Derg Edition, v2.6
Strat-related changes:
-Fixed the strat-active kick in Strucker and regular kick in the Longhorn.
-Strat-mode for revolver got changed a bit - it's now on-demand hammer tap that shoots a piercing bullet. Practical when you want to blast a row of enemies in a row. A bit slower, as I didn't want to remove previous firing mode completely. (Toggling it in the strat menu now might be confusing, as it does nothing and I am aware of that, but lol-shop script.)
-Strat-moded Strucker won't take ammo on infinite ammo anymore. (wut iz even dat sentens)
-Fixed really obscure bug with changing strat modes in Hexen, in case you never had an occasion to pick up a revolver.
-Gunzerk should activate with strat-armed weapons correctly again.
-4th spell button clashing with strat mode got fixed.
-Added more stratocaster modes, this time one of them is for instance the almighty radioactive cheese dispenser! (Supposed to be lead... then I thought it's gold... but I've had finally settled for radioactive cheese, because it fits. Thanks Keks.)
-Here comes the auto-TNT flinger! This one was trickier than I thought, as I couldn't make it switch ammo types, so it only displays your current ammo, but it generally works.
-All hail the goofiest, possessed shotgun! Ironblast strat lets you to haunt the weapon with an unyielding spirit of a slain, powerful fellow. You know - the enemy of my enemy is my ally. (voiced by no one else but irreplaceable Icytux!)
-And I guess the most amazing part is that I made the strat mode for the BFG. It actually doesn't look that impressive, unless you find some rather big area/map. (AND IT SURE AS HELL AIN'T PRACTICAL.)
Spell-related changes:
-Some prices got changed.
-Nerfed Sheepshield and Chillgrasp. Especially Chillgrasp - chain blasts only happen with tome.
-Chillgrasp grabbing got improved - now it assumes a grab only when it actually had grabbed the target. (Blame me here.) If you only want the monster to "GET OVER HERE", you can just tap the spell to make the monster you aim at fling across the room to you. Bear in mind that it can be unpredictable and dangerous to you.
-Chillgrasp can harmlessly grab barrels and pods, and you can fling them into monsters faces! They get detonated a second after hitting and losing velocity.
-Fixed Sheepshield lacking the transition anim when you're done casting.
-Fixed Sheepshield tracker leaving particles behind.
-Realizing that Corpseblast was absurdly overpowered and underpowered at the same time (you can explode everything around, but having some control over it would actually be more beneficial, and exploding so many corpses at once causes absurd lag at times), it got quite retooled.
-Scourgebreath got one extra damage point and it's mana usage instead of solid 3-untomed and 2 on tome to randomized (2,3) untomed and (1,2) on tome because of reasons.
-Flamewave costs slightly less mana, tomed version isn't as deadly in open spaces anymore - it doesn't expand as long as it doesn't hit a wall, but that was traded to make it more useful in closed spaces instead.
-Skullfire received a major retooling; I made it resemble Dungeon Keeper's meteor, because I liked that thing a lot.
-Dropfires got retooled as well. They don't put the monster in as severe stun on minimal contact.
-Thunderstruck received a sizeable upgrade in its capabilities. Deals way more significant punishment towards explosion-proof enemies, and while tomed - it turns into automated rain'o'lightning on the enemies. Bear in mind though that it's gonna seize your mana to shoot. Oh, and it also serves as a torch!... AIN'T THAT HANDY. NOT LIKE YOU CAN'T JUST PUT THE NIGHTVISION ON.
-Frostbite got some funny ability - the ice grenade jumps back and forth through targets to freeze them a new one.
-Annihilation got internally retooled. It looks the same, it acts the same... but it's better.
-Gumpop nova is an instantenous blast of every pod now, and adds another ring to cover the blind space inside the blast zone.
-Tomed crows idle around the corpses longer, and in a bit more fancy way. (And fixed some quirks with them on the way.)
-Threadcutter got a finer retooling - It works more like a kitchen utensil shotgun, it isn't quite silent, buuut it generally got more deadly with the addition of cleavers, aaand it definitely feels like it packs way more punch.
