
Newest Version!
GRAB IT HERE ON ITCH.IO
THE ROADMAP
I've surprised a few people when I mentioned I plan on adding more content to GMOTA, so let's get this sorted out with a little roadmap so you guys can keep track of what I got planned in the future. I have no release dates on the coming updates but this is better than leaving people in the dark.

One last hero is planned, Samson will feature a retracting chain whip, throwing flasks, and a bow gun!
(I'll add this here too, if you wanna support me I got a Patreon and a paypal.me. These updates are coming no matter what, but any support will keep me fed.)
NEW FEATURES:
Massive overhauls for Blaz and Doomslayer! Many subweapons removed, others finetuned to be far more useful! Kustam being benched until 2023 so he can get buffed properly!
THE HEROES
Spoiler:THE MONSTERS
LORD BLAZKOWICZ
BIO
the savior and defender of the land of Lothar, what this courageous knight lacks in ranged capability, subtlety, or stature; he makes up for it with expert swordsmanship, an amazing pitching arm, and raw strength. Blaz has been tasked by the Goddess of Light with rescuing her sister, the Goddess of Time captured by the forces of Ruceal, a mysterious demon that has imprisoned the Goddess and used her powers to build a massive tower in the middle of Lothar itself. The tower contains gateways and paths that leads to an untold number of time periods, realms, and dimensions, all of this in an attempt for Ruceal to further expand his forces for his own goals. Where Blaz and his friends wind up all depend on your choice of mapset!
GAMEPLAY INFO
Blaz specializes in close range combat with his magic sword, Zarach, as he slashes his foes, he can build up and store energy to power his weapon for increased damage, which also restores his life with each powered slash. Alongside his sword, Blaz has a range of subweapons to provide extra utility, such as a shield to repel attacks or a fire bottle to burn crowds! He can also drag enemies up close and personal with his grapple chain, or keep them still with a shot from the Blazter, his magic arm cannon. He's also capable of hurling his sword for a crushing ranged attack, and is still dangerous in melee with a flurry of dizzying punches!
WHY CHOOSE BLAZ?
Blaz is best suited for those who want to stay focused on melee combat, though he relies on his subweapons and arm cannon to help make up for his weak ranged attacks and lackluster crowd control.
DOOMSLAYER
BIO
After destroying the mother of all demons, Doomguy had chosen to remain in hell for all eternity, endlessly fighting hellspawn to make sure they never threaten mankind again. After spending so much time kicking demon ass, the Doomguy had became hell's own boogeyman, being referred to as the Doomslayer. While his will remained unbreakable, his old gear did not. A chance meeting with an unknown entity has granted him a new suit of armor, repaired weaponry, and a really big sword. Fate itself seems to have brought the Doomslayer alongside Lord Blaz and his companions, but neither party is complaining, seeing as all of the heroes are all too happy to rip and tear until it's done.
GAMEPLAY INFO
The Doomslayer is the only hero that wields more than two weapons, giving him flexibility in a variety of scenarios, though his low ammo capacity will often force him to swap frequently, killing foes with his melee weaponry will cause ammunition to spill out, so don't be shy to hack them apart with his sword or saw gauntlet, he lacks finesse in melee but it's still more than enough to bring down most monsters with ease. His subweapons offer utility and life regeneration with his throwing daggers!
WHY CHOOSE DOOMSLAYER?
Doomslayer is best suited for those who want a slightly more traditional Doom approach to combat, think of him like a Julius mode for GMOTA, his high movespeed and large arsenal means he can pretty much handle any encounter with ease.
Spoiler:
KNIGHT ARCHER: The disposable grunt forces of Ruceal's armies, alone they are stupid, weak, and pretty predictable. In groups they're stupid, weak, predictable, and have more arrows flying your way. Watch out for their elemental arrows, their ice shots will numb your body and slow you down, and their fire arrows hit harder and leave small lingering flames that burn your feet!
STEEL DUKE: Low ranking members of the void hood cult, these strange fighters mutter in a forgotten, incoherent language, be mindful of their magic maces as they're capable of slinging a shotgun blast of painful spiked mace balls, usually right into your face. They're also not shy about just clouting you upside the head with the mace itself.
BLACK VIPER GUNNER: Dangerously accurate machine gun toting cultists that are more than happy of riddling you full of bullet holes. Fortunately they are complete cowards and prone to running away if you get too close to them, unfortunately that means if they get enough distance from you, they'll shoot super sniper rounds.
IMP SKIRMISHER: The other common foot soldier type you'll commonly find. They'll gleefully throw an endlessly supply of maces at you at a distance, but they're also more than eager to swing it upside your head.
LIVING ARMOR: Not content with just recruiting humans and monsters alike, living armors were the result of needing a mass produced melee fighter. They have no special abilities other than swinging their large sword with ease, on the plus side it's nearly impossible to have a living armor sneak up on you, their footsteps are loud.
MAGEBANE THIEF: Silent, persistent, and downright fiendish. These sneaky bastards are capable of draining your ammunition and magical reserves with a single stab of their knife.
SKUTTLE: These strange creatures are the very manifestation of confusion, have you ever went into a room and forgotten why you went in there? Take that and amplify it by a hundred and you have the Skuttle. They'll fly forward with reckless abandon and do their best to body slam you, another monster, their fellow Skuttle kin, or the wall.
RED WYVERN: These subspecies of dragon will be the main reason why you check the skies. Capable of spewing fireballs at you at a distance or using a dangerous flamethrower at closer ranges, either keep them at bay or get up close and don't give them a chance to act.
BROOD SLIME: Disgusting winged slimes capable of filling rooms disconcertingly fast with their own young, their method of this involves firing a sticky wad of slime at you, classy. When hurt enough their wings will be clipped, but be careful, at this point they may create a clone of themselves out of desperation.
GRENADIER REVENANT: Distorted and altered skeletons possessed by the souls of greedy miners. These skeletons are constantly forming crystals within their chest cavities, which understandably leaves them incredibly agitated. Their choices of venting this anger is in the form of heavy crystal orbs launched from their shoulder cannon, coming in a fast flying sphere, an explosive arcing spike ball, or a seeking orb of pure malice.
Oh and they have a mean haymaker that will send you reeling.
BOMBER KNIGHT: Burly monsters that sling small bombs at you from a greater range. Be mindful you don't get slashed down by their sharp claws when tangling with these guys up close.
