It's been a four months since 0.96A, but that's to be expected considering the rather crazy-huge amount of stuff I've crammed into 0.97, just look at that dang changelog below.
Code: Select all
[0.97]
'Elixir of Mutation'
--------------------
28/10/2022
+New!: Alternate Mutated Upgrades! The big feature of this patch is the ability
to select an alternate upgrade path for all 2+3 slot weapons (Basic and
Ultimate weapon alternates to come). The Alternate upgrade is frequently
a change to the basic function of the fire-mode, but is always stronger.
------------------------------------------------------------------------
--MYRMIDON--
------------------------------------------------------------------------
Vorpal Axe Primary> The Primary Fire now costs 1 mana a swing, but
discharges with an electric shock for extra damage
(more than standard upgrade, but this has a cost).
Vorpal Axe Secondary> The Vorpal Slash becomes a vertical slash, which
reduces its AoE capabilities. However, it remains
at a similar power, and is now half-price in mana.
Vorpal Axe Tertiary> The Axe is no longer thrown. Instead, it produces
a spectral copy in the same manner as the hammer.
As a result, you are no longer disarmed whilst
it is in flight. However, the projectiles are a
bit weaker, do not drain health for you, and explode
on impact rather than having boomerang behaviour.
Ventus Gladii Primary> After four swings, the Primary fire will take 1
mana to aid the next four swings with a burst of
magical wind to make them super-fast. This happens
with consistency (4 normal => 4 fast =>).
Ventus Gladii Secondry> Rather than firing wind-blades, the gladius now
fire a pair of cyclones which viciously pursue
nearby targets and throw them around. Not very
good range, but excellent at sweeping mobs of
small fry away.
Ventus Gladii Tertiary> Rather than charging up for a close range tornado
strike, you instead charge up to let out a burst
of several wind-blades in a shotgun-like spread.
The more you charge, the more blades you unleash.
Hammer Primary> The hammer now emits additional flames when you
strike with it, exploding whenever you hit a foe
or wall with a swing. Only works if you currently
have Verdant mana, draining 2 per swing.
Hammer Secondary> Gives the hammer a special bouncing behaviour that
tends towards leapfrog bounces. This bounce also has
a special effect on hitting enemies. Rather than
bouncing off them in the opposite direction, it
carries on going in its original direction or
sometimes wildly bounces off to the side.
Hammer Tertiary> The shockwave rumbler is now larger and slower,
and does not explode on impact. Instead, it causes
continual eruptions as it travels, making stones
and magma fly everywhere on its path.
------------------------------------------------------------------------
--CRUSADER--
------------------------------------------------------------------------
Lightbringer Primary> Becomes Rapid Fire, though less precise and each
shot loses AoE damage and is less damaging overall.
But hey, plenty of dakka! Dakka for all!
Lightbringer Secondary> Forks Laser into two lesser beams. Both of these
will reflect once upon hitting something. When
reflecting, they'll prefer to reflect at an enemy.
NOTE: Standard upgrade has changed. It is now a
lesser beam initially, but then after holding for
a short time, erupts into a larger, stronger beam.
Lightbringer Tertiary> A Mini-Prism now spawns attached to the front of
the Lightbringer. Whilst this is active, you will
always fire as if hitting a prism, directly from
the LB, usurping your usual shots/lasers. This is
ideal for those that want a firepower upgrade on
the go. Unfortunately, you do lose the Prism's
innate homing. Lasts until depleted.
Sturm Spear Primary> The spear's head now holds a deadly electrical
charge, and whenever you hit things in melee
it will zap for extra potency. Only works if you
currently have Aether mana, draining 1 per swing.
Sturm Spear Secondary> The spectral partisans gain the ability to bounce
off walls (seeking new targets) and also penetrate
through or bounce off enemies (randomly), allowing
them to cause havoc in large groups.
Sturm Spear Tertiary> The circle will no longer be summoned on the ground.
Instead, it will appear hovering in front of you.
After the usual charge-up, it will fire multiple
holy-lightning bolts at nearby enemies.
Firestorm Primary> Creates bouncing fire waves rather than flamer.
Has a longer range (both width and length).
Firestorm Secondary> Flings a wad of close range flaming embers for
your UT Flak Cannon fix.
Firestorm Tertiary> Rather than emitting a swirling fire nova around
yourself, you now create Fire-Walls.
They edge forwards a small amount, providing an
excellent means of damaging advancing foes.
