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Join this rented Discord server for seldom Bullet-Eye talk! Because now you're playing with power!https://discord.gg/cFpdvWZ
So good, it was voted #1 mod three days in a row!
Below is a video snapshot of their genuine reaction while playing Bullet-Eye!
SCREENSHOTS (OUTDATED)
Spoiler:
TESTED WITH GZDOOM 4.10.0! Other versions may be unsupported. This mod is not compatible with most mods. The ones listed below in the "RECOMMENDED MODS" section were found to work with little to no problems, and only those should be used. Mods such as gore mods that affect enemies will lead to undesirable results!
Hello, sir or madam. Do you long for the days of old where the console wars focused on things like pixel graphics, and something about megabits and chips of the 8 to 16 to 32 variety? Well then look no further! Throw away all those toasters you put on your head claiming to be the answer to virtual reality! Dispose of those 'games' that could pass off as modern art pieces with their 16 different shades of brown! (and gray, but not 50) From here on out, you get to play the games...ON A CARTRIDGE! You HAVE seen the games, right?
Be sure to read the controls below or press F1 during gameplay to view them. You can also select 'Manual' from the main menu.
DOWNLOAD ENEMY ONLY MOD Use this if you would like to battle the enemies of Bullet-Eye with another gameplay mod! Please keep in mind that these enemies are highly aggressive so it is not recommended to use this with vanilla Doom. Note: Only 14/18 monsters finished. More will be added as they are completed. There are a small number of options to choose from, such as further enemy aggressiveness. For the purposes of compatibility with certain mods, these enemies do have XDeath states, but will play out their normal Death state.
DOWNLOAD DEVELOPMENT VERSION (GitLab)(GitLab Repository) Note: This version will constantly be updated and is not an official release. It may also be unstable, so use it at your own risk! Think of it as a beta version, where you can try out new changes before they are released in an official update. If you wish to report bugs for this version, be sure to make a note in your post that you are using the development file.
COMPATIBILITY PATCHES:
For these patches, your load order should look like this:
+Bullet-Eye
+Mapset
+Compatibility Patch Ashes 2063/Afterglow - Changes the bonus items into score items. This prevents said bonus items from granting an overload of health. There will be start up errors, but this is due to the code for both mapsets being available in one file. The game should still be able to run despite these errors.
SUPPORT INFORMATION -
Want to help support the mod? Feel free to click the link below! Any support is deeply appreciated, but even then I am just thankful for you playing the mod! https://ko-fi.com/morladim
CHANGELOG:
Spoiler:
v0.12.1 - 6/16/23 - PRE-OVERHAUL
-Lowered Flame Bloom Darts weapon sprite.
-Revamped Flame Bloom Darts L2 effect and slightly modified L3.
-Improved Hyper Burst L3 volatile orb interactions.
-Reduced Triple Wyvern spread and pressure building is faster.
-Increased Triple Wyvern magazine size to 8, up from 4. Full pressure now consumes 2 ammo.
-Metal Monstrosity jaws will no longer despawn when touching terrain.
-Reduced Metal Monstrosity L2 claw damage.
-Improved Storm Mine explosion visual effects and sounds.
-Increased swap speed for SUPPORT weapons further.
-Increased amount of B-E Energy acquired from a Perfect Flash Guard counter.
-Fixed Volley Shot Cylinder Upgrade equipment bonus not functioning while also possessing the Firing Override bonus.
-Fixed Dogfighter Missile weapon firing sound. This has been bugged for a very long time...
-Increased amount of kills needed to gain 1 Treasure Level.
-Fixed kicking weapon capsules sometimes selling the weapons.
-Changed ammo drop rates from enemies.
-Fixed missing fear and slow states on some enemies.
-Changed Monitaur missile attacks slightly. They will be much more threatening.
-Fixed equipment items taking all bonuses of a given type, even ones belonging to a different item.
-Fixed Ammo Eater items some times not spawning an item due to attempting to spawn incorrect actor.
v0.12 - 4/26/23
=WEAPONS=
+GENERAL+
-Added 2 new MELEE weapons.
-Added combined weapon types to some existing weapons. Weapons with a sub-type also benefit from items or equipment bonuses that otherwise only affect one family.
-All melee weapons now utilize the "swipe" attack that weapons such as the Galaxy Slicer use.
-Picking up weapon duplicates now grants a static amount of XP for all weapons, rather than being based on the sell price.
-Sell price of elite weapons raised to 35k, up from ~5-9k.
-Fixed sound issue when the player has both the Hyper Burst and Redline.
+ASSASSIN VULCAN+
-Reduced lock on ammo usage per shot to 3, down from 4.
-Alt-fire now only uses 3 ammo, down from 5.
-Increased speed of lock on projectiles slightly.
-Reduced damage of lock on shots, but bonus damage gained per lock on increased.
+BLAZE STREAM+
-Magazine capacity reduced to 50, down from 60. However, it now drains ammo at a much slower rate.
-Now has an additional base effect that makes it more suitable for crowd control or attacking around corners.
-L2 effect triggers less often.
+BLOODLETTER MAGNUM+
-Equipment bonuses for this weapon should now only trigger while the player has said weapon.
-No longer deals random damage. It's base damage has also been reduced, but gains a higher bonus from Blood Orbs.
+BUSTER+
-Will now auto reload if fire is held while the magazine is empty. (Assuming the auto reload option is enabled)
-Buster Shinespark is now achieved via alt-fire rather than Quick Melee.
-Uncharged shots have a reduced damage radius but the damage has been slightly increased.
-Now has better firing sounds and slightly improved visual effects for the projectiles.
+CRASH COMET+
-Reduced amount of ice shards spawned for both L1 and L3.
-Slightly reduced shard damage.
-Shards now rebound off walls. Shards lose gravity after 2 wall bounces, which will then cause them to bounce along the floor.
+CRUSH BLAST+
-Can now fire its old impact shot with primary fire, or the more recent enemy pulling shot with alt-fire.
+DECIMATOR+
-L3 effect can now also be triggered in a lower duration form by casing hits at a 15% chance.
-Increased damage.
-Increased infinite ammo time to 3 seconds at L1, up from 2, and 4 seconds at L2, up from 3.
+DOGFIGHTER MISSILE+
-Reduced explosion sounds of L3 effect.
+FLAME BLOOM DARTS+
-Fixed some effects ignoring ammo check.
-Fixed weapon not being in general weapon drop list from enemies.
-Alt-fire no longer functions while the Status Panel is open.
+FROST SNAP+
-Added more visual firing feedback.
-Added option to disable infinite ammo on Frost Snap.
+GALAXY SLICER+
-Now an elite weapon.
-Slightly increased swing speed.
-Increased swing speed and sword beam damage slightly.
-Fixed not firing out the final slash beam while at full energy from L2 and up.
+GRIND HALBERD+
-Now has an increased swing speed while ignited.
+HUNTING LASER+
-Free shot chance for RAPID weapons has been converted to increased critical strike chance for the Hunting Laser.
-Improved some visual effects.
-Has a slightly lower burst delay, allowing it to fire faster.
-L2 mini lasers should now more reliably track enemies instead of revolving around them.
-Fixed L2 not fully benefiting from Deadeye Strikers (Gloves).
-L3 Options should now more reliably spawn in certain environments.
-L3 Options now fire alternately and also when an automatic reload occurs.
+HYPER BURST+
-L3 explosive orbs now deal more damage in a larger radius.
-L3 orbs can now only be destroyed with the Hyper Burst primary fire shot.
+METAL MONSTROSITY+
-Now has a shorter chain in order to better prevent it from disappearing in terrain. The chain also pushes away enemies.
-Now has the Void element. Growth has been changed to the Slow type to compensate.
+PLASMA SPIDERS+
-Shot damage increased.
+QUICK STRIKE+
-Parry is slightly faster.
-Increased damage of projectiles.
+REDLINE+
-Ammo cost increased to 3 per shot.
-Removed firerate bonus, but no longer has a magazine. Reload now zooms in. (Uses Sniper Cannon scope graphic for now)
-Fixed revving sounds playing a static sound rather than a varied pitch.
+REPEATERS+
-Reduced damage of L1 and L2 plasma stream.
-Reduced L3 effect bonus.
+SCATTER BOMBER+
-Now has an alt-fire which launches lower velocity shots.
-Bounce count has been increased. Damage has been adjusted slightly, mainly increasing damage more with each bounce.
-Shots should no longer get stuck in certain environments, which caused them to rapidly play their destruction sound and animation.