HELLFOS: Elite skeletal soldiers packing an enchanted sword and shield. These fiendish warriors are capable of cleaving you apart in melee, slinging fireballs, or scattering a storm of sharp knives from their shields. Bad news at any distance.
MAGE GUNNERS: Fast moving and high ranking members of the void hood cult, they carry enchanted rifles that fires bursts of magic bullets, though their weapon has a few extra tricks, capable of being charged and firing a powered up energy ball that can be reflected by attacking it, or a dangerous explosive magic missile.
PAVISE GUARD: Heavily armored, heavily armed, and just plain heavy. These stout monsters carry a triple shot cannon that can knock you around at a range, but be mindful of his rapid fire mini cannon attack when you get within smelling distance of them.
THE BONELORD: Taking the skeletal remains of a necromancer, giving them armor, and an arm cannon makes for a lethal combination, along with doing wonders in boosting their ego. Bonelords will fire skeletal rocket fists at you, because just punching you in the face isn't good enough for them. Be mindful of their bright white grasping bone hookshot hand, as it will quickly pull you in close, perfect for a follow up of bringing that heavy arm cannon straight down onto your head. At longer ranges, they'll lock onto you and fire a devastating mortar shell with a skeletal payload, stay mobile!
If that wasn't bad enough, not only can they revive monsters, they are capable of self resurrection, either hit them hard to scatter them to begin with, or keep attacking their remains when they crumple to make sure they don't get back up.
THE EDGELORD: The acolytes of the void hood cult, these evil wizards specialize in hurling magically formed javelins and daggers at you. They're also capable of projecting a shadow of themselves that throw the same stuff as the real deal.
Despite their dark and menacing appearance and behavior, that facade can be easily broken if you focus on them down. Just don't leave them to their own devices for too long.
THE CYBERMANCER: The results of merging ancient technology with arcane magic and old demon remains, the Cybermancer is a hulking monstrosity that wields a magic arm cannon. Firing not only enchanted blasts of unstable magical energy, but also heavy rockets, and it be overcharged to fire ceaseless storms of raw energy or a huge beam. Approach and fight these foes with caution.
There are a few other mysterious monsters that you will have to encounter and learn about yourself, good luck!
SCREENSHOTS
Spoiler:
Credits
Spoiler:
//===SPRITES===
*Zarach (Blaz's sword): model-ripped from hyperdimension Neptunia, Hitsparks for sword from TLOZ: ALttP, Final Fantasy 6, Seiken Denetsu 3, and Knights of the Round
(wide screen arm for swinging was ripped from the WideID.wad, uncertain of where the arm came from, Neoworm? Doorhenge?)
*Thrown Power sword sprites taken from Children of Mana
*Earthshaker Bomb sprite taken from Metal Slug
*Power gauntlet is an edit of Baratus' fist, and quite a few projectiles ripped from the Megaman 8-Bit deathmatch Megaman X single player mod.
*Many HUD sprites ripped from Super Ghouls n Ghosts, magic sword, and super metroid
*Gauntlet uppercut sprites made by Neoworm
*Extra sprites ripped from Alcahest, Secret of Mana, LoZ: Minish Cap, Kirby Super Star, Bombjack,
*Ganbare Goemon 3, Garou: Mark of the wolves, Darkstalkers 3
*Subweapon sprites for the lance, hatchet, and dagger provided by NovaSilisko
*Mike12's responsible for the sick ass gauntlet and arm cannon
*Sgt. Shivers made those wonderful power up animations you see
*Ice crystal fragments are from the crystal prison in Breath of Fire 2
*Various fire effects for the firebrand sword taken from Demon's Crest, as well as the flame puffs monsters emit when killed by the fatal draw
*ShatterBomb sprites are edits from Wham Bam rock in Kirby Super Star and the bomb item sprite
*Widescreen friendly Blaz arms are a minor edit of the widescreen Baratus arm by Neoworm.
*Trine Volgue pickup sprite ripped from Final Fantasy 2: Dawn of souls, weapon sprites are
edits of the Shadow Staff by NeoWorm
*Doomslayer sprites are made of bits and pieces from the Marine skins pack,
made in conjunction with too many artists to list.
*Rend's sprites are a combination of a sword from a Neptunia model pack found on Gmod, with the
hilt from another misceallanous weapon pack.
*Sunder's sprites are an edit of the saw glove from Cyclones
*The Mourning Star is a combination of the Firemace and rifle from the Doom alpha,
with extra help from Ryan Cordell in making it look cooler
*The Thunderbuss are edits of the Doom prototype heavy rifle and the super shotgun,
along with some other parts from a machinegun Breadbagfly made.
*The Hydra Repeater are edits from Breadbagfly's machinegun and pistol, along with
the HacX Uzi.
*Sapphire bomb has been provided by Mor'ladim
*Fire bomb sprite provided by Jasozz
*Kustam's hands are edits of the classic doomguy hands, along with few hands made by Eriance
for his super shotgun, the sleeves are edits of Strifeguy's arms!
*Kustam's kick sprites are an edit of leg sprites provided to me by Skelegant
*Kustam's pistol is a combination of the PDW made by Doom Nukem, then edited by Mor'ladim, along with a piece of the Buster weapon from Bullet-eye; again made by Mor'ladim!
Spinning frames provided by DrPySpy
*Kustam's staff is an edit of the expanded heretic staff frames done by Neoworm,
*Kustam's venters are an edit of a semi-unknown sprite, I found it in a resource pack,
the weapon was credited to Bitterman, if someone knows the actual source of it, please lemme know, sorry!
*Kustam's map inventory icon was drawn by Rozzle.
*Kustam's sprites for his upgrades are all lifted and edited from Bionic Commando for the NES
//==SOUNDS==
a shitload from Capcom's Magic Sword, Super Ghouls n' Ghosts,
King of Dragons, demon's crest, Knights of the round, Zelda OoT,
Super Metroid, Hyper Zone, Soul Blazer, Duke Nukem 3D, Megaman X,
Hexen, Doom, Megaman Legends, super smash bros, Kirby Super Star,
Metal Slug, Mischief Makers, Super Street Fighter IV and D&D Shadows over Mystara
The musical stings of the Doomslayer's berserk rune are edits from
aubrey hodge's anniversary remaster of the Final Doom soundtrack.
The clips provided by Kinsie, thanks man.
