Bullet-Eye - v0.12.6b - 7/10/24 - Non-Hefty Update
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Bullet-Eye - v0.11.6 - Frozen Wrath - 8/9/21 (4 Weapons?
Tried it in Eviternity already- doesn't work. :/
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Re: Bullet-Eye - v0.11.6 - Frozen Wrath - 8/9/21 (4 Weapons?
If I recall correctly, this was attempted way back then, but there were problems with it. However, the player pawn as well as the "weapons carried" code in the mod have been improved since then (Mainly to fix voodoo doll issues and co-op) so I believe it may be possible to do now. I think making it an option would be a good idea, since some people may want to preserve the aspect of starting fresh with death exits.user5124 wrote:Any chance of a "don't die at episode end" feature to allow maps like Eviternity to not break the levelling/continuity aspects of Bullet-Eye?
I think some mods like guncaster (or guncaster vindicated?) have this..
Thanks for the feedback!
There are a lot of general quality of life changes coming to the mod as well as improvements to co-op coming in the next update. A few examples of what is coming: being able to sell weapons or equipment items at any vending machine, health bars of other players added while playing in co-op, Repeaters rework, new equipment items and equipment bonuses, Weapon Enhancers granting slightly more XP as well as being able to stack up to 999, and toned down Dread Trooper and Crusher AI.
It just needs a bit more testing to catch any possible surprise issues, but other than that, a release should be ready soon.
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Re: Bullet-Eye - v0.11.6 - Frozen Wrath - 8/9/21 (4 Weapons?
That sounds really great. I only just recently discovered bullet-eye, after finding it sitting in my doom directory. It's a lot of fun and there's a surprising amount of depth.
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Re: Bullet-Eye - v0.11.6 - Frozen Wrath - 8/9/21 (4 Weapons?
Glad to hear that you are enjoying it! Again, I have Ace/Accensus to thank for helping to make the mod what it is today. As I tend to say often, the mod has strayed far from its original arcade style roots, but I think it turned out for the better. The replay value sure would have been lacking otherwise.user5124 wrote:That sounds really great. I only just recently discovered bullet-eye, after finding it sitting in my doom directory. It's a lot of fun and there's a surprising amount of depth.
I hope the new weapons and other content I have planned soon will be fun for the players! Thanks for playing!
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Re: Bullet-Eye - v0.11.7 - Frozen Wrath - 10/30/21
New update! I did want to wait until I got some more weapons in before releasing a stable build, but looking over the posts here in the topic - there were some problems that definitely needed to be addressed ASAP such as the possible VM Abort while using the Assassin Vulcan and the Giga Crush outright not working. Problem is it slipped my mind until I read the issues again! The full changelog is below, but here are some highlights:
Major changes:
1. Weapon/Equipment Enhancers were done away with. Upgrading weapons and equipment is now achieved by using GP (money), and money drops/acquisition have been increased to compensate the change.
2. Damage randomization for the player's weapons has been removed. Now, all weapons (other than explosive area of effect weapons due to mechanics) deal the same amount of damage every shot. This will make it much easier to keep track of how many shots for most weapons are needed to slay an enemy. The damage for each weapon now uses the "middle ground" of the previous randomized values in most cases, so the power still feels consistent.
Other changes include:
1. Reduced aggressiveness for Dread Troopers (Zombiemen) and Crushers (Shotgunners), unless playing on Dread Level 8, which will then revert them to their previous AI.
2. 2 new Tech weapons, with one of them only dropping from an enemy.
3. New equipment items and new equipment bonuses. New "Alpha" equipment items that have no unique effects, but allow for the placement of 5 equipment bonuses, rather than the standard 3.
4. New weapon magazine size bonuses, allowing you to fire more with your favorite weapons, should you acquire an equipment bonus for them.
5. All default Doomguy hands replaced!
EDIT: Minor bugs, but you will still be able to find Weapon or Equipment Enhancers here and there, and the "Repair All" key makes mention of enhancer usage rather than GP, but still uses and removes GP as intended. These are basically visual bugs and should not impact gameplay in a major way.
Major changes:
1. Weapon/Equipment Enhancers were done away with. Upgrading weapons and equipment is now achieved by using GP (money), and money drops/acquisition have been increased to compensate the change.
2. Damage randomization for the player's weapons has been removed. Now, all weapons (other than explosive area of effect weapons due to mechanics) deal the same amount of damage every shot. This will make it much easier to keep track of how many shots for most weapons are needed to slay an enemy. The damage for each weapon now uses the "middle ground" of the previous randomized values in most cases, so the power still feels consistent.