-Projectile tail modified to alleviate framerate issues when many were fired.
+SCRAP LAUNCHER+
-Fixed weapon causing too much damage due to using the incorrect damage property. (Leftover from Decorate)
-Added speed variance to projectiles.
+SHOTWAVE+
-L2 X shot now correctly checks for ammo.
+SNIPER CANNON+
-Level effects have been swapped.
+SPITFIRE+
-L2 alt-fire can now trigger the free shot effect, and also had its ammo cost fixed.
-L2 alt-fire no longer has semi-auto capabilities, but an equipment bonus was added to restore this behavior.
-Fixed some effects ignoring ammo check.
+SPREAD SHOT+
-Can now be switched or fired while playing its "recoil" animation.
+STINGER+
-HUD sprite now changes its "scope" color and plays a sound when the cover bonus effect is activated.
-Increased projectile speed.
-Fixed Stinger activating the cover bonus even when the weapon wasn't currently wielded.
-L3 weapon switch bonus now has a 5 second cooldown.
+STORM MINE+
-Can now be switched or fired while playing its "recoil" animation.
-Projectiles can now be detonated while in flight, rather than only while sticking on surfaces.
-Mines should now cause less framerate issues when 5+ are detonated.
+TOXIC STORM+
-Damage adjusted, with most of the damage being moved from the projectile to the splash damage component. Reduced globule damage.
+TRIPLE WYVERN+
-Weapon has been partially reworked.
-Fixed L2 reloading issue.
+VAMPIRIC GAUNTLETS+
-Added a new damage bonus that builds up when attacking enemies while at full healing energy. A visual indicator will appear when damage is at the maximum.
-Alt-fire (Heal) can now be held.
-Increased damage and range.
-Healing reduced to 2, down from 3, but now only uses 30 energy rather than 50. This means healing can be used 5 times rather than 3 at a full bar.
-Fixed weapon not healing with the last bit of energy, due to energy being checked after it was already depleted.
+VIPER WAVE+
-L3 effect now also has its damage increased depending on the amount of free shots triggered.
-L3 projectiles no longer have additive poison damage, as the damage over time could reach insane levels in a short span of time.
+VOLLEY SHOT+
-Fixed weapon not earning XP from kills.
+BULLET-EYE+
-Removed energy decay and can now only be activated at 100% energy. Energy rates have also been adjusted.
-Bullet-Eye Energy regen is now increased when health is low.
-Added an extra upgrade level from Bullet-Eye Emblems.
-Now causes vending machines to phase out, just like the Frost Snap.
-Made some changes to Bullet-Eye Mode visual effects to alleviate some framerate issues. These should be minor and mostly unnoticeable.
=EQUIPMENT=
-Added 5+ new normal, 2 elite, and 2 fusion equipment items.
-Added 9 new equipment bonuses.
-Added indicator to equipment paper doll frame when an item has low durability.
-Added indicators for elite and fusion equipment pick ups.
-Increased durability of gloves, boots, belts, and arm shields by 50 points.
-Alpha equipment items now cost less to reroll.
-Reduced upgrade cost of equipment from L2 and up.
-Adjusted equipment item drop rates.
-Increased equipment repair costs due to GP being more easily earned now.
-Equipment items sell for much more based on their equipment level.
-Sell price of elite equipment and weapons raised to 35k, up from 3k.
-Sell price of fusion equipment items raised to 25k, up from 3k.
-Fixed OnEnemyKilled not being called for equipment bonuses. This means equipment bonuses that provided something on a kill NEVER worked...
-Disabled all weapon specific damage equipment bonuses. These have been moved to inventory items. (Currently not tracked)
-More equipment bonuses are able to stack, such as some unique weapon bonuses.
-Equipment bonuses that can stack are now denoted by a blue plus (+), rather than "Stackable."
-Equipment bonus Item Scrounger renamed to Scrounger.
-Old Hasty Treads effect has been reimplemented as an equipment bonus.
-Rampage equipment bonus has had its effect chance increased.
-Increased damage value of X Tune Up equipment bonuses to 15%, up from 12%.
-Mag Extend equipment bonuses now affect all weapons in a family, rather than individually. However, the amount increased is a flat amount rather than unique for each weapon.
-Removed Blaze Stream "Fuel Efficient" equipment bonus as the effect is now baseline due to being an Area/Rapid weapon.
-Fixed 1 Fusion item not being in the drop list.
-Increased RAPID Mag Extend equipment bonus value to 10, up from 4.
-increased AREA Mag Extend equipment bonus to 7, up from 5.
-Accessory equipment items are now indestructible.
-All arm shields now have an effect in addition to their original damage reduction and block attributes. Some shields have been reworked or gained an additional ability along with their previous one.
-All weapon family specific equipment items now also have a small damage boost to weapons of that type in order to make the items more attractive.
-War Visor has a new effect. Original effect changed and moved to leg armor.
-Forged Helmet now only drops small Shield Capsules with a reduced chance.
-Tech Guard (Helmet): Reduced movement speed value provided by Speed Strike Orbs while equipped.
-Sentry's Guard (Helmet) will now always create a turret from an item or weapon capsule.
-Sensory Combat Helm: Reduced amount of healing provided.
-Adrenaline Visor attack speed bonus now lasts 4 seconds, up from 2.
-Towering Bazubands (Gloves) no longer grant a movement speed bonus on an overkill, and instead grant increased Bullet-Eye Energy regeneration.
-Spike Guards (Gloves) damage radius has been increased.
-Vital Gloves health bonus and chance to gain health from Bullet-Eye Mode kills increased.
-Energy Conversion Gloves now cause Attack and Speed Strike Orbs to grant 2 health, and Defense Strike Orbs to grant 1 Energy Screen layer.
-Hasty Treads (Boots) no longer grant a movement speed boost, but now reduce inventory item cooldowns by roughly 20%. This will not update on the HUD at the moment however, until an item is used.
-Hover Jets (Boots) effect lasts slightly longer.
-Siegebreaker Combat Boots are now a MELEE augmenter equipment item.
-Energizing Ammo (Accessory) now has an internal cooldown.
-Hidden Ace (Accessory) durability increased to match the durability value boost of elite items.
-Hidden Ace (Accessory) effect chance is now increased based on Dread Level.
-Recon Vest now has an additional effect.
-Dread Trooper Mail (Armor) has been added to the general elite item pool.
-Combat Armor: Fortress max damage taken value changed to 5, up from 3.
-Belt of the Ferocious Wolf duration increased to 5 seconds, up from 3.
-Inversion Belt effect slightly changed.
-Resourceful Belt is now an elite item.
-Assault Pauldrons will now only restore the first level charge for Repeaters.
-Reactive Shield stacking block effect increased to 3%, up from 2%.
-The Frozen Guard (Shield) has improved block sounds.
-Clarified Sniper Cannon: Scoped Doom equipment bonus to state it is a L3 bonus effect.
-Enemy attacks should now damage the player's Energy Screen while the Barrier Gauntlets are equipped at Dread Level 0.
-Fixed some Fusion equipment items not showing a red border when you already have their fused item.
-Fixed crashing issue with Belt of the Venomous Wolf.
-Fixed a fusion item being available from the equipment gacha.
-Fixed Belt of the Arctic/Toxic Wolf not showing their proper HUD icons.
-Fixed Belt of the Veterans allowing firing while in the status panel during Bullet-Eye Mode.
-Fixed Defender Ammo/Solar Striker Mail triggering too often.
-Fixed Total Destruction Helmet HUD counter showing Victory Armor counter graphic.
-Fixed Guard Visor not granting invincibility when Bullet-Eye Mode was active.
-Fixed Bomb Dispensers (Shoulders) bombs exploding twice.
-Fixed Towering Bazubands (Gloves) not showing the buff indicator when active.
-Fixed Icewrath War Boots not breaking item safes in one hit.
-Removed old code causing Hasty Treads to launch the player forward when crouching and initiating a quick melee attack.
=PLAYER/ABILITIES=
-Flash Guard frame now flashes red when energy is low. An option can be set to the preferred "red zone".
-Flash Guard now only reflects projectiles within a short time frame, but reflected attacks now deal major damage.
-Perfect Flash Guard Counter has been implemented and grants some Bullet-Eye Energy and score when successful. A visual effect and sound will be shown when it triggers.
-Quick Melee should now be able to pass through Flash Guard.
-Fixed Quick Melee dealing unintentional extra damage.
-Ice element freezes look nicer.
-Ice Bulwarks can no longer slide on walls, as it prevented impact damage towards enemies.
