Good news! Thanks to ZScript, the hit flashing now occurs regardless of pain state! Check it out here:
A weird side effect now is that when you use "MDK" or "Kill Monsters" in the console to kill monsters, they no longer make any sort of death sound. They die perfectly fine by conventional means though, so whatever.
-Ghost- wrote:Also the shotgun in particular looks really nice, I don't think I've seen the pump shotgun sprited that way before, it goes really well with the mod aesthetic.
Thank you! I can't take the credit though, that's NMN's work. I think it's my favorite Doom shotgun though. It's so unique and cool and trench gun looking while still being the classic Doom look.
Weapon balance definitely feels right for the most part, though perhaps the rockets could do a bit more damage? It's possible to hit a pinky (brownie?) at point blank and for it to survive and continue attacking, and the acceleration makes it noticeably more challenging to land a direct hit at all.
Would like to be able to set lingering fires with the thrower but I assume that's part of the ZScript update!
Ah, yes, the rockets are a bit underpowered. I copied the damage formula from Final Doomer's TNT rockets, which go at a LOT faster rate. Rocket damage will be sure to be buffed in the next update.
Ultimately for humanoid enemies I want the flamethrower to cause them to combust upon dying, and I think in the future the flamethrower will absolutely get a shine-job, with lingering damage and all that good stuff. The lingering damage would have to mean that the initial damage would get nerfed a bit, but the lingering flame would cancel it out by dealing constant damage over time.
SiFi270 wrote:If more weapons are being added, I feel like a hand grenade of some kind would fit, especially if it had a "quick throw" button to go with it.
To be honest, I wanted to add a quick grenade button in in the beginning, but I can't seem to find a good item to replace in the vanilla Doom world to have it. Hmm... Could appear in the dedicated levelset.
Chloroxite wrote:I enjoy this mod a lot, but I would really prefer if you didn't buff enemies at higher difficulties. The player already has to deal with MORE of them, there is no need for them to be more powerful. Just my thoughts on it.
Well butter my butt and call me a biscuit. I forgot to affect monster health when it came to the damage dished out in the harder difficulties! My apologies.
I recall playing through levels under the UV difficult thinking I was dealing more damage, but it's clear with the damage numbers mod that I wasn't.
Placebo effect I suppose. Will be taken care of, thanks!
dawnbreez wrote:I get the idea behind changing the kick, but I also liked having a risky attack that gives health but can leave the player open. Maybe a quick-stab with a syringe, bound to the Reload or Zoom keys, that behaves like the old kick?
I'm also a huge fan of high risk/reward in games. A syringe could be a possible Soulsphere/Megasphere replacement, but we'll see in the future. #1 goal is plug-and-play for vanilla Doom levels.