//==MONSTER CREDITS==
Knight Archer sprites and scripting by Ravagefox, taken from Realm667
Steel Duke sprites and baseline code by idgamer, originally
submitted on Realm667 as the Crimson Disciple
Undead hunter Sprites and baseline code by Icytux, originally
submitted on Realm667
Imp Skirmisher is an edit of the Imp Warlord by Tormentor667,
originally submitted on Realm667, sprites by Espi
Chaos Revenant Sprites are from the Death incarnate
submitted on Realm667, sprites by Eriance
Black Viper Gunner sprites are from the Undead Hunter
submitted on Realm667, sprite edit by Icytux
Golden boner sprites are an edit of Doom 2's Revenant
Color edit by TerminusEst13
Living armor sprites are from the Evil Knight
Submitted on Realm667, sprites are by Bullfrog and raven software
Red Wyvern Sprites are an edit of Daggerfall's
Faery dragon
Pavise Guard is an edit of the Terminator from Realm667, submitted by Vader.
Further edited by Ryan Cordell (thanks dude). I also snagged the shield from the
Hell warrior, also submitted by Vader
Mage Gunner Sprites are an edit of the Shotgun Guy, done by Sgt Shivers
Bomber knight is an edit of Doom 2's hell knight, done by Sgt Shivers
Skuttle is ripped from Shadowcaster (which I then took from Reelism), slightly edited by me
The edgelord is a merging of the Hierophant and Avatar, both made by Eriance, though the avatar
is just an edit of the heresiarch by Raven Software.
If I forgot something or someone, and you're reading this, for the love of pete,
let me know so I can fix that.
//==SPECIAL THANKS==
Realm667 for being such an excellent resource for doom mods.
Thank you to Ben Paddock for providing the voice of Kustam, your enthusiasm
for this update has helped motivate my ass on off days, so thank you, Bimmy
Thank you to Sledge for playtesting and providing detailed feedback for
Kustam over the past couple months as well, his insight has been ridiculously
useful in making Kustam play better overall.
HyperUltra64 for so kindly providing the excellent trailer art for v1.0, as well
as helping me make Kustam's medi-tool sprite better looking.
/vr/ for being helpful, offering feedback, and bearing with my stupid questions,
over the years you guys have shown support and patience with my inability to make
descisions, but you've all stuck through with it, I love you guys.
An extra big thank you to Skelegant, who's been offering help and art
advice the whole way through, along with drawing some great fanart of the GMOTA cast.
She also helped create the Plunder Spider and Crystal Weaver mimic enemies, as well
as just continuing to provide support in so many ways, this update wouldn't have
come this far without your help.
Prettyfist deserves a mention here as well for just being a good friend,
playtesting stuff and just showing enthusiasm and interest in all of this stuff
I have laid out and for the stuff I have planned in the future.
/agdg/ for offering feedback and criticism, you crazy assholes can be a lot of fun
and I hope to create games along with you in the future.
Silvan for drawing an amazing character portrait for Lord blaz, and being responsible
for his initial design
ijon for helping me out in making a jumping script for my characters, thanks man
Further thanks goes to him for making Dakka, one of my favorite gameplay mods ever
I also totally stole the pistol ammo idea from Dakka and gave it to the Doomslayer
for the v1.3 update, lol
Blue_Shadow for a LOT of HUD help
Sgt Shivers for the assload of sprites, animations, and advice on how to do rips
iSpook for being like, one of the first people to make a gameplay video of my mod
Kyle873 for his constant ACS advice and code clips which I make good use of
Yholl and Marrub for extra DECORATE advice and helping me make shit work, especially the sword
boomerang attack! Yholl gets an extra thank you for the new weapon pickup system.
Yholl also created the behavior for the Cybermancer, so we all have him to thank
for the dangerous laser sprinkler.
Scroton for coding assitence and advice
FKER_Guy for additional weapon ideas
CaptainJ for providing projectile sprites for the Rocket Sword, you the man
Ryan Cordell for editing the Pavise Guard to give him those sick ass horns.
Kinsie for the sick as hell skeleton hand projectiles for the Bonelord. As well
as making some great sounds for the Hydra Repeater's mini missiles! (sadly
I'm no longer using the missiles, but they might come back!) He's also
responsible for the slick Doomslayer helmet. Lastly he also made the excellent
titlemap for GMOTA v1.0, as well as the final touches for the Cybermancer!
Hege Cactus for making the laughter frames for the Bonelord, as well as an
extra sawing frame for Sunder, he also made the verticle sword sprites for the
Doomslayer's player sprites
An extra special thank you to Jimmy for creating the theme of Lord Blaz, I was
overwhelmed the first time I heard it, and it still makes me happy every time
I listen to it. He also ripped and made the custom fonts I'm using here!
He also created Kustam's theme, and I have a hunch he'll be making
Samson's in the near future, so he's still being awesome
Mor'ladim deserves an extra thank you for spriting advice and paying Jimmy
to make Blaz's theme, it wouldn't exist without him offering in the first place
Pillowblaster for making the excellent back mounted sword sprites which I made
good use of for the Doomslayer.
Nax for providing playesting and indepth feedback to help me improve my gameplay
further
Revae for making the amazing character select portrait for Blaz and Doomslayer!
He also made Samson's portrait art, which you can go see for yourself if you poke
around in the files here, the rest of you can wait til the next update
Jasozz for playtesting, and creating the excellent map screen portrait for Doomslayer!
He also provided extra valuable feedback during the trailer's creation, as well as
an alternate SNES version of Blaz's theme!
DrPyspy for providing the excellent Cybermancer sprites! As well helping me
make the Doomslayer's reveal in the trailer snappier and far better. He also
made Kustam's player sprites, and the Gildmaster sprites.
Nyss for the name suggestion for the Wrath Caster and the pickup sound for the
super burger
Thanks to Turret49 for the altered Doomslayer helmets for the player sprites,
props to him for adding that helmet to all like, 121 frames, damn son!
Thank you Wartorn for helping me take my art and turning it into an excellent
new titlemap for version 1.3. Along with Patience for further cleaning up the
titlemap code. Thanks you two.