-Ice Bulwarks are now fully bright in dark areas. Their radius has also been reduced and were made slightly more transparent.
-Reduced damage of lightning element chain damage. This is to balance out the fact the element's damage can be stacked much higher now.
-Changed Void element instant kill sound effect to emit from the actual visual instead of enemies.
=ITEMS=
-Energy Screens once again have more than one layer removed if an attack is particularly damaging.
-Reimplemented Weapon Enhancers. These instantly grant 250 weapon XP per pick up.
-New tiny ammo items have been implemented. This will drop from enemies instead of the larger ammo types.
-Added 10+ new inventory items.
-Defense Strike Orb now reduces damage taken by 20%, down from 30%.
-Adjusted drop rate of elite items.
-Adjusted drop rates of ammo lock boxes.
-Ammo dropped from enemies is always picked up regardless of current ammo.
-Adjusted some ammo pick up amounts.
-Dropped ammo items now reduce in size as they decay.
-Ammo dropped from Ammo Lockboxes now decays.
-Collectible items now grant GP equal to their score bonus.
-Adjusted spawn chance of red treasure chests and they now always drop fusion equipment if the requirements are met.
-Fusion Chests can now be found very rarely where treasure chests usually spawn.
-The quality of chests dropped from enemies now improves depending on the Dread Level. Lower than 8 will drop the standard wooden chests, while anything higher will drop the red treasure chests.
-Green Item Safes can now be opened with one quick melee hit.
-Elite item crates have a new sprite.
-Enemies can now drop Fusion equipment rarely on Dread Level 12+
-Reduced ammo drops from enemies.
-Ammo items can no longer spawn vending machines.
-Survivors now only give +1 to Offense Item Power, rather than 2.
-Changed the way food inventory items work. They now heal a base amount, in addition to granting a healing over time effect. They now heal more overall, but at a staggered rate.
-Groundbreaker Bomb (inventory) cooldown increased to 8 seconds, up from 6.
-Fixed Haste Drink (inventory) pick up being invisible.
-Flash Serum (inventory) can no longer be used at full Flash Guard energy.
-Corrosive Throwing Blades (inventory) had its damage adjusted.
-Removed passive effects of the only two inventory items that had them.
-Removed special (invisible) chest "reveal" timer, as it wasn't working right and the chests are easy to find than originally intended these days anyway.
-Fixed not being able to pick up duplicate inventory items if at 8 unique items even if under the max capacity.
-Fixed bonus damage that offensive inventory items gained, which lead to some items dealing 950+ damage due to a miscalculation.
-Fixed Bullet-Eye Emblems continuously displaying the max capacity up message on new pick ups when already at the max upgrade level.
=ENEMIES=
+GENERAL+
-Individual enemies can now be switched to their vanilla counterparts or modified vanilla types. This allows players to use other enemy mods, but note that some B-E mechanics will not work.
-Added new unique enemy Monitaur. (Only spawns with special spawns enabled)
-Increased mass of high tier enemies. This means they can no longer be knocked back our pushed away as easily.
-Made some improvements to some enemy projectiles and effects to help alleviate framerate issues.
-XP and B-E Energy acquisitions from kills are now based on enemy health, rather than being a random set amount.
-Lowered some enemy damage sounds. (The general sounds that play when an enemy gets hit (Not pain sounds))
-Special enemy spawns (Avatar of Agony, Monitaur, etc.) is now an option that can be toggled.
-Corrected some enemy behavior when made into allies. Example: Friendly Phase Reapers kept trying to do the warp slash attack when the player was close.
-Fixed bug that prevented some enemies (friendly or not) from damaging each other with melee.
+ABERWRAITHER+
Ground Ravager attack has a slightly longer delay before the explosions trigger.
-Visual effects should no longer teleport.
+AVATAR OF AGONY+
-Fixed enemy not having a chance to dodge their own reflected shots due to incorrect code.
+BOUNDER+
-Fixed Bounders some times going invisible.
+CRUSHER+
-Fixed enemy using Scrap Shield too often when at low health.
-Adjusted Scrap Shield cooldown.
+DREAD TROOPER+
-Dread Trooper projectile speed has been reduced and they now have a slightly longer attack start up along with a new audio cue before firing.
+GARGANT+
-Fixed enemy not being affected by Lobolashi howls while stealthed.
+INVADING SWARMER+
-Now has less aggressive dodging, and waits for a short time after a dodge before initiating an action.
-Now have a visual and sound indication before they counter attack.
-Projectile spawn height increased to match the projectile spawn height of the Doom Imp.
-Fixed enemy some times not firing a shot while playing its firing animation.
+LOBOLASHI+
-Howl effect should now appear less pixelated.
-Can no longer howl if the player cannot be seen.
-Lobolashi deaths/"deaths" should now activate sectors sooner assuming they were used to activate 666 tagged sectors.
+MAG ROADER+
-Fixed shot impacts only appearing rarely due to special movement code that would destroy the projectile before it had a chance to spawn the effect.
-Reduced damage range of ground flames.
+NEO SQUID+
-Can no longer open doors.
+PHASE REAPER+
-Movement delay change has been reverted.
+RIVETING GRENADIER+
-Holograms now disappear when the enemy dies.
+SPIDER MASTERMIND+
-Fixed bug where enemy wasn't taking radius damage.
=MISC.=
-Options screen has been cleaned up.
-Dread Level can now be set to 20.
-Added 8 new map music tracks.
-A new override option has been added that only allows enemies with firearms/weapons to drop ammo.
-Special props have been reimplemented and can be toggled on or off with an option under Overrides. Default is off.
-Added an option to force reset keys, meant for certain mapsets.
-Added option to enable panel which displays map stats. (kills, items, secrets)
-Added new option to show (red) treasure chest markers on the map.
-Score earned from kills is increased depending on Dread Level and spawn health.
-Added more help screens.
-Fixed Flash Guard and Quick Melee upgrade vending machines moving away after purchasing an item.
-Fixed Health Vending Machine price not showing.
-Added more possible spawn points for vending machines. Vending machines were unintentionally made rare due to previous spawn changes.
-Vending Machines should hopefully no longer spawn from some items dropped from enemies.
-Repositioned Bullet-Eye emblem on HUD slightly so it is no longer touching the inventory item box.
-DECORATE no longer exists in the mod. Some weapons could still use code streamlining, but everything is now ZScript. (Other than ACS files)
v0.11.8 - 5/4/22
=WEAPONS=
+GENERAL+
-Added 2 new weapons: 1 new elite TECH weapon, 1 new SUPPORT weapon.
-Added option to play sound when the RAPID weapon free ammo effect triggers.
-Duplicate weapon pick ups now grant experience based on their selling price.
-Increased ammo max amounts.
-Weapon spawns now only spawn a weapon capsule. They no longer spawn item capsules.
-Added baseline roulette capsules to weapon spawns. These shift colors slower and in a set order compared to the option based capsules.
-Fixed bug with weapon capsules attempting to drop the Bullet-Eye. (Not sure if this bug was in 0.7, but adding here just in case)
-Increased costs of weapon upgrades.
-Fire element duration and damage frequency decreased. Damage increased.
-Adjusted trigger rate for Void element instant kill.
-Pain chance of fire element on enemies decreased.
-Slightly increased transparency of the Ice Bulwarks from the Ice element.
-Melee weapon damage is now static and no longer deals from 1-3 times the normal damage. Damage has been adjusted for all melee weapons to compensate.
-Elite weapons no longer drop on Dread Level 0.
+BUSTER+
-Can now be charged without firing a shot first.
-Increased damage of normal and charge shots, and reduced level 1 charge shot ammo usage.
-Fixed weapon not being affected by the Buster Mag Extend equipment bonus.
-L2 effect now empowers 5 uncharged shots, up from 3.
-L3 now deals more damage and with a larger radius.
-Fixed L3 not showing the intended visual charging effect.
+CRASH COMET+
-Increased damage of shards spawned from breaking Ice Bulwarks.
+ELECTROCUTIONER+
-Reduced damage of main projectile slightly, but increased damage of tasers.
-Made taser activation more responsive, especially with the Gigavolt equipment bonus.
-Adjusted radius of L3 tasers, which will hopefully allow them to spawn more reliably in certain conditions.
-No longer charges energy if not currently using the weapon.
+FROST SNAP+
-Fixed alt-fire not triggering its area damage effect when it hit an enemy. All this time...
-Alt-fire radius and damage decreased slightly.
