Version 11:
- Removed my custom HUD. It was horrible. The graphics and code still exist in the pk3, however, so you can easily re-enable it if you so desire.
- Added Mini Missile and Flamethrower acolytes (replace gold and red acolytes respectively, and spawn along with tan acolytes).
- Mini Missile launcher fires more quickly.
- Grenade launcher behaviour altered.
- Flamethrower now has an alternate attack and does not rip through robots, but robots are no longer immune to its damage.
- As a result of above, phosphorus grenades are more powerful.
- Phosphorus grenades and the flamethrower now use a unique ammo type; it spawns in place of phosphorus grenades and is dropped by some enemies. It can be bought from Irale by asking for phosphor grenades after capturing the castle.
- The pk3 is now much more organized than before.
- Added "alternate" player class; currently the only change is that it starts with a different punch dagger.
- Mauler behaviour altered - it now causes a large expanding explosion with no projectile wave; this removes the lag from firing it. It also has powerful backward recoil which is reduced by your accuracy stat. It also hurts you now.
- Grenade Launcher, Flamethrower, Mauler, and Pulse Rifle are now affected by your accuracy stat. The first three get reduced recoil, and the last gets increased firepower.
- Added torch effect sight-check to main pk3.
- Removed the arbitrary damage increase on most of the skill settings. The mod isn't nearly as mind-blowingly difficult any more.
- Swapped out A_JabDagger calls with A_CustomPunch (perfectly emulates the damage formula, but the range is slightly off)
- Added "Fuel Canisters", which serve as ammunition for the flamethrower and phosphorus grenade launcher.
- Phosphorus grenades use 1 HE grenade and some Fuel to launch.
- Changed Pulse Rifle's spread formula. It is not affected by accuracy.
- Revamped the Acolyte's ammo system. It's much cleaner and less buggy now (they also start with a full clip)
- Reduced the damage of the Inquisitor's grenades (my GOD I hate those things...)
- Other stuff I'm too lazy to write down.
Version 10:
- Re-enabled default HUD.
- Reduced spawn chance of poison crossbow acolytes, and increased spawn chance of electric crossbow acolytes.
- Optimized pk3 a bit.
- Updated Punch Dagger behaviour.
- Fixed animation for right-hand strike, which apparently nobody noticed was broken.
- Will no longer gib enemies.
- Removed forward momentum.
- Updated Assault Gun behaviour.
- Slightly more accurate at the start, but cannot be made 100% accurate with accuracy upgrades.
- The first shot is considerably more accurate, with degrading accuracy for the next 3 shots (full-auto results in the worst accuracy). This is my take on "short, controlled bursts"
- Vertical recoil is a bit stronger, but is decreased by your accuracy stat.
- Updated Pulse Rifle behaviour.
- Added two attack modes:
- Standard Mode: shotgun-like attack reminiscient of the mauler. Accuracy improves with accuracy stat (subject to change).
- Sniper Mode: concentrates damage into a small area. Activated by entering the scope.
- Modified animation of scope.
-Updated MiniMissile Launcher behaviour
- Reduced firing speed.
- *Updated Grenade Launcher Behaviour
- Reverted to dual-weapon setup for phosphorus and HE grenades.
- *Updated Mauler behaviour
- Removed primary attack.
- Increased Ammo consumption to 80 per shot.
- Acolytes now drop extra ammo depending on their weapon.
Version 9:
- Updated torch effects.
- Changed the punch dagger to use an animation which looks like stabbing rather than slashing.
- Punch dagger has had the forward motion reduced (to reduce a speed boost exploit).
- The kick has a different effect on the player.
- Removed "zoom" alias.
Version 8:
- Added the new HUD (full screen only)
- Added "new" sound effects:
- Machinegun shot from Eriguns.wad (Xaser, where did you get that from?)
- A rocket launcher sound. I think it's used in Stronghold, but I have no idea where it's originally from.
- Rocket explosion from Stronghold's HRL.
- Added particle effects to the torches (WIP)
- Fixed the mauler's ammo consumption.
- Inquisitors are no longer immune to explosions.
- Lowered the spread on the pulse rifle.
- Added a scope to the pulse rifle.
- Reduced the Mauler's ROF.
Version 7:
- Removed the pistol.
- Added the pulse rifle.
- Finally fixed the crossbow acolytes.
- Changed the mauler's stats.
- Revamped the flame thrower.
- Added multiple aesthetic effects to the weapons.
- Grenades now explode on impact with enemies.
- Grenades travel farther.
- Probably other stuff I've forgotten.
Version 6:
- Added blood spray effect (purely aesthetic).
- Modified animation speed for most puff actors.
- Completely revamped the punch dagger.
- Skill levels have been modified. See above.
Version 5:
- Added kick.
- Added Pistol.
- Fixed the GOD DAMN grenade launcher, again.
- Acolytes and stalkers will no longer spawn when the "No Monsters" DMFlag is set... I hope.
- Documented edited skill levels.
Version 4:
- Acolytes with assault guns must now reload after 30 shots, and before they can attack the player.
- Added electric crossbow acolytes.
- Added poison crossbow acolytes. (this and above will randomly replace tan acolytes)
- Both bolts are now affected by gravity.
- I'm trying to get the mini-missiles to home in on your target, but I can't confirm whether it works or not.
- Fixed grenade launcher (graphics and attack functions were messed up)
- Tweaked the punch dagger... again.
- Player will now regenerate health up to 25.
- When you health is low, your screen will fade to red. The worse your wounds, the worse your vision.
Version 3:
- Added multiple effects to some of the weapons.
- Mauler primary fire behaves quite differently.
- Mauler wave projectiles now rip through enemies.
- Assault gun now has a 30-round clip, but no alt-fire. (borrowed reload animation from WW's weapon mod
)
- Grenade Launcher will rotate the player's camera, depending on the direction of its recoil.
- Flamethrower Alt-fire removed.
- Punch dagger edited slightly (attack functions are no longer simultaneous).
- Added the following hotkeys:
- Reload
- Use Medical Kit
- Use Med Patch
Version 2: Purely bug fix release.
- Fixed oracle quest.
- Mauler effects are no longer used.
- Gun stalkers now spawn on the floor.