Marty Kirra for providing feedback regarding the power gauntlet's sprites,
Making most of the frozen monster sprites, as well as making those amazing Blaz voicelines!
old Capcom for being responsible for some of my favorite childhood games
Thanks Terminusest13 for helping me clean up my ACS, making a few extra scripts,
getting the overheal/armor system working right, and generally just helping
me through this whole thing, for lighting a fire under my ass and encouraging me
to make my own mods, shit's been fun, and giving me steady feedback and supporting
me throughout this whole thing, I don't know where I'd be without you man, but
you're one of the best friends a guy could ask for.
and thank YOU for playing this mod, you're pretty great
KNOWN ISSUES
Spoiler:Changelog
This might down to personal preference but players can pick up weapons regardless if they have full ammo or not
Spoiler:
v1.5.2
==BLAZ==
+Fixed an oversight where you could use the fatal draw at 5 energy instead of 50
+Punch combo is now faster
+Punch combo is now done automatically after a single click
+Punch combo's uppercut now has a blast effect, knocking enemies and projectiles away
+Landing a blow with a thrown sword rewards a lot of MP, enough for one power attack. This effect is even stronger with the throw upgrade
+Whiffing with the powered sword no longer drains MP
+Stun Overload explosion no longer deals self damage
+Stun Overload explosion now stuns nearby enemies
+Fire bottle flames deal slightly more damage and have a little more range
+Increased stun radius of the Boomerang
+The power sword can now be thrown
+Altered how Fatal Draw behaves to do a massive AOE effect on hit (Partial adjustment here because the old method didn't work on Zandronum online)
+Added lifesteal to Fatal Draw
+Added whiff forgiveness to Fatal Draw
=Removed the slight forward thrust from the second and third hits of Blaz's unarmed combo
=Renimated the uppercut in TEXTURES and gave it a little more oomph
=Dimmed the embers of the fire bottle
=Recursion Axe is now a Power Axe, which has explosive properties when first thrown, quickly losing it after being thrown
=The sword now rebounds slightly towards the player after the throw ends
-Nerfed damage and radius of Stun Overload explosion
-Removed the sword wave that the power sword can fire under the effects of the berserk ring (For now)
==DOOMSLAYER==
+Reduced the amount of damage you need to deal to charge daggers by half
==GENERAL==
+modified how the subweapon locker button is implemented so hopefully that input doesn't bleed into other mods
==MONSTERS==
+Thieves now attack faster
+Removed a nonexistant script call on the Gild Master in his pain state
+Added the grayscale and shrink effect to Skuttles when slain by Doomslayer melee attacks (whoops)
-Thieves can no longer throw knives
v1.5.1
==BLAZ==
!ALL ATTACKS REBALANCED
!Altered Blazter ammo system, heat, bullets and subshot ammo have all been streamlined into just one ammo meter, replenish it with punches, bullet gems, and dark gems!
!Revamped Blaz's HUD!
!SWORD TECH HAS BEEN REMOVED. The elemental effects that some sword techniques had have now been given to the subweapons themselves
!REMOVED BLAZTER SUBSHOTS. This was done in an effort to shine a greater spotlight on Blaz's subweapons themselves, as well as further drive home Blaz's poor range stat.
!Blazter is now bound to altfire, so switching weapons changes what altfire does: Between throwing subweapons, or firing the Blazter!
!Blaz now has new upgrades, smite multiple foes with Cleave, leave traps with Wall Shatter, blow em up with Stun Overload, and send them fleeing with Terror Bullets!
+Revamped the grapple chain to lash out instantly
+Blaz now only needs to land 4 normal sword attacks instead of 5 for a powered sword strike
+Fatal draw is now supercharged, the attack now instantly kills any monsters struck by it.
+Blaz can now throw his sword before getting a scroll, though it's a weaker throw compared to the scroll version.
+Added an additional 3 tracks to Blaz's jukebox, all three of which are from the Ninja Warriors Again
+Punches now fire extra projectiles when under the effects of the Might Ring
+Uppercut now has extra visual feedback when under the effects of the Might Ring
+After being thrown, the sword lingers for a little longer before vanishing
+Lowered the animation for the 100 crack fist attack so it's not as obscuring
+You can now autofire with subweapons
+sped up the fatal draw arming animation
+All melee attacks charge the Fatal Draw
+removed the move speed penalty when the Fatal Draw is armed
=Made all Blazter attacks blue, this was done in an attempt for visual consistency, see as a lot of ranged attacks are blue
=Gave grapple chain unique first person sprites
=Blaz now has unique animations for tossing subweapons
=Blaz's melee combos can now be performed regardless if you hit or not
=Reanimated most of Zarach's attack animations in TEXTURES
=Cleaned up Zarach's attack code, altering the timing for a few attacks as well as cleaning up the jump states for the Might Ring
=Punches have unique hitsparks now
=Player sprites updated, some fancier animations for attacks, along with a visible scabbard.
=Altered the stab attack in Blaz's normal sword combo
=Altered the hitboxes of sword attacks
=Altered the hitboxes of subweapon attacks
=moved frozen status icon to cover armor
=Reworked stun effects, crystal stun from Blazter removed, now any attacks that inflict stun use the same dizzy stars
-Grapple chain has a more limited range now
-Lowered the amount of powered sword slashes Blaz can store from 8 to 5
-Removed Mana gain of sword waves fired while under the effects of the Might Ring
-You only fire a single sword wave on the combo finisher with the Might Ring
-The fatal draw has less range now, and the AOE splash effect is gone
-Nerfed healing effect of the power sword attacks
-Sword now takes longer to recover if thrown
-Thrown sword no longer has piercing effect at the start of the throw
-Throwing subweapons while unarmed is no longer faster
-Punch combo slightly slower
-Can only store one fatal draw charge instead of four
-Removed defense buff that triggers after landing enough punches
-Removed Gun Parts upgrade
-Removed Wave Buster upgrade
-Removed Hyper Buster upgrade
-Removed Trine Voulge subweapon
-Removed Shatter Bomb subweapon
-Removed the Double Lariat attack
//********************************************************************
//********************************************************************
==DOOMSLAYER==
!ALL ATTACKS REBALANCED
!TOOL REVAMP: Doomslayer no longer has bombs, now he throws daggers with reload, and fires his overhauled pistol bound to Zoom.
!TOOLS NO LONGER RECHARGE PASSIVELY. ALL OF DOOMSLAYER'S EXTRA GADGETS MUST BE CHARGED BY DEALING DAMAGE
!ALL WEAPONS NOW SHARE THE SAME ALTFIRE MELEE ATTACK
!BERSERK RUNE BFG TIER WEAPON REPLACED! Now Doomslayer wields the powerful BFUG, a hybrid weapon that combines the rapid firepower of the Unmaker with a devastating BFG ball finisher!