+GALAXY SLICER+
-L2 effect now grants energy upon dealing damage, in addition to its current effect where it grants energy upon taking damage.
+GRIND HALBERD+
-Ignite time is faster.
-Swings slightly faster.
+MAG SHURIKENS+
-Now has the Lightning element.
+QUICK STRIKE+
-L3 now displays charges on the HUD, increased total charge count to 6 (Was 3) and the effect now also fires two homing slicers.
-Fixed Quick Strike automatically flowing into the final slash after the third normal slash was finished.
-Fixed rare bug where the parry projectile blocking effect could remain for longer than intended.
+REPEATERS+
-Increased damage and radius of explosive trail.
-Reduced L2 powered shots damage.
+SCATTER BOMBER+
-Fixed L2 projectiles using incorrect damage formula.
+SCRAP LAUNCHER+
-Chain radius increased slightly.
+SPREAD SHOT+
-Increased range and projectile speed.
-Now fires its barrage in full, rather than in an alternating pattern. Ammo cost per volley increased by 1 to compensate.
-Spread Shot L3 bonus now fires 10 shots, up from 6. Equipment bonus increases this to 18.
-Fixed the weapon dealing too much damage due to incorrect code.
-Improved appearance of Spread Shot projectiles so that they no longer look fuzzy.
+STINGER+
-Increased activation range of cover bonus.
-Cover bonus damage increased slightly.
-Cover bonus increased to 3 seconds at L1, and 6 at L2. Up from 2 seconds at L1 and 5 seconds at L2.
-Now reduces ammo consumption during cover bonus.
-Now has additional effects for more ease of use and better feel, such as allowing the cover bonus to activate when switching to the weapon.
-Lowered drop chance.
+STORM MINE+
-Projectiles now remain for 12 seconds at L1, and 18 seconds at L2. Up from 8 seconds at L1, and 12 seconds at L2.
+TOXIC STORM+
-Ammo cost increased to 3, up from 2.
-Reduced damage over time effect, but increased contact damage.
+VAMPIRIC GAUNTLETS+
-No longer has a healing limit. L2 effect and related equipment bonus have been changed.
-L3 effect now grants a thorns buff to the user and other players. This was mainly done so L3 has more of a use in singleplayer.
-Damage is no longer randomized.
+BULLET-EYE+
-Strike Orbs in Bullet-Eye Mode are now only given at 50 energy or more, unless an upgrade is acquired.
-Bullet-Eye Emblems now give Bullet-Eye Mode an extra feature upon pick up.
-Reduced Bullet-Eye Energy acquisition rates, but also reduced consumption during Bullet-Eye Mode.
-Reduced vertical spread.
-Bullets now pass through Flash Guard.
-Removed missiles from Bullet-Eye Mode and toned down overall damage slightly. Missiles are now an upgrade.
-Random damage removed, but now has a wider spread and reduced damage against bosses.
-Reduced Bullet-Eye Energy gained from boss kills.
-Low tier enemies no longer provide Bullet-Eye Energy, but high tier enemies now reward 3 energy, rather than 1.
-Added option to enable auto-aim for Bullet-Eye Mode. (Only because I am not sure if someone suggested it to be not auto aimed in the past, but I need auto aim with my setup!)
-Some enemy explosion effects will no longer appear if they are slain using Bullet-Eye Mode.
=EQUIPMENT=
-Added Fusion Equipment. While carrying two specific pieces of gear, opening a treasure chest has a chance to grant a combined version of those equipment items. As an example, while a player has both the Impact Chestguard and Orb Charm equipped, the Maximum Impact Armor has a chance to be dropped from chests.
-Added new sub-class of gloves, arm shields, which reduce damage taken and have a chance to block damage. Some of the rarer types also have special effects.
-Equipment bonus rerolling can now be done at any point as long as there is one bonus, rather than only at max level. This is done with the Reload key.
-Implemented equipment item tiers. This will cause some of the more sought after items to appear less frequently.
-Added 21 new equipment items.
-Added new types of equipment bonuses related to enemies.
-Added 2 new elite equipment items.
-Relentless Headguard effect changed and made into a POWER augmenter. Previous effect moved to shoulder slot item.
-Shrouded Hood (Helmet) effect partially changed to account for the removal of keys.
-Combat Armor: Fortress (Armor) is now an elite item.
-Dread Trooper Mail (Armor) drop rate reduced and effect should now activate less often.
-Dual Layered Mail (Armor) effects have changed.
-Enduring Protector (Armor) has a new effect. Its previous effect was moved to a belt slot item.
-Giga Crush (Armor) cooldown increased to 5 minutes. Now also provides 3 seconds of invulnerability after it triggers.
-Striker Mail (Armor) effect changed to activate when an Energy Screen unit is removed and now provides partial ammo to the magazine rather than full.
-Backlash Gauntlets (Gloves) effect damage has been increased.
-Calibrated Grips (Gloves) now provide an even faster reload for Power weapons.
-Scavenger's Leather Gloves now has an additional effect.
-Retaliation Pauldrons (Shoulders) now deal damage to enemies based on their tier.
-Belt of the Ferocious Wolf cooldown reduced to 5 seconds, down from 8.
-Resourceful Belt now has a reduced drop chance of tier 3 items.
-Shock Force Leg Armor now has a sell price.
-Energizing Ammo (Accessory) now displays a visual effect and sound when it triggers and its effect chance has been increased slightly.
-Hidden Ace (Accessory) is now an elite item. Trigger rate has also been adjusted.
-Orb Charm (Accessory) increases drop rate of Strike Orbs further.
-Fixed text bleeding out of the effect description box for Retaliation Pauldrons (Shoulders).
-Cost display of equipment items will now change to only showing repair cost at max level.
-Increased costs of equipment upgrades and rerolls.
-Gloves slot in Equipment Panel renamed to Hands.
-Frozen Guard equipment bonus renamed to Permafrost, due to an arm shield using the name.
-Equipment items spread out more for easier choosing between multiple items.
-Reduced duration and number of sparkle effects from equipment item pick ups.
-Fixed Repair All function mentioning Equipment Enhancers rather than GP after repairing.
-Elite equipment items no longer drop on Dread Level 0.
-Equipment items picked up are now marked as "protected" and will not be converted into GP when dropped by the player. This mainly applies to arm shields, but will work for future instances should it be required.
=PLAYER/ABILITIES=
-Default starting max health is now 20, down from 25. However, an option has been added to set starting max health.
-Quick Kick <USE> function is now an option.
-Flash Guard deflects now provide a very short burst of invincibility.
=ITEMS=
-Implemented some inventory items. These can be found in green storage boxes around maps. This was planned/tested for a while and wasn't just done because another mod did it!
-Removed keys and locked chests. Money chests still remain as drops and can also be found in secret areas, but no longer require a key to open. The map objective completion messages have also been updated, but since they
originally use ACS, saves will be invalidated.
-Chests now have a chance to contain bonus loot that is dependent on certain requirements. It may be better to wait to open that chest now!
-Chests dropped from enemies have a different appearance. This was done as these chests cannot contain special loot.
-Increased drop chance of collectibles from chests.
-Reduced amount of GP found in chests.
-Reduced Strike Orb drop chance to about 7%. (Was 11%)
-Adjusted drop rates of some items, such as elite and enemy specific drops.
-Rescuing a Survivor now adds to your offensive inventory item attack power and luck.
-Fixed Bullet-Eye Energy Canisters giving small amounts due to not ignoring current difficulty/skill level or using the incorrect calculation when dropping from enemies.
-Added Flash Guard and Quick Kick upgrades to chests and also increased drop rate of Old World Manuals from them. Higher chance from chests in secrets.
-Added Reroll Old World Manuals. These reduce the cost of rerolls per manual obtained.
-Ammo now disappears after a time when not picked up, just like health and Energy Screens, unless purchased from vending machines or it appears in a map ammo spot.
-Ammo spawns now only spawn ammo items.
-Ammo lockboxes now grant ammo for your currently owned weapon types.
-Adjusted ammo lockbox spawns.
-Adjusted weights for individual ammo spawns. This means for example that a Doom II Clip spawn will have Power ammo less often, but a Rocket spawn will have some more often.
-Reduced chance for ammo to spawn from item capsules to 25%. Was about 35% before. Large (yellow box) capsules will still drop the regular amount due to being less common.
-Slightly reduced amount of ammo gained from pick ups.
-Defense Strike Orb no longer reduces all damage taken to 1.
-Max Health Up items no longer grant bonus health.
-Max Health Up items now drop from enemies on Dread Level 7 and above.
