Kaptin wrote:I have a suggestion regarding weapons for Caleb
As we all know Blood 1 and less good Blood 2 takes in two different timelines one is set in 1928 and second in 2028 and in those two times Caleb is using completely different arsenals, so i would like to suggest creating 2 separated weapon gamemodes one would be set in 1928 where Caleb would use revolvers, pitchwork and dynamites and second would be set in modern times where caleb is using dual pistols, military knife and ak47. Not only it would make both sides happy + it would greatly expand your mod.
Thanks for the suggestion! It's kinda out of the scope to mantain two mods at the same time (not to mention that some people would like the mixing of both), but if i ever get to make add-ons (only things stopping me is my laziness/other projects), players will be able to load individual weapons and customize their experience.
Lime wrote:The Mixture of this is pretty "gud" from how I say. I enjoyed playing this mod from Levels such as Preacher and Evilternity. This is a fantastic weapon Mod.
P.S - Caleb's One Liners really gets me.

Thank you! It even has customized Caleb one-liners for a more unique gameplay! =p
potetobloke wrote:I think he meant how the tommy gun in Blood would shake around in it's firing animations.
Hmmmm... if that equals to that "walking" sprite on screen just like shadow warrior, maybe then i think i know.
affandede wrote:Thanks for your hard work, I've always loved the way the weapons you create feel. Just the right amount of oomph and just the right amount of whizz. Though, I have a small bug report. Coupling UC with Colourfull Hell is a blast but at some point during gameplay, you get kicked out of the game to console with an "unknown texture: rocket" message.
Not only mine. Many folks helped me, i can't take all credits, but thank you!
I would like to ask you to bugtest something: Does it happens when you use the Jackhammer altfire? Because this particular altfire fires a projectile which inherits the properties of Doom's rocket. If not, then... i gotta think of something. But just to make sure, next version will have the rocket properties added to the jackhammer mine, so it won't need to read the master actor. Thanks for the report
erni945 wrote:Hey GAA, your update is great but some things are missing and I think it could serve as a tip for the next update

:
1.Would you increase the amount of ammunition you have, because it seems to me that there is little of it, especially when it comes to the assault rifle and the vulcan cannon?
2.I also noticed that with larger clashes, Caleb is very limited in movement, so could he add the ability to slip like in High Noon Drifter and a quick attack with a machete without changing the weapon?. I think that it would make the game much better
3.Can you also increase the amount of damage inflicted by the assault rifle grenades? I noticed that the grenades deal too low damage and just on opponents bigger than Imp / Pinky is simply too weak and you have to shoot a lot more to work
Thank you! Sure thing, let's see:
1 - Thanks for the suggestion, i think it's about time. Would 200/400 be too much?
2 - Slippery movement? I think there's a mod which adds it. Can't recall which. Quick machete? Oh yeah, i remember this being a request. Thanks for the reminder.
3 - Sure thing. Will do
BTW, since i am here, i would like to make a proposal: Would you boys and girls like if i removed the akimbo key from "Zoom" and use it as a customizable key? Since a Quick TNT/Quick Machete thing would need custom keys (i seriously don't like "user" keys), i thought of adding akimbo to the list and even a "taunt" key for some extra one-liners...
what you think? spread the word!