-In those spell changes lies also fixing some tacky methods - no need for special handling for some things like damagetypes immunities!
-Added the "Sovereign" damagetype to the Rachmaninov's Punch. I should actually add Fire2, but whatever.
General changes:
-Finally remembered to add single stepping, lewl.
-Added faster response for firing after tomed firebreathing. (Also while I was at it - for kicking as well.)
-In case I did fuck up something in the HUD between games!... as I am not sure due to development craze, it should be fine now, if it wasn't before.
-Removed immunities to a handful of damages, considering that you don't hit yourself with them anymore. That means if you'll get a brilliant idea to rock it out with your friends in deathmatch, it generally should work better now. (But no guarantess it will work perfectly.)
-Added the Philosophers Tome, and it was a HUMONGOUS pain in the ass.
-Extremesphere has a small chance to spawn in the wild.
-Toned down the price on Ironblast in Heretic.
-Swapped the full and normal screen huds because of reasons.
-For cheaters and my own testing convienience - most of the items are being given by give all now. If you want to ommit that and return to the old behaviour, just do "give weapons; give backpack; give ammo" in console or something. You can even do a bind, like this:
Code: Select all
bind \ "give weapons; give backpack; give ammo"
-Retooled knockback - spells shouldn't be affected by the currently held weapon anymore, among other tweaks like making kick blow monsters away and such.
-Modified the HUD a little further. By popular request, I've had separated the item box with mugshot, and since I missed one thing, I decided to add inventory bar when switching stuff as well.
-By another popular request - Ironblast downs a baron in exactly one, full shot again.
-Pods cause the gumpop death on monsters correctly.
-Fixed the quirk where invulnerability timer on the sphere didn't stack.
-Hearin' dem loughin' again when pickin' dem gunz in hurrrtic, mong.
-Toned down non-zerked melee's alert range. (Why did I add that in the first place!... it makes sense, but makes silent killing a bit meh.)
-Decided to convert the endpics for each iwad to their respectable palette for extra authenticity. Ain't as pretty, but also less jarring that it stands out in quality. (Also added the missing one for the Doom 1's E4.)
-Made the core-upgraded Dreadful trishot tighter and less nutty in flight, so one can hit things easier with it without hitting every wall/floor on the way.
-Forgot to add the movement stuff in Hexen playerclass; fix'd.
-Tweaked the HERE BE DRAGONS menu a bit.
-New multiplay stuff added, courtesy of Zhs2, such as key sharing or money sharing, or a save button among the key bindings, in case of being stuck in a pit.
-I made the barrels pushable, because I can.
-Modified the Strucker's spread.
-In case Ironblast spirit's chatter annoys you, it can be toggled off in HERE BE DRAGONS menu.
-Firebreath in TNTs doesn't cost mana anymore.
-Added a cvar for a shootable TNT.
-Fixed mistake with TNTs having BOUNCEONCEILINGS twice in impact activation.
-TNTs occasionally spawns on Phoenix Rod's ammo pool in Heretic now.
-Remodelled the hands so they actually look like they're scaled and such, instead of looking like they were raped by some random filter and I called it a day (Because that's what I did three years ago. Gee Pillow, I wonder when did you get all dem skillz and patience!). It had cost me an arm and a leg!... An arm and leg, y'getit.
-Modified the item spawners a bit - expect more zerk variety in Hexen/Heretic, syringes, stuff like that.
-Increased ammo usage on Hexen's Cauterizer from 3 to 5.
-Guess I should've had added the gunslinger mode in the HERE BE DRAGONS. So there it is.
-Hammerspace Backpacks didn't have the limit clamp set up properly. That's fixed!
-Made the walking sound stick to the player. (thanks for the idea Nash - it's a small but cool touch!)
-Forgot to remove physical recoil on the Pulverizer; fix'd.
-Added +FORCEXYBILLBOARD here and there.
-Asbestos suit apparently didn't cover all the sector-based damage crap, so I had to modify it a little.
-Cred file updated - big thanks to Sgt. Shivers for a good portion of those snazzy anims for strat weapons!