-Added 2 more color levels for max health. The HP number font was also changed to account for 3 digits as the previous font would appear slightly offscreen with this change.
-Enemies now have a chance to drop Flash Guard/Quick Kick upgrades.
-Vending machines now have a stock limit, meaning that they will eventually run out of items to sell.
-Vending machines will now dispense their items towards the player instead of a set direction.
-Adjusted Vending Machine spawning, and they can now no longer be pushed. However, they can now be shot with the Frost Snap to temporarily make them "phase out" in order for the player to more easily interact with the environment around them, such as switches.
-Added Reroll Manual and Max Health vending machines.
-Increased cost of equipment items from gacha machine.
-Reduced Energy Screen item drops
-Elite items will now spawn from red boxes, still acquired from the same sources. I liked the red rare boxes in Phantasy Star Online, alright?!
-Reduced drop chance of some items from all enemies. As an example, higher tier enemies would previously drop items half of the time on each kill.
-Strike Orbs now have an equal chance to drop between all enemies regardless of tier.
-Adjusted health recovery values of health items.
-GP max changed to 999999, up from 99999.
-GP values from score items have been increased.
-1 GP coins no longer drop from chests or containers and now only drop from enemies.
-Extra amounts of GP drop from enemies and chests if playing co-op.
-Reduced drop chance of Bullet-Eye Energy Canisters from enemies.
-Item Capsules will now spawn health items less often, unless low on health.
-Increased score and GP values earned from Survivors.
-Removed Enhancer Eggs/Containers for now since they no longer provide anything special. A max health up item will now spawn in Soulsphere spots (where eggs normally spawned) and Enhancer Containers will be replaced with green item safes.
-Removed more instances of Weapon/Equipment Enhancers appearing.
-War Spoils GP value increased, and now has a chance to spawn in secret areas. This was mainly done to balance the surplus of weapons. (Finding almost all weapons by map 3-4 is a little too much!)
-Removed score item pick up messages.
-Increased score bonus of most collectible treasure items. (Zoom Box, Prismatic Disc Spinner, etc.)
-The previously locked weapon chests can now only be found in co-op. These always drop 2 weapons, with a chance at 3. These do not have the roulette option, but enemies now have a chance to drop a roulette capsule in multiplayer instead of dropping a weapon outright.
=ENEMIES=
+GENERAL+
-New enemy "Avatar of Agony" added. Replaces Pain Elementals but will also appear near some enemies randomly at certain Dread Levels, due to the Pain Elemental's seldom use.
-Due to the removal of the Pain Elemental, Neo Squids (Lost Soul) can also spawn near other enemies at certain Dread Levels.
-Fixed enemies dropping too much health. They were able to drop healing items in two different calculations, causing more than intended to drop.
-Fixed certain enemies not triggering map actions when slain by an ice element weapon.
-Ammo drops from enemies reverted to old system. They were previously only dropping ammo lock boxes (with an additional chance normally) which most likely contributed to the surplus of ammo.
-Ammo drops are now increased if 600+ enemies are in a map, rather than the previous value of 300+.
-Lowered normal weapon drop chance from enemies.
-Adjusted some drop rates and they have also been made consistent across enemies.
-Enemies gain less of a health boost from Dread Levels. Bosses remain unaffected. This is to make enemies feel like less of a damage sponge, while still keeping some challenge and returning a bit of the arcade feel.
-Allies (Helpers - AKA Converted enemies) no longer take damage from any of the player's attacks and should no longer damage the player.
-Lowered pain chance of bosses.
-Fixed some spawned enemies (From Deathmatch spot spawns option) using old drop rate values.
-A new mechanic has been added that fully removes a fallen enemy if no Archvile can be found in a very large radius. This should help with FPS issues by a considerable amount on maps with a large amount of enemies.
-Enemy death explosions should now only appear if the enemy can be seen. This will reduce framerate issues when using the "kill monsters" cheat for debugging.
-Enemy weapon drop chances are no longer affected by Dread Level.
+ABERWRAITHER+
-Now deal less damage with their attacks on higher Dread levels.
-Now charges less often and slightly less often on higher Dread Levels.
-No longer places an explosive under the player's feet, but now places the explosives in a larger radius to compensate.
-Readded old option that prevents Aberwraithers from charging off of ledges.
+ARCHVILE+
-Attack is slightly faster. (Until a replacement is made)
+CYBERDEMON+
-Fires slightly faster. (Until a replacement is made)
+DREAD TROOPER+
-Fixed a miscalculation when causing Dread Troopers to become allies with the Dread Trooper Mail and adjusted chance they will become allies.
-Friendly Dread Troopers will now drop land mines that only affect enemies instead of the player. These are colored green.
+DREAD VISAGE+
-Fixed visual effects not being removed when "Reduce Visual Effects" option was enabled.
+GARGANT+
-Now drops GP from the medium pool rather than from the small pool.
-Now heals less with higher Dread Levels when enraged.
+INVADING SWARMER+
-Invading Swarmers have gained a new attack, "Run N Gun", and now have a more aggressive Counter Aura.
-No longer activate their Counter Aura unless they are attacking the player.
-No longer attempt to use their Counter Aura even when poisoned.
+LOBOLASHI+
-Reduced radius in order to not get stuck inside walls in certain maps.
-Lobolashi's Howl now removes debuffs from enemies on Dread Level 5+. (Poison, Fear, Slow, etc.)
+MAG ROADER+
-Fixed Mag Roader flames not having a random X-axis spread as intended due to a miscalculation.
-No longer suffer damage from their own fire.
-Reduced fire damage done to other enemies.
+PHASE REAPER+
-Afterimage effects will no longer display if the enemy cannot see the player.
+RAD TERROR+
-Now deal their radiation aura damage at a slower rate.
-Rad Terrors will no longer deal damage with their radiation aura until they can attack. (Until they have the proper radius after spawning)
-Rad Terror clones max health is now capped at 175. This should prevent situations where their health was extremely high. (Such as some spawning with 3k+ health)
=MISC.=
-Max Dread Level increased to 12, up from 8.
-Luck system has been implemented for some items. This increases the chance certain rare items will appear, but also limits how often they appear.
-Added 31 new score ranks/medals.
-Removed weapon shop.
-Increased sell prices of weapons by 25% (100% for elite weapons) and equipment by 40%.
-Magnetism code improved and should better alleviate framerate issues. Thanks Ace!
-Added "Run & Gun" mode, which is meant for a more fun experience where you can blast enemies away easily and respawn on death.
-Added indicator to health bar which displays where the player's current max health is.
-Adjusted map completion bonuses to be more rewarding. As an example, Map 28 of Doom II, "The Spirit World" rewarded 5600 GP for all enemies killed. It will now reward 26230 GP.
-Shooting at a vending machine with the Frost Snap causes it to become transparent for about 3 seconds, allowing the player to interact with any walls or switches nearby without the machine interfering.
-Adjusted prices of some items sold from vending machines.
-Reduced sell price of weapons sold to vending machines. Elite weapons unaffected.
-Condensed options menu slightly by placing a few options into submenus.
-Removed Auto-Gather option for Enhancers.
-Removed some HUD related options.
-Finally figured out/remembered where the default Bullet-Eye Status Panel sound set came from, and has now been properly credited.
-Added new map music tracks from Operation Logic Bomb.
-Several visual effects for items no longer spawn unless the player can see them.
DEVELOPMENT VERSION CHANGELOG: (Note that this changelog may be behind on updates compared to the actual development file itself. The log will also have changes added on until a stable release, instead of individual updates per dev update.)
Spoiler:
Currently the same as the stable release!
CONTROLS: (These keys must be set in the keybinds menu. You can view this information at any time by pressing F1.)
Fire: Fire selected primary weapon.
Alt-Fire: Use secondary weapon function, if available.
"Open Status Panel": View equipment and status information. Navigate the pages with either the arrow keys or brackets (depending on your preferred option). Pages that have a cursor can be navigated with the forward and backward keys, along with the strafe keys. Press the designated key again to close the panel.
"Activate Bullet-Eye Mode": Enter Bullet-Eye Mode. (Only when the Bullet-Eye Gauge is at least 25%). Will not stop firing until the gauge is empty.
"Use Flash Guard": Activates a barrier which can block and deflect shots back towards enemies.
"Use Quick Melee": Unleash a quick kick that can deal moderate damage and knock back enemies.
"Toggle Equipment Lock": When toggled on, prevents you from picking up weapons or equipment unless they are the same item or you do not currently have an item in that slot.