------------------------------------------------------------------------
--MAGISTER--
------------------------------------------------------------------------
Aestus Primary> The Fire Darts become Magma Balls; which erupt
into flaming shrapnel on impact. Rather deadly
to tightly packed groups or large enemies.
Aestus Secondary> Rather than summoning a rolling boulder, drop a
meteor at the point indicated a second later.
Reliable at a distance, but ineffective against
fast moving foes.
Aestus Tertiary> Gives the Flame Whip a delayed detonation which
increases its range a fair bit in exchange for it
having a 'dead-zone' in melee distance. The actual
detonation is stronger than the upgraded version
but can be difficult to space correctly.
Algor Primary> Changes into a cone of cold, rather than ice
shards. Drastically increases the range, but with
a slight damage decrease.
Algor Secondary> The old Upgrade (Rapid-Fire Ice Spears) is now here.
NEW STANDARD UPGRADE now increases the total
maximum barrage size from 4 => 6, allowing you to
hold and deliver more spears at once.
Algor Tertiary> The old Upgrade (Ice Prison) is now here.
NEW STANDARD UPGRADE now makes you also spawn
additional ice blocks alongside the regular spikes
for extra damage and coverage.
Fulgur Primary> You no longer stream lightning per hand in continual
fire. Instead, you fire a single long-ranged dual helix
beam of blue and orange lightning that is all about
powerful impact damage, acting like a sniper mode.
Fulgur Secondary> For those that really hate getting trick shots with
the Plasma Ball; it becomes grounded with much shorter
tendrils, but hits with a serious wallop.
Fulgur Tertiary> Removes the ability to create a powerful static
storm; instead, you'll create smaller storm clouds
that follow you around and fire at closer targets,
like guardians. Rather than having periodic fire,
they have a set amount of shots before fading.
------------------------------------------------------------------------
--DRUID--
------------------------------------------------------------------------
Dagons Cane Primary> Normal water blasts become Aqua-Jets. Aqua-Jets
are affected by gravity, bouncing twice. Each time
they do, part of the jet bounces off in a new
direction. Offers superb room clearance of weak foes.
Dagons Cane Secondary> Geysers become Whirlpools. They work the same way
with linecross based targeting. The whirlpool
throws anything it catches around alot more making it
a superb disruption tool, especially in dense packs
of enemies. Keep in mind it can throw you around too
and will damage if it slams you into the floor.
Dagons Cane Tertiary> You no longer transform into a tidal wave for a
charge attack, and simply summon a tidal wave. It
acts like waves do, growing wider but shorter as it
travels, and knocking foes back. It is a good tool
for spacing in exchange for the mobility of before.
Warg Form Primary> You no longer punch in your regular melee attack
combos. Instead, after 4 consecutive slashes in a
row, you unleash a rapid 5-punch flurry.
Warg Form Secondary> The Ice Comet is no longer launched; instead, you
punch it, shattering it instantly and throwing out
shards based on its charge level for a shotgun effect.
Warg Form Tertiary> Changes the Leaping Quake Slam to a Lunging Punch.
This makes it quicker to execute, cheaper, and more
focused, but it loses a fair bit of area effect.
It gains more damage the longer you lunge in the
same way the leap deals more damage from heights.
Hebiko Staff Primary> Changes to a medium-range acid spray, instead of
long-range homing acid snakes. This is very good
at stunlocking and dealing heaps of damage up front!
Hebiko Staff Secondary> Changes Hypnosis into Instigation. The monster hit by
beam no longer becomes a temporary ally. Instead,
the target becomes extremely annoying to enemies
around it as well as slowing them and drawing them
towards it. Infighting is very likely to start.
Hebiko Staff Tertiary> Changes Gas Grenade to a Grenade that creates a
pool of oil that lurks insidiously where deployed.
When enemies are close by, the pool will manifest
into an Avatar of Hebiko, a giant snake of oil,
which will ambush and bite the offending foe for
a large amount of damage. Bites 3 times before
the ambushing pool dissappears.
------------------------------------------------------------------------
--Other Changes--
------------------------------------------------------------------------
+New!: Various supporting code to upgrade the upgrade interface and UI so it
can actually do the above system!
+New!: Enjay's fixed Wyvern ZScript code was added; should help it not fail
to work in Hexen Map 12 and some custom Hexen Wads.
+New!: Dinosaur_Nerd's Hexen Script fixes for Hexen iWad were added as default
for Walpurgis, so Hexen Map 23 should no longer cause softlock issues.
+New!: Oliacym's Doom 2 Intermission Screens are now included by Default in
Walpurgis. I've added in code to make this work with Wadsmoosh D2 too.
