered already, but is it a bug that running this with Stylish Hell or Rampancy will make the player take almost no damage from most attacks? Or is it not meant to optionally run with other monster mods? Either way I loving this mod.
No need to apologize! I am just glad it wasn't bugged and leading to a poor experience, but I can still look into making it prevent a death via damaging floors.Tesculpture wrote: No explosion, and no being saved from death. On the occasions I tried it, the fatal blow was from a Rad Terror's mortar shot (I am 90% sure).
Edit: Okay, it is working for me now. I have noticed it doesn't save you from damaging floors; it is entirely possible during the fights with the rad terrors, it was actually that that killed me. Apologies.