Other changes include:
1. Reduced aggressiveness for Dread Troopers (Zombiemen) and Crushers (Shotgunners), unless playing on Dread Level 8, which will then revert them to their previous AI.
2. 2 new Tech weapons, with one of them only dropping from an enemy.
3. New equipment items and new equipment bonuses. New "Alpha" equipment items that have no unique effects, but allow for the placement of 5 equipment bonuses, rather than the standard 3.
4. New weapon magazine size bonuses, allowing you to fire more with your favorite weapons, should you acquire an equipment bonus for them.
5. All default Doomguy hands replaced!
EDIT: Minor bugs, but you will still be able to find Weapon or Equipment Enhancers here and there, and the "Repair All" key makes mention of enhancer usage rather than GP, but still uses and removes GP as intended. These are basically visual bugs and should not impact gameplay in a major way.
v0.11.7 - 10/30/21
=WEAPONS=
+GENERAL+
-Added 2 new TECH weapons.
-Lightning element now affects 3 targets, up from 1. Damage has also been lowered.
-Ice Bulwarks from the ice element can now be kicked with Quick Kick, which can be used to reposition them or damage enemies.
-Fixed issue with elite weapons remaining after pick up in co-op.
-Added small crowns on elite weapon pick ups to better inform the player that they are elite items.
-Weapons now once again have a small chance to drop from enemies.
-Increased cost of some weapons purchased through the shop.
-Removed randomized damage from weapons. Some weapon damage has been adjusted.
-All remaining weapons that were utilizing the standard Doom hands have now been replaced.
-Increased experience needed to level up weapons.
-Upgrading is now achieved with GP rather than Weapon Enhancers. Weapon Enhancers have been removed.
+FROST SNAP+
-Intensity equipment bonus has been added. Now also benefits from RAPID Tune Up equipment bonus.
-Now benefits from Attack Strike Orbs.
-Now benefits from Demolisher's Legplates.
-Primary fire projectile radius has been reduced in order to fit through tighter spaces, such as between bars.
+BLOODLETTER MAGNUM+
-Melee attack is now affected by the Melee Tune Up equipment bonus, since it is already affected by the Siegebreaker Combat Boots as well.
-L3 empowered melee attack no longer causes the player to dash forward, and now instead increases melee range by a large amount.
+DECIMATOR+
-Added sounds for when the infinite ammo effect triggers and ends.
-Infinite ammo effect should no longer be heard globally in co-op.
+GRIND HALBERD+
-Wall impacts should no longer be heard globally in co-op.
+METAL MONSTROSITY+
-Fixed cooldown indicator position.
+REPEATERS+
-Weapon has been reworked.
+SCATTER BOMBER+
-Lowered damage of projectiles but now fires 4 orbs at a time, similar to how the Sub-Weapon version was.
+STORM MINE+
-Increased damage of all effects and adjusted area of effect.
-Projectile speed increased.
+VAMPIRIC GAUNTLETS+
-Fixed not healing players if you have the equipment bonus that removes the healing limit.
+VOLLEY SHOT+
-Magazine size increased to 40 in order to launch 4 full volleys, instead of 3 and a half.
+WINGED REAVER+
-Updated weapon sprite.
-Element changed to ice. Damage and ammo costs have been adjusted.
+BULLET-EYE+
-Kills in Bullet-Eye Mode now grant from 30 to 80 GP, up from 2 to 6.
-Increased amount of GP gained from Bullet-Eye Mode kills slightly.
=EQUIPMENT=
-Upgrading is now achieved with GP rather than Equipment Enhancers. Equipment Enhancers have been removed.
-Adjusted equipment drops. Getting a full set of almost maxed out gear by Map 06 or earlier is too much!
-Increased cost to level equipment after L2.
-Added "Alpha" equipment items. These have no unique effects, but allow for 5 equipment bonuses, as opposed to the standard 3 of regular equipment.
-Added 8 new equipment items. (+8 Alpha equipment items for a total of 16)
-Added 9 new equipment bonuses and individual weapon magazine capacity bonuses.
-Fixed Giga Crush (Armor) not working.
-Added indicator for when Giga Crush (Armor) is on cooldown, and reduced cooldown of Giga Crush effect to 3 minutes, down from 4.
-Lowered volume of Bomb Dispensers (Shoulders) effect.
-Belt of the Veterans now returns Bullet-Eye Mode to its pre-"ultimate" mode form.
-Resourceful Belt effect changed due to new equipment bonus.
-Relentless Headguard now affects Bloodletter Magnum and Repeaters.
-Turrets from Sentry's Guard (Helm) now last slightly longer.