+New!: Centaur shields are now a fixed hitbox rather than the monster becoming
totally invicible. This means they can't mysteriously parry the effects
of gas clouds and explosions anymore, but they do now reflect projectiles
better than before, deal more damage, and have more HP to compensate.
+New!: Korax bossfight for Hexen tweaked with quite a few changes that should
render it at least a slight challenge for an endgame Walp character now.
+New!: New difficulty option- [Health Multiplier]. You can now change the base
multiplier for monster health between 5x and 0.5x, if you are finding
that you're just too strong and good at the game (or vice-versa).
+New!: New difficulty option- [BFG is Full Ultimate Spawn]. By default, if a
Doom level has a BFG9000 spawn, it will now spawn ALL THREE ultimate
weapon pieces by default rather than just a single weapon piece. This
option can be toggled if you prefer the old (harder) behaviour, but it
is recommended for Pistol Starter usage or single level wads.
+New!: New sprites for Hammer selection and swing by Neoworm. I've added in a
new routine & SFX for the Hammer select to use these.
+New!: New draw, idle and sheath effects for Quietus based off works by
Lord_Lothar but with quite a bit of respriting by me and extra effects.
+New!: For the full trifecta of Myrmidon sprite upgrades; there's now also a
3rd diagonal left to right chop for the axe as well a big update to the
horizontal left to right slash (by me). Vorpal Slashes utilise the latter
too, and the axe is actually purple when using the upgraded one now (lol).
+New!: New Druid character sprite and Frenzyweed sprite by Craneo added.
+New!: 1-2 extra taunt voicelines for each character for more variety.
+New!: Revised Ichival Arrow sprites. The Primary AoE is alot more obvious now
due to this. Though you rarely see the arrows in flight for long, I was
still annoyed with their basic-ness, so needless animation boosts ho!
+New!: Full support for [Corruption Cards] deployed. Walpurgis gets its own
custom deck and monster groups when you use the two mods together now.
There is additional custom artwork added as well for these. For the full
Chaotic Experience; enable Walp's Dimensional Instability as well, as the
deck supports enemies (and Elites) from all three games!
+New!: New Elite: Avenger Revenant. Clearly what everyone needed; a Revenant with
a level 3 helmet, a cape, and delusions of grandeur. He can rapid-fire
homing missiles (which are mildly weaker and worse at homing than normal
Rev missiles, but still) and also can spam bouncy grenades. You won't
appreciate him providing artillery support, so take him out quick. Or
don't... and let him piss off everything else with all the explosions. XD
+Tweak: When you hit bloodless and metallic enemies with melee weapons, they now
make the same sound as hitting a wall, which is much more appropriate
than bloody and squishy noises that they used to use.
+Tweak: Readjusted punching sound effects for a better cadence to the whacks.
+Tweak: Firestorm Secondary now resolves quicker, so it provides less of a visual
nuisance from flames hanging around but still looks good. It also got
a slight upgrade to its sound effects.
+Tweak: All Walpurgis monsters added by the monster replacers will use the new
GZDoom spriteshadow feature to cast themselves some shadows. This will
be disabled if using vanilla monsters (as with all monster cosmetics).
+Tweak: Bullets and Shells fired by zombies & spiderdemons now make ricochet
sounds on impact so they're a bit less surprising from ambushes. The
spiderdemons also use a new, meatier chaingun sound to match the
the powerful barrages they get in Walp.
+Tweak: Tweak to weaponraise routine of Aestus, should be faster now.
+Tweak: Druid's Wolf-Mode Ice-Ball is now more centred when charging, making it
more accurate to your crosshair when actually launched.
+Tweak: Aestus'es Fire-Bolts are also more centred when firing.
+Tweak: Footstep sounds for Sand added. This is only used by OTEX right now though.
+Tweak: Walpurgis Options menu was getting a bit monolithic, so I added a few
extra submenus, and everything is now sorted under these.
+Tweak: When upgrading, the default timeout was raised from 5 seconds to 8
seconds. In addition, there is a new menu option CVAR that allows you
to increase or decrease this timeout if you want more/less time to read
the descriptions of upgrades.
+Tweak: The [Read This!] main card was a little out of date, now updated.
+Tweak: Revised TITLEMAP, now with a courtyard in place of the old logo.
+Fixed: Magister could kill self with upgraded Agnus Abyssus secondary fire. Fixed.
