Man, it feels kinda...empty in this thread sometimes, huh?
Anyway, update time:
*The Nishimura Four now has new firing sounds. In addition, weapon damage increases for every upgrade beyond the first.
*It also has a new altfire -
CQB Mini-Shells, which allow you to safely engage enemies at point-blank range without killing yourself! The original altfire is now a User Key 6 toggle; CQB Mini-Shells are the default altfire, and are unlocked from the moment you pick up the gun.
*Mancubus and MARS Zombie sprite issues fixed.
*Fallen Legionnaires no longer infight with Zero Legionnaires and vice versa. Even in death and possession, the Infinity Legion presents a united front.
*Zero Legionnaires now have a chance to drop a Legion Emergency Reinforcement Beacon upon death, which summons Fallen Legionnaires at lower levels and increasingly more complete Zero Legionnaire teams at higher levels. In addition, Zero Legionnaire Captains also have a low chance to throw LERBs at any time. This can get...uncontainable, so LERBs tend to explode after activating more than once (I suppose between possibly beaming in a transporter accident and self-destructing, the latter is the better choice lore-wise). Note that Legionnaires of any type cannot damage the LERB...but you and other monsters can.
*The K-JACK can now launch
Seeking Torpedoes - slower than standard, but, well, they're seeker
missiles torpedoes. They also detonate within a certain range of enemy torpedoes (this is mainly because getting them to actually target - and seek after - enemy torpedoes appears to be impossible as far as I know). In addition, Dispersal/Attack Pattern Sierra (the K-JACK's altfire) has been reworked, mostly for aesthetic and animation improvement.
*Nishimura Ten altfire now has a unique firing sound, similar to the antimatter firing modes on the other Nishimura weapons.
*Nerfed the N4 Legionnaire to Hell and back, mostly because the N4 projectiles eat far more computer resources if he fires them at me instead of the other way around...for some reason.
Sometime soon I want to mess with voice stuff - some voice clips will play under certain conditions (such as firing a weapon for a long time while surrounded by large numbers of enemies, or when you melee kill a Zero Legionnaire or Cyberdemon without dying), which I'll have a headache putting into code form. I may also add custom voice options (mostly to replace conditional voice clips with other, more humorous voice clips or inane references to stuff I care about).
Other things I hope to accomplish in this, or the next, update:
*Fix all Quad Damage melee bugs.
*Display ammo icons.
*Redo the ammo system again - now that there are 10 slots again, I should do away with the 4-slot-based ammo types. Shared ammo supplies are still going to exist, but I'm unsure of what form it'll take.
*Add scaling combat logic to enemies, with enemy strategies, attack types, and other maneuvers increasing in both quantity and effectiveness with the enemy's level.
*Stop getting lost in piles of SCP Wiki entries.
*qllllA***~[......ppppppppppp-
*[REDACTED]
*Bring back Soviet Robo-disco.
*Add more variety to the bestiary in general - there are so many zombie-type enemies and not enough actual demons or monsters.
*Simplify visual effects - they make the mod unplayable on anyone who doesn't own a gaming computer that costs more than a house, such as myself.
*Integrate relevant portions of Mikk-'s Critical Shots and adapt them to the specifics of this mod - Firefly effects seem to be absent, which I suspect relates to how the damagetype is passed. Anything headshot-relevant relies on "head" damagetypes, which used to be passed from the headshot hitboxes when they were hit; the box goes into the pain state associated with the damagetype that damaged it and passes the damage onto the monster it's attached to after applying a headshot multiplier and the "[damagetype]head" damagetype. If the headshot damage kills the monster, it goes into the death state for "[damagetype]head", which triggers whatever special effect is supposed to happen upon a "[damagetype]head" headshot kill. Basically, if the Firefly damagetype isn't passed to the monster, the effect never occurs; the head hitbox has to tell the monster to go to a Firefly death state using a "headshot" damagetype, which doesn't happen with Critical Shots because it passes the unmodified damagetype directly to the monster - think "HandCannonFF" vs. "HandCannonFFHead"; while HandCannonFF is the Firefly bullet's damagetype, a hitbox has to be hit with it in order to deal HandCannonFFHead damage to its host, which tells the monster to spawn a Firefly explosion at head-level when it dies.
You know the drill. Also,
a No Headshots version. Weapons-only version coming very soon, possibly even before I go to bed.