+Pistol shots inflict stun
+Pistol now fires a shotgun blast of projectiles
+Pistol passively recharges
+Added a_weaponready to the raise state of Rend, Doomslayer's Sword. So now you can attack with it faster as you select it
+Pellets fired from the Mourning Star now have a hitspark and unique sound when you hit an enemy
+ThunderBuss pellets now have unique sounds for hitting walls and enemies
+Sunder's HUD icon is now always present when you have the weapon, why I made it vanish is beyond me
+There's now an audio and visual cue for when Sunder is ready to be used again
+Wrathcaster spirits deal more damage
=Touched up Doomslayer's visor HUD a little, brightening the edges and making a few areas a little sharper.
=Altered the Sunder's attack animation, just cosmetic though
=Slightly altered Rend's swing animations, again just cosmetic
=Altered Rend's attacks, now instead of projecting three hitboxes per swing, it only uses one with the same damage as before.
=Added an empty state for the Thunderbuss along with a reload animation if you get ammo while holding the weapon out on empty
=Fixed Doomslayer's help screen tip that said daggers heal for 25 when they in fact heal for 20
=Added a unique HUD icon for when you're under the new iced debuff
=lowered Doomslayer's visor HUD
=Hydra repeater fires a burst of two instead of three
=ammo for all weapons balanced to vanilla Doomguy levels
=Glass Dagger changed to a Sapphire Flash Dagger for AOE stuns
=Thunder Bomb is now a Thunder Dagger
=Inferno rifle altfire vent attack now automatically triggers after you stop shooting
=Wrathcaster spirits now deploy when hitting surfaces
=Sword attacks deal the same damage type as Sunder when under the effects of the might ring. This is mainly done for death state stuff for the monsters!
-Thunder Dagger does't emit homing lightning or bounce off walls
-all throwing daggers now have dropoff, limiting their range (Except for the new true flight and thunder daggers)
-Picking up ammo no longer charges the pistol
-Pistol now only carries 5 shots
-The Might Ring no longer makes you swing Rend faster
-Wrathcaster missiles spawn only one spirit
-Inferno Rifle no longer passively builds heat
-Inferno Rifle vent attacks no longer deal extra damage or leave lingering fire at higher levels
-Sunder kills now are just Xdeaths with the same loot you'd get with a normal melee kill (except for armors and skeletons, they still drop a few helmets and some milk respectively because I think that's funny.)
-slightly lowered Doomslayer's max run speed (He's still the fastest character)
//********************************************************************
//********************************************************************
==KUSTAM==
!KUSTAM HAS BEEN COMMENTED OUT FOR FURTHER MAINTENANCE. HE WILL RETURN WITH THE FINAL UPDATE
//********************************************************************
//********************************************************************
==MONSTERS==
!REVAMPED MONSTER HP. All monsters now have HP levels appropriate to their vanilla counterparts
+Altered a few flyback states of monsters to check for losing vertical velocity instead of checking for the floor, this should HOPEFULLY fix stuff like Revenant torsos getting stuck on torches and trees
+Archer and Steel Duke projectiles travel faster
+Blue Wyvern thunder balls travel faster
+Increased the range at which Black Vipers engage with machine gun shots
+Increased the range at which Green Vipers engage with machine gun shots
+Fixed an issue where Bonelord mortars would still fire even if they're stunned from the Blazter
+Skuttles wind up attacks slightly faster
+Skuttles fly faster when ramming
+Added an audio cue for when Skuttles are charging up a super ram
+Skuttles are more likiely to do a super ram
+The Cybermancer now properly uses GMOTA's blood, how long has that gone unnoticed?
+Sped up the animation of Stygian Wraths when they go into their second phase
=Pavise Guards and Wardens emit smoke when they're Xdeathed
=Skuttles go gray scale and shrink as they die
=All monsters are stunned for an equal amount of time to keep things consistent
=Removed flinch immunity that the Cybermancer and Edgelord sometimes recieve when performing certain attacks or after being flinched
=Reduced Gildmaster HP to standard Cybermancer levels, how did that slip past?
=Reduced armor captain HP to standard Living Armor levels, seriously why did I do this?
=Recolored Bomber Knight bombs to be a fancy blue
=Fixed a small visual bug where sometimes knives dropped by Magebane Thieves would roll endlessly on the floor
=Bakanites now have proper death animations for being frozen
=Bakanites now have proper death animations for being cleaved by the fatal draw
=Bakanites now have proper death animations for being super kicked by Kustam
=Ice attacks from monsters no inflict slow, they now reduce your defense
-Magebane thieves no longer have spread knife attacks
-Edgelords no longer have the tower of arrows attack
-Skuttles are now slower
-Skuttles no longer phase through one another (This had the nasty side effect of a crowd of Skuttles capable of cornering players and killing them VERY quickly)
-Skuttles no longer shoot eye beams
-Skuttles no longer have the super ram attack
-Blue Wyvern thunder balls no longer weave about, should make them easier to dodge
-Dark Kustam's kicks have less knockback
-Reduced apperance rate of dark portals in Knightmare mode
-Knockback from Revenant punches reduced
-Knockback from Bonelord melee attacks reduced
-Mini Skuttles fired from Bakanites burst on impact, they're now essentially projectiles
-Stygian Wraths no longer fire projectiles when bursting into the rage mode
//********************************************************************
//********************************************************************
==GENERAL==
!REMOVED SPELL CUBES, MIGRATED SELECT SUBWEAPONS FROM CUBES INTO THE CHESTS
!Added a customizer menu, allowing for options like pistol start, and how much HP might rings give!
!Added a Subweapon lock key, now players have greater control over what they pick up!
+Added +DONTRIP to defensive actors like Blaz's shield, mainly as a safety precaution if paired with other gameplay mods like Corruption Cards
+Removed +COUNTITEM from armor pickups and ice cream, why the hell did I do that?
+Added +DONTREFLECT for all player melee attacks, this should help with addons like Corruption Cards that give monsters reflective properties.
=Cleaned up the code for spawning the hammer waves, you won't notice it, but god it looks a lot nicer under the hood.
=Disabled auto aim for all weapons, mainly as a precaution to avoid any future breakage
=Reduced the HP of chests to help compensate for the new damage values of player attacks
=If chests are telefragged, they just burst into particles and don't drop a subweapon, this was done to make sure you don't teleport into a chest and get something you don't want.
-Removed Sub Refresh gems
-Backpack upgrade items removed, now backpacks are supply chests you smack open for ammo
V1.4.1
+Fixed a crashing issue when playing Zandronum online and taking crushing damage
V1.4
BLAZ
+Fixed a missing frame for the Fatal Draw as it's being sheathed (Thanks for spotting that Skelegant!)
