Code: Select all
Added:
-Dedicated HUD Scale slider under Options -> GHAG Options
Code: Select all
Fixed:
- HUD Scale issues
- Loud AF Plasma sounds
- Plasma see sounds can be overridden with external PWADS
Code: Select all
Added:
-Dedicated HUD Scale slider under Options -> GHAG Options
Code: Select all
Fixed:
- HUD Scale issues
- Loud AF Plasma sounds
- Plasma see sounds can be overridden with external PWADS
Code: Select all
Changes:
- Guns are now 3D models! (And dynamically move!)
- Kinesis ping uses better formula for pulling items
- With the above, rage essence no longer seeks the player
- Pokemon moves do not have access to Ice Punch attack.
- Adjusted Moonblast
- Costs 20% anger to use now
- Moonblast rail beam does a base damage of 512 and increases with anger, where as before it was purely cosmetic.
- No longer need to click and hold to charge attack.
- Newer sprites to better illustrate the attack needs to be charged.
- Charge time reduces with more anger.
- Improved Ice Punch leap ability.
- Swift relocated to Slot 2 with the pistol.
- Enemies killed with pokemon moves no longer drop health bonuses.
- Removed bonus spawns in secrets.
- Replaced system with a progession system.
- At 25, 50, and 75 percent enemies killed, enemies will drop a rage candy bar.
- At 100 percent, an extra gun will drop.
- This should lower the bar of entry for map(s) that don't focus as much on secrets.
- With the above change, Rage candy bars will only increase max rage by 1.5% to better scale across 32 levels.
- Kills provide a 1 second delay that prevents anger from draining. As anger increases, this will grant up to an extra second of delay depending on rage amount.
- With the above change, anger drains slightly more aggressively than it did before.
- Pistol alt-fire will now auto-target all visible enemies, 1 per extra gun you have.
- Dashing will factor in player pitch, allowing for greater jumps in the air
- Plasmarifle buff: As anger increases, the odds of not consuming ammo are increased, up to a 75% chance of not consuming ammo.
- Added CVAR to toggle on/off silly rocket names.
- Greatly improved and streamlined tutorial map.
Fixes:
- Alt-fire shotgun while in THWACK mode not firing any extra guns
- Plasmarifle being silent when only carrying one
- Rare rocket launcher crashes
- Engine losing track of player after changing a level
- Improved barrel throwing priority through kinisis ping
Additions:
- XDeath sprites for most non XDeath-able monsters
- Rocket reload grenade.
- Press Reload to smash the rocket and lob it as a grenade.
- Projectile will adjust it's trajectory on bounce and seek the closest enemy to it's best ability.
- Explosions and speed are always consistent.
- Mega Punch returns! Functions as a default melee attack.
- Even more pokemon moves! Every 10 percent anger you gain (7 candy bars) will cause an enemy to drop a TM in order of their slot number.
- Thunderbolt. Occupies slot 3.
- Dropped by enemy at 30% anger.
- Charge up and explosively electric attack.
- Range, strength, and damage increase with anger.
- Costs 15% anger to use, but not required.
- Psychic. Occupies slot 4.
- Dropped by enemy at 40% anger.
- A moderately high damaging psychic projectile.
- Increases in fire speed the higher rage is.
- Each projectile costs 0.5% to use, but is not required.
- Icy Wind. Occupies slot 5.
- Dropped by enemy at 50 percent anger.
- A short range, piercing, light damaging attack that is rapid fire.
- As rage increases, it will spawn more projectiles and increase in travel speed.
- Each projectile costs 1% to use, but is not required.
- Will-O-Wisp. Occupies slot 6
- Dropped by enemy at 60 percent anger
- Summons a spiraling ring of fire around the player.
- As rage increases, more flame projectiles will be spawned and can be fired at a faster rate.
- Each "set" of projectiles summoned costs 1% anger.
- Projectiles use the "Fire" damage type.
- Nailgun. Occupies slot 4.
- Nails are more sadistic compared to bullets if you ask me.
- Rapid fire.
- Projectiles penetrate through enemies.
- Anger increases damage projectiles perform.
- PSY-BP12. Occupies slot 7.
- A staple of the PSY-SWAT Special Ops team, standing for Psychic Bullet Punch, owing it's name to the fact that psychic types cannot learn that move.
- This shotgun takes any 12 guage ammunition and psionically charges the shells into highly lethal slugs that can auto-target towards enemies that are perceived
as threats by the wielder, assuming the wielder's psychic abilities are strong enough. Very few pokemon are naturally able to take full advantage of this gun, and
only a handful of humans have mastered the weapon after decades of training.
- Fires two psionically charged slugs.
- The projectiles do not discriminate between friend or foe when moving towards their next target, one must exercise caution and be aware of any potential friendly fire
to themselves or allied bodies.
- As anger increases, the slugs will auto-target more enemies for every 10% anger.