I know it's been awhile since our last news update, but the team's been hard at work overhauling the rest of the arsenal, as well as constant bug fixing and balancing work. The current build, .59a has lots of changes and some major reworks of gameplay mechanics, as well as some new content and replacement sprites, sounds, and effects. Please welcome our new Plasma Lance weapon!
PLASMA LANCE:
* Primary Fire button is for shooting it, Alt fire for aiming down the scope.
* Pressing the special action button will switch between Anti-Personnel and Anti-Materiel Mode.
* While in AM mode, you need to hold you primary fire button in order to charge it. Once it's fully charged, you can
release the button when needed to shoot the charged beam. But be careful: the longer you hold the full charge, the
faster the weapon will lose durability. You can also press special action button while fully charged to cancel the
action.
* AP mode inflicts less damage, consumes 10 cells and has a faster rate of fire.
* AM mode inflicts a ridiculous amount of damage, consumes 50 cells and has slower RoF.
* Both attacks pierce through enemies, doors and most reasonably thick walls.
* You can press the "Weapon Zoom" button (gzdoom native) while using the scope, to change its zoom level
(2x,5x,10x). The weapon will always "remember" the last setting you used. The default one is 5x.
Some gameplay teasers:
New modular rifle system and sprite:

Assault Shotgun rework (WIP):


ADDITIONAL NEW FEATURES:
- Overpenetration feature: heavier calibers like .500 S&W, Shotgun Slugs and 7.62mm rifle rounds now have the ability of going through an enemy and hit what's behind it, given that at the time of impact, the enemy had less health than the bullet's damage. After each penetration the bullet will lose more and more momentum base on how much health the enemies had, until it will just stop. Some special bullets like the ETC-powered rounds won't follow these rules, and they're specifically made to penetrate more easily through multiple monsters.
- Sentry Turrets now use their own ammo type, so they can't just destroy everything forever if you put it on the right spot. You automatically get ammo for them by picking up new turrets, although we're also considering the possibility to craft them through the survival kit.
- You can now repair vehicles through the survival kit's pliers. Costs 1 scrap metal per 100 health.
- The Nuke Lancher has been removed in favor of a new ammo type for the Rocket Launcher, Thermobaric Warheads, which have pretty much the same effects (since the original "nukes" behaved more closely to this kind of bomb). You can switch your rocket type with the usual "special action" button.
- The "Use to Pickup" addon has been integrated into LitDoom. This customized version of the addon is optimized to work with the mod and prevents certain "placeholder items" from being detected. This feature can also be disabled and customized in the mod options menu, just like the original addon.
- New weapon scavenging feature: to reduce the feeling of weapons "disappearing into nothingness" when killing zombies, they now have a chance of dropping broken variants of them instead of nothing at all. You can use your survival kit's pliers to collect the still intact weapon parts from them, and once you have enough, you'll automatically craft a "barely functioning" weapon of that kind, meaning a weapon with its durability almost depleted. After that, you can repair the newly crafted weapon by the usual means, OR, you can keep collecting weapon parts to repair the specific weapon you're collecting parts for.
- New ballistic physics implemented. Now every weapon using bullets has different starting muzzle velocity, range, and trajectory arc depending on the ammunition's' caliber, mechanism, barrel length, and so on.
- For an added cost in stamina, you can now perform the "sprinting stab" for the knife while jumping, and not only while sprinting.
- Numerous improvements to sprites, sounds and effects, as well as balancing and bug fixing