+Buffed the damage of the AOE waves that fly out during a fatal draw attack
+Altered the starting phase of the Fatal Draw to help communicate the attack doesn't need to be charged, new sprites provided by Skelegant
+Altered how the 100 crack fist is armed slightly, with new effects by Skelegant
+Subshot ammo now resets to default pick up value after a stage transition, rather than resetting to 0
+Tweaked the Blazter's stun crystals for more feedback to show they're about to break
=Blaz now has a backswing for his powered sword strikes, purely visual but hey, more variety
=Blaz now has a unique taunt sound for Zandronum
=Added a dryfire sound for the Blazter
=Made the error sound for the altfire not as spammable
DOOMSLAYER
+Fixed Doomslayer sometimes bugging out when picking up/dropping barrels
+Altered how the temporary period of invulnerability works when Doomslayer triggers his berserk to make sure it doesn't break the invuln helmet's effect
+boosted Mourning Star fire rate
+Sunder can now be triggered with the altfire of the Mourning Star, Thunderbuss, and Hydra Repeater
+Bombs and Daggers now have audio and visual feedback to help tell the player they're recharged
=tightened up Rend's left swing a little to keep it consistent with the right swing
=Trimmed down Doomslayer's Berserk Rune pick up hint
-Reduced the amount of ammo orbs dropped from landing a successful strike with Sunder (Enemies still drop the same amount if KILLED by the weapon though)
KUSTAM
+Flurry strikes now deal more damage
+Flurry strikes now force pain like normal staff strikes
+Fixed a bug where Kustam's marker shot didn't properly show the reticle effect on monsters when marked when playing online in Zandronum
+Fixed a bug where Kustam would keep a fully charged double kick with the staff equipped
+Added a map inventory icon for the Sentinel Arms (Seriously how did I forget this?)
+Fixed the X-Missiles spread bombs dealing self damage
+Fixed being able to charge the staff right as you max out the heat meter
+Hopefully fixed Kustam's player sprites flickering while using the Sentinel Arms
+You can now cancel the clip load animation with an attack
+Kustam's Hand Cannon now has a visible and audible dryfire if you try to shoot while unloaded
+Red bullet gems are now worth double (2 ammo now)
+Small sub refresh gems are now worth triple (6 ammo)
+Big sub refresh gems are now worth double (20 ammo)
+Medi-Tool's heal cools Kustam off even more
+Support potions now have letters next to the bottles to help identify them easier
+Buffed damage of haste potion staff strikes
=Kustam now has a unique taunt sound for Zandronum
=Medi-Tool rebalanced, now requires to be charged longer for a more effective heal, is less effective at charge level 1
=Reduced how much you slide forward when attacking with the staff under the effects of the power potion
=Kustam's kicked barrels now have a trail effect as they fly through the air
-Flurry strikes now build more heat
-Staff spin now builds heat faster
-Staff Spin's push forces no longer deal damage
-Manual flame venters now drain heat faster, meaning less time to torch enemies with the flames
MONSTERS
+Fixed a bug where Bonelord/kaiser's skeleton cannon hands didn't show up when playing online in Zandronum
+Fixed a bug where edgelord orbiting swords didn't vanish properly when Edgelords were killed when playing online in Zandronum
+Fixed a bug where Bonenados orbiting bones didn't vanish properly when Bonenados were killed when playing online in Zandronum
+HOPEFULLY Fixed a bug where plunder spiders could get stunned with the hyper buster as they spawn, becoming invincible afterwards (Thanks Darkrune!)
+Fixed the Wyverns not properly losing their kick stun status after being hurt
+Fixed the bonelord's mortar explosion not appearing when playing online in Zandronum
+Fixed stygian wraths not properly losing their dizzy stars when they're hurt in their rage mode
+Bakanites now have to "reload" after shooting out 4 skuttles, leaving them wide open to attack
=Stygian Wraths now have half HP, to help compensate for their second wind
=Limited the range of Dark Kustam's aiming laser for the sake of weaker hardware
=Added some sounds for the aiming laser and Dark Kustam's hitscan shot
=Altered the color palette of the failed Kustam Mimics, now has a more drab, washed out look
=Altered sound behavior for bone gibs, now sounds properly play when only hitting stuff, also reduced amount that can be played
=Made bones dropped by failed mimics sometimes not make any sound to be less noisy when a bunch of them spawn
=Made Dark Blaz unshootable the moment he dies, so you can't hit him for extra mana/HP just before he falls over
MISC
+Fixed a bug with dazed stars not appearing when playing online in Zandronum
+Updated page 3 of Kustam's help screen to hopefully explain how the new Medi-tool works
+Swapped out the effect of the Knight Vision visor to just be fullbright rather than the eye-searing green
+Subweapon pickups can no longer be teleported
=lowered the volume of the super burger's announcer
=Altered decals so they're not solid black squares in software mode, still kinda ugly though, sorry
V1.3
Kustam:
!Added the stalwart champion of the Lotharian arena: Kustam
Doomslayer:
+Wrathcaster spirits no longer bump into friendlies, ending their flight early
+Sunder can now be switched away from manually after landing a saw punch, so you can saw a dude and switch to any weapon
+Rend now does more damage per swing
+Doomslayer's quick punch when attempting to use subweapons on cooldown has been buffed, greater knockback, forced flinch, and a little more damage
+Buffed the Sapphire Beretta's damage
+Buffed Sapphire Bertta's fire rate, can now be tapped to shoot quicker
+Drain dagger now heals an extra 10 HP for a total of 20 HP per knife
+Wrathcaster rockets now deal more damage on impact
+Sunder now deals more damage
+slightly sped up fire rate of mourning star
+Hydra repeater is now faster, and the initial burst is a very fast salvo
+Sevenfold knife now heals 1 more HP per knife
+Mourning Star now fires faster the longer you hold the attack button
+bullet gems are slightly more valuable
=Doomslayer now has a fullscreen visor HUD
=Sunder's attack sound now properly stops if you die while using it
=Berserk fists should be properly taken away if you die while berserking
=hopefully fixed Doomslayer's player sprite not changing weapons properly during online play
=changed one of the firing sounds for the hydra repeater, hopefuly things sound a little better now
=Fixed Sunder not being recovered after going Berserk, SOMEHOW I WAS NOT AWARE OF THIS FOR A WHOLE YEAR MAN. -WHY- -WHY- -WWWWHHHYYYYYYYY-
-The Sapphire Beretta now uses ammo.
-Rend swings slightly slower, feels weightier though!