"Drop Equipment Item": While the Equipment Status Panel is open, press the designated key while the cursor is over the equipment item you wish to drop.
"Next Random Map Track": Randomly selects the next track to play during a map, if music is enabled.
"Show Track Info": Displays information on the current map track playing.
WEAPONS:
Bullet-Eye holds a variety of unique and wacky weapons, all with their own upgrades! Upgrading weapons is achieved through use of GP, slaying enemies, or picking up a duplicate weapon. This will add experience to your currently selected weapon - and once the bar is full, the next level will be obtained. Remember, citizens, your previous weapon will be dropped upon picking up your new beat stick! You can hold up to four different weapons, and swapping a weapon is achieved by selecting the weapon you want to switch out. Don't forget to press your custom keybind for "Open Status Panel" to view information about your current weapons and equipment! You will never be harmed by your own weapons so blast away! Note that your starting weapon, the Frost Snap, will always be available on slot 5 as a fallback.
Weapons are categorized into one of 6 families. Each family has its own strengths and weaknesses. There is no limit to how many weapons in one family you can hold, but in some situations, it may be best to balance out your arsenal. - Green Weapon Capsule - High rate of fire with drawbacks being weaker firepower and lower accuracy. Has a chance to not consume ammo on a shot. - Red Weapon Capsule - High damage output, but small magazine size and longer reload time. - Blue Weapon Capsule - Excellent for crowd control situations, but range is limited. - Purple Weapon Capsule - Requires more involvement for optimal usage, but effective when mastered. - Yellow Weapon Capsule - Arms focused on healing, utility, or to be used in conjunction with other weapons. White Weapon Capsule - Shortest range weaponry, but no reloading or ammo requirements.
Here are just some of the weapons you can find in Bullet-Eye:
Spitfire - Fires as fast as you can pull the trigger. Fast reload speed. Spread Shot - Fires a spread of projectiles in a burst. Every time a projectile hits an enemy, it is cloned into two more shots at an angle. Buster - Fires at a medium range and explodes in place. Hold fire to charge the weapon and launch an empowered shot. Costs 5 ammo. Blaze Stream - Emits a cone of powerful flames which deal damage over time, but lacks range. Dogfighter Missile - Launches small homing missiles that fire at enemies and redirect fire to them instead of you. Deals extra damage to airborne enemies. Crush Blast - Fires a powerful laser which pulls in enemies as it travels. Scrap Launcher - Launches out scrap in a spread. Alt-fire launches a chain to pull in enemies. Quick Strike - Unleash swift strikes upon enemies. Alt-Fire unleashes charge attacks - or a parry if not followed by a slash, which counters an attack and grants brief invulnerability.
EQUIPMENT:
Find over 100 pieces of armor from fallen enemies or other sources and carry them for beneficial effects, such as increasing Flash Guard's recharge rate, or increasing the duration and power of Strike Orbs!
-Equipment can be leveled up to 3 times (specific pieces up to 5 times), either via GP or finding a duplicate in the world. Each time an equipment item is leveled, it gains an equipment bonus which affects a weapon, health, or other fun perks!
-Equipment suffers wear and tear, and must be repaired regularly with GP or the item will be lost when it breaks.
BULLET-EYE MODE:
Defeat enemies to gain energy! Once you have enough, the Bullet-Eye emblem will appear and upon pressing your designated keybind, your weapon will switch to a massive rapid firing weapon which can easily clear groups of enemies. Enemies slain in this mode restore health and have an increased chance to drop GP as well. You will also gain all Strike Orbs when entering Bullet-Eye Mode! However, all energy beyond 50% will start to slowly decay until at 25%. Use it or lose it!
EQUIPMENT LOCK:
Tired of accidentally picking up a weapon you don't want? A helmet you would rather not grab is blocking your path in a narrow hallway? Then Equipment Lock is for you! Simply bind a key to the "Toggle Equipment Lock" located in the keybinds menu and all your troubles will vanish without a fight! (Today we celebrate - our Independence Day!) While Equipment Lock is active, you will not pick up any weapon or equipment unless it is of the same type currently in your possession, or if you currently do not own an item for that specific slot. You will know when the system is active when the diamond just above the ammo counter has a teeny tiny lock in it. If you change your mind and want to grab all the powerups you can attempt to carry, just hit the same key and it will be disabled!
DENIZENS OF BULLET-EYE: - An item capsule you can destroy to provide either health or sub-weapon ammo. It also prioritizes health drops when you are at 30% health or below! Yup, it's a denizen. - Weapon capsules that hold a primary weapon within. The color of the capsule equates to which weapon family is inside. Collect them all!* *Note: You cannot actually carry them all. - Rescue survivors to get a health bonus, some Sub-Weapon Ammo, and Bullet-Eye Energy! Do you mind if they pay you in gum? Note: The Survivors are not just heads! - Energy Screens block all damage done to you as long as the shield holds. You can also find Partial Energy Screens from some enemies that have half the capacity of normal Energy Screens. You're gonna need 'em! SomeDoomMonstersHead.tga - SOME default Doom monsters! OH MAN! - Strike Orbs are found out in the world, but most commonly can be found from defeated enemies. They temporarily boost either Attack (Red), Speed (Blue), or Defense (Green). - Coins, crystals, and jewelry that add to your total funds. GP is needed to upgrade your weapons and gear, so collect what you can! - Ammo lockboxes that enemies can some times drop. These have varying amounts of ammo, while the gold ones contain the larger ammo pick ups. - Old World Manuals are found rarely in chests or purchased from vending machines. They reduce the cost of equipment leveling or repairing by a certain amount per book. - Various vending machines that you can purchase items from by pressing the "Use" key when close to one. You will know when you are close enough when a speech bubble appears above a machine. You can also sell to them by dropping an item nearby. Selling an item is not final until Equipment Lock is toggled on, in order to prevent accidental selling when comparing equipment.
RECOMMENDED MODS: Here, I will list mods from other users that I found pair well with Bullet-Eye. Use them to enhance the experience further! DamNums - By Xaser - Adds floating combat text. Perfect for comparing damage between weapons. Top HP Bars - By coldcite - Adds health bars above enemies. There are some irregularities, such as health bars jumping erratically for Riveting Bombadier holograms, but it should not affect gameplay. Demon CounterStrike - By Laggy - Spawns enemies and items periodically throughout maps, keeping action up full time, and therefore, adding to the arcade aspect of Bullet-Eye. Map Order Shuffle - By Cutmanmike - Randomizes the order of a mapset, making the experience of even often played mapsets feel fresh!
ENEMIES: (Some enemies in mirror are larger than they appear (in-game))
DREAD TROOPER (Zombieman)
The Dread'zuul's run-of-the-mill trooper. While they are not too much of a threat in small numbers, they can quickly become a problem if left unchecked. Falling back, dodging attacks, alerting other troopers to your presence, and patrolling the vicinity are just some of the more commonly employed tactics used by them. Luckily, they usually carry around extra provisions, providing you with quick aid should it be needed for more dangerous foes.
CRUSHER (Shotgunner)
A step up from the standard trooper. The Crushers utilize a scatter gun that fires in a small spread when a foe is in close range. The weapon can also fire a burst of more precise shots, for taking down targets from afar. Still, thankfully it won't take much more than a couple solid shots to put them down. Not thankfully, the scatter gun can also fire out a blockade of metal plates that makes it slightly more difficult to get the aforementioned solid shots.
RIVETING GRENADIER (Chaingunner)
These baddies have themselves a nice little set of near jet black armor to supplement some of their abilities. Completely unsurprisingly, they hit harder and are more difficult to bring down. However, your equipment is efficient at punching through their armor. Those grenades and rivet guns they wield seem like they were mass-produced on a discount, too. Don't take that as a reason to underestimate them, though. Rivets are rather diddly compared to bullets, but get a crew of them all focusing fire on you, and that's a whole lot of diddly. Get too close and they will be happy to show you a demonstration of how their chainsaw works.
INVADING SWARMER (Imp)
Wingless insectoids which slither about uncontrollably. Their movement patterns may cause shots directed towards them to easily miss, especially when they are at a great distance. Invading Swarmers get their name due to them usually being found in larger numbers compared to most other foes, and can quite easily overwhelm the unwary mercenary. They wield peculiar plasma guns which they fire methodically when in close range, but rapidly when dealing with targets from afar. However, once you see one glowing purple and emitting an odd noise, don't be so trigger happy! They will easily endure any pain taken and counter a shot with their own. Though, truthfully, this could lead to some advantageous strategies. Are you a strategist?
