Zagemod (v1.4 RELEASED, Page 17)

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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby silentzora » Mon Mar 16, 2020 7:45 am

Dwailing wrote:Suggestion, is there any chance you could implement a cvar for the amount of health/armor a health/armor boost provides? I feel like in some wads the default 5 is too high, and I've noticed when playing through Base Ganymede Complete that since it increases the armor boost effect to 5 as well I end up getting 25 armor per armor boost, which is... excessive, lol.

I'm implementing this feature now, and it will be available in the next release.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby Dwailing » Mon Mar 16, 2020 12:59 pm

silentzora wrote:
Dwailing wrote:Suggestion, is there any chance you could implement a cvar for the amount of health/armor a health/armor boost provides? I feel like in some wads the default 5 is too high, and I've noticed when playing through Base Ganymede Complete that since it increases the armor boost effect to 5 as well I end up getting 25 armor per armor boost, which is... excessive, lol.

I'm implementing this feature now, and it will be available in the next release.

Fantastic, glad to hear it! BTW, I just got done playing through Dimension of the Boomed with Quakeguy and it was friggin' great.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby TheDeathIncarnate76 » Tue Apr 28, 2020 2:26 pm

Cool and badass Mod, I've played it before (づ◔ ͜ʖ◔)づ
I just love everything in it :thumb:
Needs more overhaul, Have great Gameplay mechanics ^‿^ :chaingun:
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