+Fixed: Magister's Vis Tertiary Fire Stasis Cage could fail to work if the
ceiling was too low. Should now gradually levitate to prevent this.
+Fixed: Magister Algor Ice Spears should, finally, never snag on raised surfaces
and die prematurely. They will also happily launch from slightly within
a wall now, as they don't become solid until after clicking into position.
Overall, they should work alot more reliably in claustrophobic levels.
+Fixed: Druid Dog-Mode Ice Ball charges more consistently. It would sometimes
skip charge stages before, taking longer than neccessary. Fixed.
+Fixed: Druid Dog-Mode Leaping Quake Punch would sometimes store the wrong
height multiplier, throwing off its damage calculation. Fixed.
+Fixed: Myrmidon Vorpal Axe Slash failed to use its failsafe slash mode if your
back was against a wall, making you waste mana. Fixed.
+Fixed: Some typos in TNT intermission text. Fixed.
+Fixed: Fixed a rare overlay failure that might occur on the Lightbringer if you
switched from the Mace or Spear and used the shield smite as the last
thing you did.
+Fixed: Mystics Urn keybind didn't work as it was mapped to an old item. Fixed.
+Fixed: You still had a 0.7% chance to taunt sometimes even with the chance set
to zero, since I put a less than or equal to, rather than a less than in
one of the calculations. Fixed.
+Fixed: Doom Imp had a burning death but for some reason skipped it and reverted
to the old pillar of fire routine. Fixed.
+Fixed: Crusader's Spear, when summoning spectral partisans repeatedly by holding
down the button, could skip its check for mana when upgraded, allowing
an infinite amount to be summoned in that one barrage. Fixed.
+Fixed: Skeleton Minions, when created in Dimensional Instability mode, would be
glowing blue when idle and unable to see you (i.e. Blur Sphere, as
they're normally summoned by Necromancers). This no longer occurs.
+Fixed: I recently discovered Code Inheritence doesn't work like I thought it did.
As a result, Lightbringer's upgraded Primary Fire is no longer insanely
OP, since it was OP due to it being glitched.
+Fixed: If you tried to use an upgrade item whilst affected by the Blursphere or
other player renderstyle change, the upgrade interface would inherit
this, also becoming invisible or psychadelic. This has now been fixed.
+Fixed: In Hexen Deathkings, the godawful level, Sump, uses weird ACS bullshit
linked to Brown Serpents to lower parts of the level. Since Walp replaced
the serpents, this no longer worked. A needlessly convoluted workaround
to fix this with ZScript has been added.
+Fixed: Spawners for monsters in general were given an extra 'robustness' pass,
so they shouldn't fail to spawn in any circumstance now, even if the
circumstance is weird (spawned in tiny closets, for example).
+Balance: Many monsters were given around a +5-10% boost to HP.
+Balance: Quietus Primary slashes weighting changed somewhat in favour of the
vorpal slashes over the actual hits, so that the vorpal effect is
more useful and less of a tickle at max range. Overall, this makes
the sword slashes feel longer ranged.
+Balance: Quietus Torpedo charges 20% faster & deals 10% more damage.
+Balance: Quietus Blazing Fusilade deals 25% more damage.
+Balance: Crusader Base HP reduced from 115 to 110.
+Balance: Sturm Spear Primary Stabs & Swings deal 10% less damage.
+Balance: Sturm Spear Partisan summon deals 10% less damage on impact.
+Balance: Lightbringer Primary upgrade, now its bugfixed, is actually properly
doing the damage its supposed to, around 1.75x if all three shots hit.
+Balance: Firestorm Tertiary now costs 18/sec rather than 14/sec, and has a
slightly lower floor for its minimum damage.
+Balance: Firestorm Primary now deals about 7% more damage, has 20% more range,
and costs around 2/3's of what it used to when sustained. These two
changes are to make the primary a more attractive option for single
target use as its now much more economical for this task. The
tertiary remains awesome close AoE, just not quite as spammable.
+Balance: Druid's Wolf transformation is now 30% faster, and there are now
3 null frames at the start during which you can switch. This is good
for those odd ones among you that use mousewheel to switch weapons
rather than the number keys: as before you couldn't wheel past the
wolf form without activating it first.
+Balance: Druid's Falcon Familiar, Turul, is much better at tracking the player
and not quite so bloodthirsty in his murder sprees across the level
when he can keep finding new targets (lol). He fires 1 less feather
in his barrages than before as well.
+Balance: Ichival's Artillery Arrow now costs 18 of both mana, rather than 15,
it was rather underpriced before.