-Onslaught Helmet now grants 5 seconds of benefits after picking up a Strike Orb, up from 3 seconds.
-Hasty Boots movement speed bonus increased considerably.
-Increased damage of Retaliation Pauldrons (Shoulders) effect, and now also causes resurrected enemies to take extra damage.
-Increased damage of Intense Flames equipment bonus.
-Added a "Repair All Equipment" keybind. Prioritizes more damaged items first.
=ABILITIES=
-Flash Guard deflect sound no longer plays at any distance.
-Players who are crouched can now be launched like a football after being kicked by other players.
=ITEMS=
-Weapon Enhancers and Equipment Enhancers have been removed.
-Survivors no longer grant Enhancers and now grant more GP.
-Increased max number of Old World Manuals that can be carried.
-Players can now press Reload on the Weapon Status Panel to use 4000 GP and grant a weapon 2000 XP.
-Health Augments now disappear after a short time, just like other health items.
-Keys (key cards/skull keys) are now shared. This works universally without replacing anything, so it should work with modded keys.
-Ammo drop rates are now increased depending on amount of players.
-Adjusted ammo spawns from some sources such as low tier enemies and ammo boxes. Made all ammo types equal in drop rate.
-Cost to purchase equipment items from the gacha machine increased to 2000, up from 1000. Since items can be sold now, it makes it easier to purchase than it was previously.
-Added 20 more collectible items. These were in the backlog since 2019.
=ENEMIES=
+ABERWRAITHER+
-Fixed Aberwraithers using their area attack when they cannot see the player.
+CRUSHER+
-Now has a lower chance to launch shields and also incurs a cooldown when they do so. Reverts to former AI at Dread Level 8.
+CYCLOPTIC BRUTE+
-Fixed Cycloptic Brute dropping ammo less often compared to other high tier enemies.
-Fixed Cycloptic Brute not aiming the projectile melee attack towards player if attacking from different heights.
-Movement speed slightly increased.
+DREAD TROOPER+
-Movement speed is now lower and jumps are used less often. Reverts to former AI at Dread Level 8.
+LOBOLASHI+
-Fixed some enemies not removing the Lobolashi's Howl buff when entering their pain state.
-Projectiles now have slight limited homing.
+MAG ROADER+
-Changed projectile attacks, and now fires faster. It now mainly shoots smaller projectiles that rarely leave trails of flames, and now has a chance to fire the original larger projectile that leaves flames on impact.
+RAD TERROR+
-Reduced hitbox radius, and now won't attack the player until it can be properly targeted. The player can still be hurt by the radiation aura, however.
=MISC.=
-Clearing map objectives now rewards some GP.
-Fixed keys not being taken when opening chests. Again.
-Players can now sell equipment items to vending machines by dropping an item near one and while Equipment Lock is on (to prevent accidental selling when comparing equipment, which usually requires Equipment Lock to be toggled off). The sell price depends on the item and also its level.
-Increased invincibility time after taking damage. This time is increased with shields.
-The current page of the Status Panel will now be saved and will open to said page when the panel is next opened.
-Swapped Equipment and Shop Status Panel pages. Now the order is: Weapons > Equipment > Shop > Collectibles.
-Upgrading items in the Status Panels will no longer alert enemies, and now also disables reloading.
-Fixed "Auto Reload On Empty Magazine" option not working.
-Fixed a VM abort with death exits and invulnerability.
-Renamed health bar frame HUD size CVar to be more logical. As a result, this change resets the option.
-Added player frames in co-op. This will allow you to see the health, shield, name, and position/direction of co-op partners. These can be disabled.
-Added ability to spy other players' inventory without co-op spy. If co-op health bars are enabled, looking at a player within approximately 2000 map units will display their weapons underneath their bars.
-If you have the Equipment Status Panel open, looking at a player would allow you to browse their equipment items. Input will be frozen until you can see your own inventory again, which can be done by looking away.
-Certain props now remove their SHOOTABLE flag in order to no longer show up in the Target Spy mod after they have relinquished their items.
-Fixed skipping of Shop Status Panel in Shuffle Mode.
-An altered palette has been added in order to utilize player colors in co-op while not butchering the original player colors. This does not affect the player sprite when changing colors, but a small gem which hovers over players.
-Added two new sounds for when enemies fall from great heights.
-Added one new enemy damage sound and 2 death explosion sounds.
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Re: Bullet-Eye - v0.11.7 - Frozen Wrath - 10/30/21
It's been a while! I am nearing completion on the next update, but I thought I would go over a few things before that happens.