-Altfire Rend swing with the mourning star, thunderbuss, and hydra repeater is slightly slower now
-Inferno Rifle does less damage
-Wrath Caster spirits do less damage
-certain enemies drop slightly less ammo when killed by Rend
-backpacks give less ammo
-can no longer animation cancel after punching when wielding thunderbuss/mourning star
-Due to a Zandronum issue, Doomslayer's player sprites no longer switch real time as he changes weapons, a minor bummer, sorry
Blaz:
+Blaz's 100 crack fists now travel through friendlies properly
+Rolling bomb now travels through friendlies
+Blaz's sword combo damage has been altered, stays stronger through the entire thing now, killing weaker enemies effortlessly
+Blaz's Wave Buster no longer uses bullet gems again, mainly done for the sake of having another ranged weapon when direly needed in certain maps, still causes overheat though.
+Boomerang subweapon now inflicts a dazed stunned effect
+scattershot subshot does increased damage
+Omen's melee while the sword is powered up now causes an explosion on hit, meaning the attack does more damage along with a nasty splash effect
=Blaz now has a fullscreen visor HUD
=Blaz's lariat now uses an explosion for damage, which means killed enemies will fly away properly rather than up
=Updated the punch sounds when hitting walls and floors
=Blaz now has some new footsteps, taken from Fist of the North star, I kinda cheated here but they sound cool shut up
-Blaz's lariat can't pierce through walls now
-nerfed the range of Blaz's Lariat
-Blaz's subweapon restock takes longer
-Blaz's subweapon pouch upgrade gives less extra subweapon ammo
-Blaz's hatchet throw rate reduced
-Omen now does less splash damage, radius reduced
-Judgement now does less damage, produces less hammers
-Boomerang does less damage, has less ammo
-Blaz's subweapon ammo now resets to the default ammo the subweapon gives on restock
-Blaz's sword mana resets to 2 on each new map (Though this means if you're at 0, you're getting two free charges!)
-Blazter ammo resets to 15 with each new map (same thing applies here, if you're at 0, you just got some free ammo)
-Blaz gets less sword mana from arcane gems and weapon pickups
-Sword charger gives less mana back on powered sword hits
-Ring of might diagonal power sword waves no longer give spirit on hit, (center one still does though)
Monsters:
!Added Knightmare mode variants for all monsters, expect palette swaps and dangerous foes!
!Added hero shades, Knightmare mode exclusive lethal dopplegangers of the current cast of playable heroes, expect a tough fight when you encounter them
!Added failed mimics of Doomslayer and Kustam, these guys have a chance of replacing wolfenstein SS foes, just like the failed Blaz mimic (You'll see them more often in Knightmare mode)
+Bonelord grapples are no longer reflectable to prevent bonelords grappling themselves and causing endless error message and sound implosion
+Bonelord corpses now have more HP, self revive faster
+Cybermancer has more HP
+Hellfos now has slightly more HP and less pain chance
+Hellfos now have their old jumping evasive manuevers again when flinched enough
+Mage Gunners have slightly more HP
=Bomber Knights now have a gib death
=Wyverns now have a gib death
=Hellfos now have a gib death
=Ice debuff from monsters is no longer additive, but now lasts 5 seconds instead of 3
=Altered one of the death rattles for the archers
Misc:
!All heroes can pick up and throw barrels, each hero tosses them in unique ways!
!Added Knightmare mode!
=Sword attacks now leave decals
=toned down the flame effect of the weapon upgrade stands, shouldn't be as visually busy if a lot of them stack up now
=A new, moodier title theme, from the Super Famicom version of Brandish
=GMOTA now has a custom mouse cursor
-Yashichi no longer gives ammo for Blaz when he picks it up
V1.2
+slightly sped up the last hit of Blaz's sword combo
+fixed pickup messages printing for everyone in co-op (Whoops)
+Blaz can now pick up keys on high ledges like normal
+Cybermancer now has more HP, and less pain chance
+Cybermancer is more likely to use arm cannon at closer range
+Edgelord has more HP and less pain chance
+Bonelord has more HP and less pain chance
+Bonelord mortar shot now spawns mini skeletons after blowing up
+Mage gunners have more HP, slightly less pain chance, and their magic bullets travel faster and do more damage
+Buffed fatal draw attack, added a wave shot when swinging it
+fixed an issue with the 100 crack fist sound looping if Blaz dies while performing it
+buffed Heat Beam damage
+heat beam now fires slightly more to the center of the screen
+Macepellets and wrath rockets pass through friendlies properly
+fixed Sunder's saw loop sound playing after the Doomslayer shifts into rage mode
+buffed damage of Wrath Caster Missiles, both direct hit and splash damage
+slightly raised values of arcane gems for Doomslayer
+Edgelord arrow towers now have a limit to them so they don't go off into the sky forever and blow up the game
+Fixed Seven League boots not providing proper protection against hurt floors
+slight sped up the fire rate of the default Blazter primary attack
+Omen Warhammer's power attacks buffed, melee attack more effective and thrown attack now throws out smaller hammers rather than a bunch of rocks
+altered crush missiles to have one hit of self damage rather than multiple hits of self damage
+crush missiles now fire slightly closter to the center of the screen
+Made Blaz's sword attacks widescreen friendly!
+discarded food bones now have a different bounce sound
+added more oomph to Hydra Repeater firing sound
+added more oomph to Inferno Rifle
+buffed Wave buster's mid and max charge shots to compensate for overheat and ammo use
+buffed Wave buster's lowcharge shot fire rate
+buffed Torch subweapon, now drops small flames that burn monsters on hit, as well as throw out extra fireballs that also drop more flames on hit
+Bomberknights have slightly more HP, and now less prone to flinch
+made the radius of the warding shield bigger to make sure players can block those big sniper bullets fired by Black Viper Gunners
+Skuttles now have more HP, are more aggressive, and now move faster
=Doomslayer's player sprites slightly altered and updated by Turret49, nice work
=Swapped the command for the sword throw to holding primary fire
=Fixed an issue with the inferno rifle and wrath caster's particles being able to teleport
=Made Bonelord's laughter and voiceline mono in hopes of stopping OpenAL from exploding
=softened Blaz's WHOOPS
=The Blazter's subshots now build up a heat gauge, at full the gun locks down, curbing spam
=Added a_bossdeath to certain special deaths for some monsters, woops
=Blaz can now pick up spirit gems when at max to convert into Blazter Bullets and cool the weapon off faster
=renamed a few actors so it should play nice with the Hellbarde megaWAD now
-Reduced the amount of extra bombs you get on picking up duplicates for Doomslayer
-Nerfed Sapphire Beam Bomb, bounces less and the beams do slightly less damage
-Nerfed damage of wrath caster spirits
-nerfed radius of rocket sword, increased cooldown time
-Nerfed Blaz's fists, now only the last two punches of the combo have the AOE flinch
-When under the defense buff, the super punches Blaz throw now do less damage
-nerfed thunderbuss damage
-nerfed ammo gain from sword and sunder kills as the Doomslayer
-nerfed duration of Heavy Macer
-Wave buster now requires a bullet gem to use
-wave buster now builds up the heat gauge
-nerfed 100 crack fist damage slightly
-Hyper buster duration reduced
-Cybermancer is now immune to being stunned by the Blazter and Hyper Buster
V1.1
+Fixed ammo not being picked up for the Doomslayer after picking up a few backpacks, thanks affandede for pointing that one out
V1.0
!Massively overhauled Blaz gameplay, now has unique item pickups, new moves, and revamped power sword alt attacks!