BOUNDER/BOUNDER ALPHA (Demon)
You've heard of the Dread'zuul before, but never paid them a lot of attention. Doomsday armageddon cults are a dime a dozen, after all. But somehow, somewhere, these guys seem to have gotten their hands on some actual genuine extra-dimensional beasts to supplement their ranks. You don't know where these are from, but they're certainly not from this realm. They're not too dangerous--sure, there's the teeth and jaws and everything, but that's pretty much all they can do. If anything, fighting them feels a little nostalgic, it's like hunting for game all over again. Very tough, fleshy, bitey game. The Alpha variety are much faster and have greater leaping abilities.
GARGANT (Spectre)
A behemoth of a creature, big, tall, and strong. Probably some kind of extra-dimensional bear or bull, with the intelligence to match. They don't seem to do much aside from charge and try to hack you up with their giant claws, but considering each of the claws are roughly the size of your entire leg, they do some damage. It seems all they have in the way of defenses are just some natural camouflage, which doesn't hold up too well under an assail of bullets. On the offensive side, they can go berserk when heavily damaged, which just makes them all the more happy to angrily charge at you. There's probably a lot to be said for the ecosystem of these strange creatures and the role they fill in the grand scheme of their natural world, but over here bullets tend to be the great equalizer.
DREAD VISAGE (Cacodemon)
Creepy, grinning floating heads that drift all over the place. They have big and sharp teeth, but the real pain is that they can shoot some kind of energy plasma out of their mouth at you. You're not entirely sure what part of the evolutionary chain includes "generate lasers out of nothing and fire it", but it's one you wish they'd skipped. They tend to be just as fragile as their more ground-based brethren, so a couple good bullets placed in sensitive areas should ground them for life. Which is good, really, since nothing with teeth that size should ever have been allowed off the ground.
PHASE REAPER (Revenant)
You're not much of a reading kind of person, but there was a horror story a while back that talked about dimensional shamblers that walked from one plane to another as easily as strolling down the street. Gave you the chills just thinking about it--you could be minding your own business and then out of nowhere there'd be these angry critters trying to chew on you. And, go bloody figure, here they are now. Are these guys even aligned with the Dread'zuul? Whoever's responsible for it, you need to give them a good punching. Simply put, you can't think of enough nasty words for these guys. With their constant movement and shifting, they're annoying to pin down, and they can throw lightning bolts that lock onto your position. They take a decent amount of punishment, too, so your beloved standby of "shoot it until it dies" might have finally found a snag.
MAG ROADER (Arachnotron)
These creatures know not only how to burn rubber, but also victims, quickly closing in on their targets to set them aflame. They seem to be fused with a circular frame, which is surrounded by all terrain treads. Atop said frame lies a cannon, which fires out dangerous napalm. This napalm not only remains in a set area for a while, but it can also spread and cause some serious area denial. Of course, getting too close to a Mag Roader means they will just slash at you with their arms, which are actually sharper than they appear. Apparently, when they were created in a research facility, no one could come up with a name for them, so they used one from another source. But what source could that be? Is it a creature more sinister looking than this?
CYCLOPTIC BRUTE (Mancubus)
You aren't sure if this is some lab-grown, engineered beast, or just a creature from the wild the Dread'zuul decided to merge with a whole bunch of machinery and turn into a fighting machine. It's armed with homing missiles, laser pulse blasts, and what appears to be a modified version of the Energy Claws, but has none of your skill, ability, or speed. It makes up for it with layers of titanium subdermal implants that are going to be a little difficult to punch through, though, which you admit would be pretty nice to have.
ABERWRAITHER (Hell Knight)
Is this a ghost? This brings forth all sorts of questions that you never really thought before. If there are ghosts, does that mean there's an afterlife? And if so, what kind of afterlife are we referring to? Is it the kind of afterlife where you have to believe in a god? Or are we talking more a general sort of karma-related afterlife where you need to live a good life to pass on? What about you? You're a bit of a rough-and-tumble person, but you'd like to think you've helped a lot of people. Well, either way, they're intangible and can't touch you. So that means they can't hurt you with their clammy little claws. Nice. On the other hand, they throw fire that explodes into more fire, and their attacks are of a spectral nature which pierce energy shields. Crap.
LOBOLASHI (Baron of Hell)
This monstrous canine-looking beast was actually commissioned by an unknown evil warlord. It is unclear if said warlord is affiliated with the Dread'zuul or not, but one thing is for sure, the Dread'zuul liked the beast so much, they added a few to their own ranks. However, there are rumors that the creation of the beast took longer than necessary to create, which caused quite the dispute. The Lobolashi was to be finished with a promised deadline of 3 months or so and delivered to the warlord. Unfortunately, the end result was achieved after one whole year, which is obviously beyond the three month deadline, but that is how things go when one makes a business deal with the Dread'zuul.
All business related drama aside, this appears to be a perfect specimen. Even when injured, it will relentlessly charge at its prey and chomp down with its powerful jaws. Is a target not too close? No problem! The Lobolashi can manifest some sort of energy from its eyes...mouth?...and fire it at foes with great haste. Surrounded by its allies? Release a howl which will enhance the movement capabilities for said allies! Be careful with this one.
RAD TERROR (Unique)
An odd being of radioactive nature - the Rad Terror can usually be found hidden underneath pools of dangerous waste and chemicals. A mortar is mounted on its back, but it is unclear if this is a weapon the Rad Terror happened to crawl over and is now merged with its body, or if it was somehow attached to it by something or someone. Considering they are dangerous to even be within the vicinity of, it is more likely the former idea. Their mobility is not a threat, as it can be compared to a snail's pace. This is by no means a pass to slack off, as its mortar has quite the range on it. Not only that, but it can duplicate itself multiple times if it is allowed to exist for too long - then those duplicates will spawn more duplicates! So do everyone a favor and erase it from existence.
Last edited by Mor'Ladim on Sat May 22, 2021 1:39 pm, edited 6 times in total.
º It will be better if there r diferent weapons to carry and no only pick up and lost there r many weapons that r way to weak to work and more if u have to kill something more than a zombie
º The suriken subweapon is cool but can past between colums, ej: the first red bars on the start of the second level
º The buster is cool but is way way too short is not worthy when a cyber can attack from way far
º The blaze stream is the weakes of all and with that short way short range is like a chainsaw
º The only i didnt get was the spread shot, the other were nice but the weapons with own sprite and number to switch to them will be even better
º The levek up system can be like pick up 3 spitfire and level up, pickup 6 and level up again it will be better to have to pick up few and not only one, weapons will be super strong in short time and more if u play a megawad
º The blaze stream fire sprite need a fix the fire is coming from lower on hand than the weapon
So far is cool but it need lot of tweak to work and more in open levels
Keep up the good work
Stream of consciousness feedback before I pass out:
Could I ask that you not have spaces in the wad filename? Just a personal peeve of mine since otherwise I have to rename it every time I update it, given I don't use a launcher, and adding quotes to the command line parameters is ugly.
Spread shot looks and sounds weak, despite being roughly as powerful as a fully upgraded Buster (Which does actually look and sound appropriate, so good on that)
Could also use some more dramatic explosions in general, say for barrels.
Blaze Stream is way too damn weak! Looks weak, is weak. Takes way too long to even kill former humans unless you're touching them, which is a bit counterintuitive for weapons inspired by old one-hit platformers. Make it rip, make it do more DOT, do something besides what it already does.
Chasers are too strong. There's no downside to them despite doing as much or more damage than the same fully upgraded buster, spreadshot, which require you to be close range. I reckon it should
Spitfire and Buster seem more or less fine.
HUD could use some work on the whole scaling thing.
Might want to start with a subweapon considering how rarely I actually find the damn things.
I am taking all the feedback in, AND I AM WORKING ON UPDATES THIS VERY MOMENT!
And all I can say is that Blaze Stream has been insulted by the feedback on it, and is now RED HOT with anger! Changes to the weapon are coming!
Hopefully I can fix the HUD scaling issue. It is my first time working with a custom HUD, so if I can't fix it then I will have to look at other options.
I was also thinking of adding a weapon experience system. Using this, you can gain experience for weapons for up to two levels, and once they are leveled, picking up a 'fresh' one will always retain its level, regardless of the fact if you picked up another weapon or not. I think adding in a system to carry more than one weapon would also be useful, but hopefully I can code it.
Crimsondrgn wrote:
Also kinda liked the look of the old HUD in the screenshots, any way to get that separate or get it as an option in the mod?