I've heard that the mod is considered a looter shooter now, or that it "needs to find its identity". While I can agree that it feels much different than when it was in a newer stage, it has been stated a number of times before that the mod should no longer be considered solely an arcade style mod, but a mix of modern and retro. I have gotten a little carried away with some of the features and mechanics in the mod, but I suppose that is because I treat it as a sort of test bed for unique ideas, as well as fulfilling a childhood dream somewhat. Some of the ideas in this mod were supposed to be in a 2D platformer I once worked on back in 2009 or so. Problems with the engine I used for said platformer caused me to stop development for it, so a number of the ideas I had there were used in Bullet-Eye instead.
Another thing is that I rarely receive feedback these days. In reality, the majority of the feedback comes from 2 players in the Bullet-Eye channel of the Discord listed in the main post. The other feedback that I have stumbled upon, as I may have mentioned before, doesn't even come from this forum or any medium that I normally or regularly use. I literally have to Google any possible feedback I can find and hopefully make changes that would make players happy. But that is the thing - you can't make everyone happy. I have discussed changes to return the mod to its more arcade roots, but others are fine with how it is now (myself included). Though, at this point some of the mechanics feel essential (equipment bonuses for example) and would make the mod feel very bare bones without them - it's just too far ahead to return to the original style the mod once was. Though, one idea I had was to enable respawns and cause the player to lose their currently selected weapon (or at least 1 level) like in Contra.
Regardless, I have been trying to change some content for the better and took some off forum feedback into account for the next update. For example, keys and locked chests are no longer a thing. Before it came to that, I did try to lower the acquisition rate of keys to make chests a more meaningful choice like in, say, Enter the Gungeon, but some complained about it! Chests are still in, but reduced to one type and are mainly found in secret areas now instead of lying around all over the map. That, and they no longer require keys of any sort. Ammo is slightly less scarce, and weapon spawns will always have a weapon on them, instead of how it is now in the stable release where other items such as regular Item Capsules or score items could spawn over them, thereby causing a "weapon shortage" with bad luck. The weapon shop window has also been removed as it felt redundant due to said change with weapon spawns. Selling items will be much easier. Currently you have to take an item to a vending machine and drop the item over it to sell it. Now you can just use Quick Melee on the equipment item or weapon to instantly sell it.
Other than that, more quality of life changes such as displaying the number of Quick Strike L3 charges on the HUD, a few new weapons (with the Flame Bloom Darts, previously a Sub-Weapon, returning as one), new enemies, a large number of new equipment items, and equipment bonus rerolling being able to be done at any level rather than only at the max.
Hopefully I didn't forget anything. As always any of these upcoming changes can be tested on the development version found in the main post, and a big thank you to those who are playing!
I've heard that the mod is considered a looter shooter now, or that it "needs to find its identity". While I can agree that it feels much different than when it was in a newer stage, it has been stated a number of times before that the mod should no longer be considered solely an arcade style mod, but a mix of modern and retro. I have gotten a little carried away with some of the features and mechanics in the mod, but I suppose that is because I treat it as a sort of test bed for unique ideas, as well as fulfilling a childhood dream somewhat. Some of the ideas in this mod were supposed to be in a 2D platformer I once worked on back in 2009 or so. Problems with the engine I used for said platformer caused me to stop development for it, so a number of the ideas I had there were used in Bullet-Eye instead.
Another thing is that I rarely receive feedback these days. In reality, the majority of the feedback comes from 2 players in the Bullet-Eye channel of the Discord listed in the main post. The other feedback that I have stumbled upon, as I may have mentioned before, doesn't even come from this forum or any medium that I normally or regularly use. I literally have to Google any possible feedback I can find and hopefully make changes that would make players happy. But that is the thing - you can't make everyone happy. I have discussed changes to return the mod to its more arcade roots, but others are fine with how it is now (myself included). Though, at this point some of the mechanics feel essential (equipment bonuses for example) and would make the mod feel very bare bones without them - it's just too far ahead to return to the original style the mod once was. Though, one idea I had was to enable respawns and cause the player to lose their currently selected weapon (or at least 1 level) like in Contra.
Regardless, I have been trying to change some content for the better and took some off forum feedback into account for the next update. For example, keys and locked chests are no longer a thing. Before it came to that, I did try to lower the acquisition rate of keys to make chests a more meaningful choice like in, say, Enter the Gungeon, but some complained about it! Chests are still in, but reduced to one type and are mainly found in secret areas now instead of lying around all over the map. That, and they no longer require keys of any sort. Ammo is slightly less scarce, and weapon spawns will always have a weapon on them, instead of how it is now in the stable release where other items such as regular Item Capsules or score items could spawn over them, thereby causing a "weapon shortage" with bad luck. The weapon shop window has also been removed as it felt redundant due to said change with weapon spawns. Selling items will be much easier. Currently you have to take an item to a vending machine and drop the item over it to sell it. Now you can just use Quick Melee on the equipment item or weapon to instantly sell it.
