This is an LZDoom issue. Have you updated it recently?AstartesCitizen wrote:I have downloaded the new version and just stumbled with this problem, in the previous version this didnt happen
GZDoom 4.5 recently added in a mandatory change for mods like mine on how it processes menu pixel sizes, and without the new Size "Clean" command, all of my menus will appear broken. Kinda annoying, honestly, but Graf is adamant its a feature that's staying when I queried it. That said, its curious you didn't see this in 0.91, as it also used this. The only thing I've changed is that its now added to DEFAULTLISTMENU so that its standard, rather than applying it on a case by case basis.
Glad to hear its working well! I tested it in vanilla but not so much in map-packs. I didn't want to make the meteor too strong on the initial hit because the fire afterwards adds damage. The primary is also quite a bit less mana efficient than Algors but has the range advantage.SallazarSpellcaster wrote:Aestus is a total Chad weapon. It looks cool, it's satisfying to use, and offers good tactical advantages. The primary deals a considerable amount of damage and fires at a reasonable rate; secondary is great for creating choke points, but its splash damage to the player takes some time getting used to, its main explosion could also stand to do a bit more damage. Tertiary also takes a little getting used to due to the animation speed, but once you've got the timing down, it works really well for clearing off smaller monsters.
That's curious, nothing has changed for them since 0.9. The only thing I can think of is that's their Fastchase behaviour again. That does make them slide around a bit if they're trying to dodge you. Especially if you're playing Skill 5, as fastmonsters setting makes the walk animation happen really quickly on the chase.SallazarSpellcaster wrote:Also, Ettin commanders have no walk animation, they merely slide forward towards you.