!Introducing the Doomslayer! This rage driven high speed warrior tackles the forces of hell with a full arsenal of weapons inspired by Doom 2 and Doom 4, perfect for those who want a more vanilla-ish experience!
+Added a shuffle music button (Term actually added it)
+new title screen thanks to the help of Kinsie
+new menus!
+new font!
+Added new Revenant replacement, the Grenadier Revenant
+Added new Arcvhile, the Bonelord
+Added new Mancubus, the Pavise Guard
+Added new Spider Mastermind, the Edgelord
+Added new Wolfenstein SS, the mimic skeleton
+Bones now fly out when you eat meat
+The cyberdemon replacement now has a name and a new apperance, the Cybermancer is now ready!
+added the shade ring, this new blur sphere replacement turns you into a shade that makes physical projectiles phase through you!
+Cleaned up subweapon drop code, they also take longer to despawn now!
+Blaz finally has his voice, thanks to MartyKirra for lending his talents to give Blaz more character
+monsters now fly backwards when killed, looks cooler
+widescreen friendly fists have now been added, credits go to neoworm for those, thank you Neoworm!
+Hellfos and bomber knight height has been lowered, no longer gets stuck in ceilings
+Hellfos behavior altered slightly to be less annoying, faster now though
+Bomber knight overhauled to be less annoying, bombs can be destroyed harmlessly and no longer drops bombs on death
+Black Viper gunner behavior altered, slides around less, no longer has grenades, can snipe at long range
+Wyvern's close range flamethrower is now slower
+Broodslime tweaked, less spammy with broodlings, altered ground behavior
+grappler now produces an audible sound and emits a hitspark on grappling monsters
+Mage gunner bullets do less damage now
+Power sword attack speed raised, can swing rapidly now
+thrown shield now does more damage
+An additional 67 tracks have been added, bringing the total music for Blaz up to a whopping 107!
+added the Shatter bomb subweapon
+the boomerang subweapon has returned
+added the trine volgue subweapon
+added the heavy macer subshot
+added the heat beam subshot
+cluster missile is now the crush missile
+added the spike vulcan subshot
+retooled the armor amulet to be a temporary passive buff to defense
+new sprites for armor and food pickups
+added a fancy menu
+Blaz moves a little faster now
=Crash charges removed
=removed the utility and weapon action buttons, now back to using reload and zoom, seeing as Zandy has those buttons now!
=cleaned up melee combo code to remove those long and awkward combo ready states
=Removed the random item system, ammo now spawns ammo and health items now spawn health, weapons are now weapons
-subweapons no longer generate mana on hit
-blazter shots no longer charge energy for subshots
-grapple chain no longer pierces monsters while flying out
-removed POW ups
-removed the ring damage meters, powerups now last for the duration of the stage only
-removed boot damage meter, boots are now just a radsuit style item
-lowered Blaz's jump height
-reduced the damage Blaz's fists do slightly
-some of Blaz's subshots can hurt him now
-Blaz's unpowered sword no longer has a guaranteed gib effect
-nerfed power sword attack slightly, no longer has splash effect
v0.9.9
+added sub equipment that passively boosts melee, ranged, movement, and defensive capabilities, these items replace the berserk pack, chainsaw, radsuit, and blurspheres respectively
+made sword attacks a little more weighty and added additional feedback
+increased sword range to compensate for the new sword speed
+increased grappler speed
+added some extra audio feedback for when you block projectiles with the shield
+fixed crash axes and earthshaker bombs breaking against boss monsters
+increased spread radius on the big spikeball's spike scatter
+buffed chicken drumsticks
+added the Omen Warhammer subweapon
+buffed the fourth attack in the sword's combo, now has a minor blast effect
+Fixed the charged dart attack, now little darts properly inherits direction and momentum from the big dart
+replaced shield sphere's sprites with sick ass invuln helmet from the Doom beta
+added the Brood slime pain elemental replacement, and Broodlings
+added the Skuttle lost soul replacement
+added the Hellfos Baron of Hell replacement
+added the bomber knight Hell Knight replacement
+increased Golden Boner HP, made him less likely to flinch too
+made the powered sword's cleave spray effect bounce on walls
+chaos revenant heads have less HP
+chaos revenant bone projectiles now have a hit sound
=Revamped losing POW, now all forms of damage hurt your POW status but it takes several hits to lose, POW recovers on their own over time, this same mechanic applies to sub-equipment
=Archer Knights now have 3 different shots, standard, fire arrows with boosted damage and leaving lingering flames, and the ice shot which slows you
=Black Vipers now drop grenades at close range that inflict severe push forces and damage you
=Made golden boners a little shorter, no effect to their hitbox though
=Healing attacks are now assigned to the powered sword and not the powered cannon
-Red Wyverns now have more HP
-sword combos are now slower
-mage gunners now have more HP
-mage gunners now fire two shots per standard shot with a random spread
-mage gunners are now less likely to use charge attacks
-chaos revenants throw more homing bones
-homing bones are now immune to floors
-removed the crash hammer subitem
-fixed an exploit allowing players to generate mana blocking their own grapplers using the shield
-slightly nerfed Blazter darts
-lowered crash hatchet's lifespan
-increased cluster missile mana cost
-Gave a countdown timer to the ball bearings
-nerfed the homing lightning damage
-shortened the lifespawn of POWfire balls and the super fire from the torch crash
-shortenedthrown sword lifespan
-nerfed charged buster shot splash radius and damge
-nerfed Blazter range