The graphics for it are actually in the WAD, if you'd like to use them. As for an option in the mod to use it, perhaps I can use it for one of the HUD sizes instead of using the current one at each resize level.
Thank you for all the feedback!
EDIT: I made some updates! The changelog, can be found in the main post. I hope you all like them! In the next update, I plan to make a starting sub-weapon, and more main weapons. An accessory system will come in the future as well, and these will grant special abilities when held, such as one that makes Strike Orbs last longer, or another that triples the bonuses gained from Survivors.
This is looking good! The Buster and Blaze Stream now both stand out as appropriately powerful for closer range weapons (I know you didn't do anything to the Buster, that's not my point), and the claw subweapon is also powerful enough to warrant being ammo-limited. The ripper itself might be a bit too powerful, actually. Mag Shurikens and the Chaser could stand to be a little bit more powerful than they are. Maybe a 20% increase or less. Spread Shot also feels much nicer to use now. The outstanding issue that I see currently is that aside from the claw, every weapon takes an unreasonably long time to kill anything stronger than a Hell Knight, basically. Maybe some kind of system like GMOTA where you have a seperate power gauge for temporary stronger EX-modes would be appropriate? That'd require a lot of effort, though.
Since each weapon has its own damage type, I was able to adjust them for stronger enemies, and it seems to be working well. However, that would just be a band-aid fix in the long run, as custom enemies wouldn't be affected by said changes! I may just increase the damage across the board, since this IS a retro style mod, and enemies in SNES era games didn't last too long in most cases. Another solution could be to make the level 3 versions of all weapons gain a large damage boost, while the previous levels retain their current values.
I also increased the damage boost from the Attack Strike Orb, and I believe I should make all orbs more common from enemies.
Edit: Actually, I just thought of something I could do to help out a bit. Sort of...Let's see if I can pull it off and include it in today's update! (If it fits) I already have the graphics and code for it, since it was used in DUMP 3.
11/22/16 (B)
-New title music!
-Adjusted damage for enemies individually using DamageFactor.
-Increased Energy Claw Sub-Weapon range.
-Increased health and sub-weapon ammo gains from items.
-Added Bullet-Eye Mode. Gather energy from kills to unleash a massive weapon! (Use the Zoom key when you see the Bullet-Eye Emblem)
I also did my first TRUE ACS script for Bullet-Eye mode. It's a simple script, but it works. I just hope I did it right, since I am very inexperienced with ACS.
So i played it now, it was one decent, nice and well, retrospective mod i ever played. Neat work! Also i haven't seen SNES style mod before, so hooray for that!
Spoiler: But gotta show my gripes, sorry!
- Style of the mod resembles SNES style, right? Then i wonder why Genesis musics plays in the mod...
- You know, some of the sound effects doesn't fitting with SNES style except Buster. I guess they still have high quality. Would be nice if you can take some sound effects from real SNES games or make the current sound effects more muffled.
- Every single projectile has no decal, is it intentional?
- It is weird that hands appears from nowhere without animation when i use the Sub-weapons. Intentional flaws for advantage?
- I hope sub-weapons gives you some ammo if you already got one of them.
- Now it's about Bullet-Eye. Gotta love this weapon! Except its shots are not so satisfying; Just leaves vanilla doom bulletpuff and nothing else. Perhaps Make the puff more powerful?
Also... I got this weapon from the cheat, so i want to ask this one thing shamefully; How can i get this weapon?
So that's about it. It's really interesting and can't wait for the update!
- Style of the mod resembles SNES style, right? Then i wonder why Genesis musics plays in the mod...
- You know, some of the sound effects doesn't fitting with SNES style except Buster. I guess they still have high quality. Would be nice if you can take some sound effects from real SNES games or make the current sound effects more muffled.
- Every single projectile has no decal, is it intentional?
- It is weird that hands appears from nowhere without animation when i use the Sub-weapons. Intentional flaws for advantage?
- I hope sub-weapons gives you some ammo if you already got one of them.
- Now it's about Bullet-Eye. Gotta love this weapon! Except its shots are not so satisfying; Just leaves vanilla doom bulletpuff and nothing else. Perhaps Make the puff more powerful?
Also... I got this weapon from the cheat, so i want to ask this one thing shamefully; How can i get this weapon?
1. The style of the mod is mostly SNES, but also the era of the Sega Genesis. It's also difficult to find good music when there isn't a site where they can be previewed easily, like Genesis music at Project2612. (As far as I know) If you have suggestions for a new title theme that sounds action-oriented, I'm open to them! I tried the title theme to Jim Power, but it just didn't have the same kick.
2. I plan to have a number of weapons in the mod, and using pure SNES sound effects would limit me greatly, as I would like each weapon to sound different. Not to mention ripping sounds from the SNES is a pain, and most 'rips' are just the samples used to make the sounds themselves! Otherwise, I would definitely use more. I AM trying to use them more often for other objects such as Item Capsules though!
3. I didn't add decals because I feel it would take away from the retro feel. And I am lazy. Maybe I will go back and change them later if I can find something fitting.
4. I fixed that just for you!
5. This is also fixed!
6. You can get that weapon by killing enemies to build up energy. Once you have enough, the Bullet-Eye emblem will appear. Once that happens, press the ZOOM key to activate Bullet-Eye mode!
Thank you for all the feedback!
---
Finally got some new changes up! I wanted to add another weapon, but it will have to wait until the next update.
11/24/16
-New title pic!
-Chaser Missile homing made less aggressive. You now need to have an enemy closer to your crosshair to activate the homing.
-Picking up a Sub-Weapon will now grant some Sub-Weapon Ammo.
-New types of Weapon Powerup drops have been added. These will instantly grant a level 2 or three weapon. Bosses will always drop a level three weapon, while high tier enemies commonly drop L2 weapons, and uncommonly L3.
-Bosses will now always drop a number of health and Sub-Weapon Ammo items upon defeat.
-Slightly updated Weapon Powerup sprites.
-Energy Screen has been added. While under the effects of an Energy Screen, you will suffer no health damage until the shield is destroyed.
-Picking up a weapon you already have a level 3 version of will grant Bullet-Eye Energy.
-Max Health Up powerups will spawn in place of Megaspheres. They increase max health by 5.
-New Sub-Weapon 'Cross Mine'
-New Weapon 'Crush Blast'. Drops from high tier enemies and Weapon Capsules only.
-Chaser Missile now only drops from Weapon Capsules and high tier enemies.
A shot of the new weapon powerup types (as explained above):
Mor'Ladim wrote:1. The style of the mod is mostly SNES, but also the era of the Sega Genesis. It's also difficult to find good music when there isn't a site where they can be previewed easily, like Genesis music at Project2612. (As far as I know) If you have suggestions for a new title theme that sounds action-oriented, I'm open to them! I tried the title theme to Jim Power, but it just didn't have the same kick.
Is official or custom SNES musics sounds good for you? Such as this one;
2. I plan to have a number of weapons in the mod, and using pure SNES sound effects would limit me greatly, as I would like each weapon to sound different. Not to mention ripping sounds from the SNES is a pain, and most 'rips' are just the samples used to make the sounds themselves! Otherwise, I would definitely use more. I AM trying to use them more often for other objects such as Item Capsules though!
Then making the current sound effects into low quality would be the answer. Since SNES games always had smooth and low quality sound effects.
3. I didn't add decals because I feel it would take away from the retro feel. And I am lazy. Maybe I will go back and change them later if I can find something fitting.
Oh, that's fine, just fine. Leave it as it is. I don't even know what kind of SNES games had such an effect on their maps, except cybernator.
6. You can get that weapon by killing enemies to build up energy. Once you have enough, the Bullet-Eye emblem will appear. Once that happens, press the ZOOM key to activate Bullet-Eye mode!
Now i see! But still it's not quite satisfying because again, vanilla bulletpuffs. I actually thought about some powerful effect for it, V-Gun from Wild Guns! It has one powerful and badass gatling gun you should check out!
This is a really cool concept, but I have a bug to report - entering Bullet-Eye mode doesn't work properly if "Switch Weapons on Pickup" is switched off in Player Setup. You can press the button to trigger it, but all it will do is give you all three Strike Orb powerups without changing your weapons, which you can do indefinitely...until you change primary weapons, at which point the weapon switches properly.
Now, I seem to recall that the ACS inventory function [wiki]SetWeapon[/wiki] works in Decorate, though I might be wrong. Perhaps that's a better way to trigger the Bullet-Eye weapon swtich?