Other than that, more quality of life changes such as displaying the number of Quick Strike L3 charges on the HUD, a few new weapons (with the Flame Bloom Darts, previously a Sub-Weapon, returning as one), new enemies, a large number of new equipment items, and equipment bonus rerolling being able to be done at any level rather than only at the max.
Hopefully I didn't forget anything. As always any of these upcoming changes can be tested on the development version found in the main post, and a big thank you to those who are playing!
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
Time for an update! Took longer than expected due to some bugs in co-op, but at least it is here now. Lots of quality of life and improvements this time, and an improvement on chests - which again, no longer need keys. Keys just no longer exist!
=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.
-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.
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
Found a bug: the Hyper Burst seems to be missing its firing sound.
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
Hmm...I just tested both the stable and dev builds and wasn't able to reproduce the issue. Looking at the code, it should always play correctly, but I'll look into it as it could possibly be related to the sound channels and usage of certain equipment.CanisLaticanis wrote:Found a bug: the Hyper Burst seems to be missing its firing sound.
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
Interesting - I just tested it again and it works. Definitely seems like it's something being weird then.Mor'Ladim wrote:Hmm...I just tested both the stable and dev builds and wasn't able to reproduce the issue. Looking at the code, it should always play correctly, but I'll look into it as it could possibly be related to the sound channels and usage of certain equipment.CanisLaticanis wrote:Found a bug: the Hyper Burst seems to be missing its firing sound.
FYI my load order for this was just Bullet Eye and the Modder Test Map, with Doom2 set as my IWAD.
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
This is amazing! Great Job! ^^
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
So what's the names of the new weapons in this update then
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
Thank you for the compliment and for playing!Zevitu wrote:This is amazing! Great Job! ^^
Flame Bloom Darts, which is Support, and Redline, an elite Tech weapon. The Redline looks a lot better with a scope (which it currently doesn't have), so I may arrange the button functions on the weapon to allow for it to be used later. Hopefully they are fun to use!Linz wrote:So what's the names of the new weapons in this update then
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
https://imgur.com/a/gYACz0b
Not really a bug or anything to really worry about I feel, but apparently you can select the vanilla Doom's fist and pistol via Gearbox
Also this crash happened related to Spread Shot's LVL 3 effect
Also Also....I think there should be a message for when a weapon levels up I feel, cause even with the sound effect it feels kinda lowkey
You'd hardly realise it unless you were pumping GP in the info panel
Speaking of...how does one add GP via the console for testing purposes. i don't wanna have to go back and forth entering the test map I use over and over again just to grind for more >_>
Not really a bug or anything to really worry about I feel, but apparently you can select the vanilla Doom's fist and pistol via Gearbox
Also this crash happened related to Spread Shot's LVL 3 effect
Also Also....I think there should be a message for when a weapon levels up I feel, cause even with the sound effect it feels kinda lowkey
You'd hardly realise it unless you were pumping GP in the info panel
Speaking of...how does one add GP via the console for testing purposes. i don't wanna have to go back and forth entering the test map I use over and over again just to grind for more >_>
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Re: Bullet-Eye - v0.11.8 - Frozen Wrath - 5/4/22
Yes, not sure if anything can be done about that as I am not too familiar with the mod, but I will look into it.Linz wrote:https://imgur.com/a/gYACz0b
Not really a bug or anything to really worry about I feel, but apparently you can select the vanilla Doom's fist and pistol via Gearbox
Should be fixed now, thanks for the report!Also this crash happened related to Spread Shot's LVL 3 effect
It's something I thought about but wasn't sure how to go about it, visual wise. Though, it was also in part due to me being rather forgetful when I add in things, as some times requests/bug reports come in bulk so I try to fix too many things at once instead of focusing on just one at a time. That said, I can possibly add a small message to the lower right corner somewhere so it doesn't end up obstructing the player's view.Also Also....I think there should be a message for when a weapon levels up I feel, cause even with the sound effect it feels kinda lowkey
You'd hardly realise it unless you were pumping GP in the info panel
The easiest and quickest way is to give/summon the GP debug item which grants the max amount:Speaking of...how does one add GP via the console for testing purposes. i don't wanna have to go back and forth entering the test map I use over and over again just to grind for more >_>
Spoiler:If you want a precise amount:
Spoiler: