[0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

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ToxicFrog
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by ToxicFrog »

Apteral10 wrote:Fails to activate completely. Mod load order is: Libtooltipmenu, GunBonsai-0.8.0.pk3, the folder doom-mod-gun-bonsai-0.8.0, doom-mods-gun-bonsai-0.8.0.tar.gz, CorruptionCards 3.6.pk3, LegenDoom_2.8.3.pk3 and btsx_e1b.wad. Picture attached is errors when not using LegenDoom_2.8.3.pk3. It seems that the forums claim the picture (data) size is too big... And I am not in the mood going to make imgur account. So, I am going to at least write the errors which also show up when I use the same load order as I described above but without LegenDoom.
That looks like, in addition to downloading the PK3s, you've also downloaded the source code (in two different archive formats), unzipped one of them, and then tried to load both pk3s and both copies of the source code. That won't work. Just load the PK3 files. The source code is only of interest to people who want make alterations to the mod (and contains three different mods besides).
Invalid data encountered for texture GunBonsai-0.8.0.pk3:sprites/ui/.gitignore
Invalid data encountered for texture GunBonsai-0.8.0.pk3:sprites/ui/hud.xcf
Invalid data encountered for texture GunBonsai-0.8.0.pk3:sprites/ui/makefile

Couldn't find Legendoom LD-specific features in Gun Bonsai disabled.
These are warnings, not errors, and do not affect its functionality.
Chaosbenum
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Chaosbenum »

I'm currently playing through Struggle - Antaresian Legacy with this and been having a blast. The only real issue I've noticed is that the kill count for levels desyncs, which I think is caused by lightning weapons with Revivification.
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Apteral10 »

ToxicFrog wrote:
Apteral10 wrote:Fails to activate completely. Mod load order is: Libtooltipmenu, GunBonsai-0.8.0.pk3, the folder doom-mod-gun-bonsai-0.8.0, doom-mods-gun-bonsai-0.8.0.tar.gz, CorruptionCards 3.6.pk3, LegenDoom_2.8.3.pk3 and btsx_e1b.wad. Picture attached is errors when not using LegenDoom_2.8.3.pk3. It seems that the forums claim the picture (data) size is too big... And I am not in the mood going to make imgur account. So, I am going to at least write the errors which also show up when I use the same load order as I described above but without LegenDoom.
That looks like, in addition to downloading the PK3s, you've also downloaded the source code (in two different archive formats), unzipped one of them, and then tried to load both pk3s and both copies of the source code. That won't work. Just load the PK3 files. The source code is only of interest to people who want make alterations to the mod (and contains three different mods besides).
Invalid data encountered for texture GunBonsai-0.8.0.pk3:sprites/ui/.gitignore
Invalid data encountered for texture GunBonsai-0.8.0.pk3:sprites/ui/hud.xcf
Invalid data encountered for texture GunBonsai-0.8.0.pk3:sprites/ui/makefile

Couldn't find Legendoom LD-specific features in Gun Bonsai disabled.
These are warnings, not errors, and do not affect its functionality.
This time I used libtooltipmenu.pk3, Gunbonsai-0.8.0.pk3, LegenDoom_2.8.3.pk3, CorruptionCards-v3.6.pk3 and btsx-e1b.wad. God I wish I could JUST take a picture but something about the legend doom is interfering with it... Well, here we go. HEADACHE TIME!

Script warning, "LegenDoom_2.8.3.pk3:decorate/baseweaponpickups.dec" line 52
Self pointer used in ambiguous context; VM execution may abort.
Script warning, "Legendoom_2.8.3.pk3:decorate/baseweaponpickups.dec" line 105
Self pointer used in ambiguous context; VM execution may abort.
Script warning, "LegenDoom_2.8.3.pk3:decorate/baseweaponpickups.dec" line 111
Self pointer used in ambiguous context; VM execution may abort.
Script warning, "LegenDoom_2.8.3.pk3:decorate/baseweaponpickups.dec line 118 (Also, 124, 131, 137, 144, 150, 157, 160, 163 and 166.
Self pointer used in ambiguous context; VM execution may abort.

ALL of the token errors. Just one as an example:

Script warning, "LegenDoom_2.8.3.pk3:decorate/monsterstats.dec" line 26-43
Unknown class name 'champion_DarkRedToken' of type 'inventory'

No idea what this is...

Script warning "LegenDoom_2.8.3.pk3:decorate/monsterstats.dec" line 24-41
Unknown class name 'champion_DarkRedToken' of type 'Inventory'

I am not going to give more errors as I am suspecting that the issue is in the self pointer thing I wrote above... And honestly it is just a huge list of script warnings. I tried to run this all with gzdoom 4.8.2.
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Ac!d
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Ac!d »

Tested this with my mod Kriegspfad and DoomRL_Monsters_Beta_7.3, and I found 2 issues :

- Corrosive Inscription can sometimes set the "expand death" state to the monsters.
- Juggler ignores A_WeaponOffset, or more exactly, the vertical position of A_WeaponOffset.
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ToxicFrog
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by ToxicFrog »

Apteral10 wrote:This time I used libtooltipmenu.pk3, Gunbonsai-0.8.0.pk3, LegenDoom_2.8.3.pk3, CorruptionCards-v3.6.pk3 and btsx-e1b.wad. God I wish I could JUST take a picture but something about the legend doom is interfering with it... Well, here we go. HEADACHE TIME!
[elision]

I am not going to give more errors as I am suspecting that the issue is in the self pointer thing I wrote above... And honestly it is just a huge list of script warnings. I tried to run this all with gzdoom 4.8.2.
Legendoom produces a huge list of warnings every time it loads up, yes. That's not a problem with Gun Bonsai, though. You'll notice that the same thing happens even if you load Legendoom and no other mods.

I tried the same load order and it loaded up fine, although I note that if you actually want to play BTSX you need to load both E1A.wad and E1B.wad. (Which is also not a problem with Gun Bonsai; BTSX was released split into two WADs to work around file format limitations.)

You also still haven't explained what the actual problem you're having is; does gzdoom not start up at all? Start up but then crash to console or to desktop (and if so, which one, and what were you doing when it did)? Loads a map ok but something is wrong, like none of your weapons work or every demon has been replaced with a chainsaw? As a general rule (not just here, but when reporting errors about any software), at minimum you have to share what you did, what happened, and what you expected to happen instead.
Ac!d wrote:Tested this with my mod Kriegspfad and DoomRL_Monsters_Beta_7.3, and I found 2 issues :

- Corrosive Inscription can sometimes set the "expand death" state to the monsters.
- Juggler ignores A_WeaponOffset, or more exactly, the vertical position of A_WeaponOffset.
What do you mean by "expand death"? CI just does Acid type damage and shouldn't do anything unusual unless the monster itself has special handling for that damagetype.

I'll take a look at Juggler; it doesn't surprise me that it has some weird glitches. There's some pretty gross code in there to work around InStateSequence not working properly. This is fixed for the next release and the code's a lot less gross now.
Chaosbenum wrote:I'm currently playing through Struggle - Antaresian Legacy with this and been having a blast. The only real issue I've noticed is that the kill count for levels desyncs, which I think is caused by lightning weapons with Revivification.
I made some changes to the Revivification code to support LZDoom and I think those have likely also fixed this bug. At least, based on some quick tests with 50 levels of revivification, the monster count seems to be correct.
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by mamaluigisbagel »

Another quirk, it seems like in Final Doomer+, HE Rounds for the pistol weapons do nothing. I chose the upgrade for HE Rounds, but each hit on enemies didn't explode. Maybe it has something to do with classes, or the fact the pistols have infinite ammo? Not sure.
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Apteral10 »

Okay, I owe you a big apology ToxicFrog... The cursed default Doom HUD covered just enough of the HUD you had set that made me think the mod is not working... I am very sorry for causing you frustration... For everybody use the button left side of the backspace to get rid of the default doom hud and don't be me and not check it by doing that...
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by ToxicFrog »

mamaluigisbagel wrote:Another quirk, it seems like in Final Doomer+, HE Rounds for the pistol weapons do nothing. I chose the upgrade for HE Rounds, but each hit on enemies didn't explode. Maybe it has something to do with classes, or the fact the pistols have infinite ammo? Not sure.
This one's super weird and I have no idea how to fix it.

So, whenever the player damages an enemy, that triggers two functions in Gun Bonsai -- ModifyDamage (called before damage is dealt, to adjust how much damage is done) and WorldThingDamaged (called after damage is dealt, to proc on-damage effects). Both of those have a source (the player), a victim (the monster), and an inflictor (the actual projectile or hitscan-puff associated with the specific attack that did the damage).

With FD+ hitscan weapons (all of them, as far as I can tell -- e.g. it affects shotguns too), the inflictor is properly set to the puff when ModifyDamage is called, but by the time OnDamageDealt is called, the puff no longer exists and the inflictor is null. This means that as far as Gun Bonsai can tell, you damaged the enemy with something other than your wielded weapon -- e.g. a damage-over-time effect, a barrel explosion, spooky psychic powers, etc -- and thus it shouldn't trigger the HE shots; and even if it wanted to, with no puff it can't actually figure out where the explosion should go.

Looking at the FD+ source code, I suspect this is because FD puffs have special handling that instantly despawns the puff in some common situations, including when shooting an enemy that bleeds. I'll add a compatibility note, but I don't think this is fixable unless a future version of FD+ redesigns how puffs are handled in that mod, or someone writes a compatibility patch specifically for this.

This may break other Bonsai effects too, either now or in the future.
Apteral10 wrote:Okay, I owe you a big apology ToxicFrog... The cursed default Doom HUD covered just enough of the HUD you had set that made me think the mod is not working... I am very sorry for causing you frustration... For everybody use the button left side of the backspace to get rid of the default doom hud and don't be me and not check it by doing that...
For future reference, you can go into the Gun Bonsai options screen (main menu -> options -> full options menu -> gun bonsai) and use the sliders there to adjust the position and size of the Bonsai HUD to your liking.
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by DarkkOne »

<3 this mod VERY much.

Personal suggestions:
-An option to turn off the level up music and flashing. While the color customization of the mod window lets me tune it to match the game I'm playing (to a degree, at least) flashing lights and music kinda throw off the feel of Hexen.

-The Dark Harvest health maybe needs a cap? I don't know how the armor gained works in Hexen, but even just the health gain seemed excessive. I imagine it's much less so in the other games with different HP scaling on enemies, but it feels like an upper limit is maybe still warranted? Maybe even make it so that multiple ranks in it increases the cap, but cap it quite low initially? Or, keep the uncapped nature, but make it something miniscule like 1% HP&Armor per kill, so that it contrasts with Scavenge Blood (which gives a percentage heal, but would be capped)? OR maybe just apply the XP scale to the amount healed too, so in a game like Hexen where you'd want the XP gained to be considerably lower (because of the inflated damage and health pools) the HP gained from kills would also be lower by the same amount? That might be a fix that helps it scale better in future circumstances too.

I guess my feedback is mostly "I really like this, and it's crazy fun, but unfortunately I like Hexen which is different enough in health pools that everything that scales on health pool suddenly goes a bit out of whack."

Either way, thanks for your work!
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Craneo »

Not sure if this has been reported yet or if it's even a bug at all, but having "thorns" on the player and then being attacked by a monster seems to cause the monster to ALSO get the effects of the weapon you are holding (example: if you have the fire effect on a weapon, thorns on the player and a monster attacks you, even if you don't shoot the monster is set on fire)

As for the Dark Harvest health cap, yeah, I was playing with Complexity and idk if it's bc of the mod I was playing this with but I found it very easy to get to 999+ health and armor when using a berserked sledgehammer lol, I think a good way to cap it while still encouraging upgrading it to higher levels could be to make Dark Harvest be capped to the payer's default health ammount BY DEFAULT but upgrading Dark Harvest could increase the ammount gained from it by 20, so if you upgrade it once, it goes to say 120, then to 140, and so on.
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Brohnesorge »

Crap I forgot to grab a screen shot but I had another crash with Chain Lightning. Something about an array being out of bounds. I'll see if I can get it again to grab a screenshot.

This may also be entirely my fault; I'm playing with LEGION and monsters are removed completely when gibbed.

EDIT: Reproduced it and took a screenshot
Last edited by Brohnesorge on Tue Aug 02, 2022 12:27 am, edited 1 time in total.
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by Craneo »

Oh, also, one more thing, for the particles maybe you can check Blasphemer (it's like Freedoom but for Heretic) or Hellforged's CreativeCommons file, that is, assuming you are going for open game resource sprites, not commercial ones.

Edited: Here are some edited versions of the XP bar, one with an empty circle and one with an up-pointing pentagram, wasn't sure what symbol I could of used for magic so I went with this one, originally wanted to do the Heretic D'Sparil fork thing, but again since you seem to be using open game resource stuff mostly and also for it to fit other fantasy magic mods I went with something a bit less copyrighted...

https://www.dropbox.com/s/e425j4ddacs8f ... s.zip?dl=0

While I am editing this post I also want to add that the timestop thing for melee feels kinda sudden, music just stops for a few seconds and I'll admit it scared me at first since I kinda have had computer issues as of late, I feel keeping the music or atleast adding a sort of sound effect during timestop would be nice.
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by DarkkOne »

Trying this with XRPG, several of the weapons added by the mod were receiving Ranged weapon upgrades rather than Melee weapon upgrades. I don't know if it's handled by way of some sort of determination, or if weapons are just tagged somewhere and those weapons were mistagged by the mod's author, so I figured I'd ask about it here first, then over there if you say it's not something your mod handles. :)
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by ToxicFrog »

First, an announcement: the long weekend is over, so development is going to slow down a bit, since I have a lot less free time during the work week.
Brohnesorge wrote:Crap I forgot to grab a screen shot but I had another crash with Chain Lightning. Something about an array being out of bounds. I'll see if I can get it again to grab a screenshot.

This may also be entirely my fault; I'm playing with LEGION and monsters are removed completely when gibbed.

EDIT: Reproduced it and took a screenshot [snip]
Ok, first of all, Gun Bonsai is designed to be paired with other mods, and while some of those pairings might not work well, I'm operating on a policy that it should never crash -- so no, it's not your fault.

I think I'm going to have to install Legion and try to reproduce this myself, though, because even having the crash log doesn't help - that looks like it got into the bit where it recurses to find more targets with an empty target array, which makes sense if everything in the room got gibbed by the attack that triggered CL in the first place. But if the target array is empty, then i is -1 and next_target is 0, and -1 is NOT >= 0! So I'm going to have to reproduce this myself with a debug build, because just by looking at the source I cannot see any way this could be happening.
DarkkOne wrote:Personal suggestions:
-An option to turn off the level up music and flashing. While the color customization of the mod window lets me tune it to match the game I'm playing (to a degree, at least) flashing lights and music kinda throw off the feel of Hexen.
I added the musical sting because I found that without it, I tended to fail to notice I had a level-up at all! It is a bit incongrouous in Hexen/Heretic, but as someone with no ability at the A/V side at all I was happy just to have something.

It wouldn't be hard to add an option to toggle between "builtin sound", "the 'you found a secret' sound", and "no sound" -- might even be able to make it customizeable so players can set any sound they like, although that feature might not land in the next version.
DarkkOne wrote: -The Dark Harvest health maybe needs a cap? I don't know how the armor gained works in Hexen, but even just the health gain seemed excessive. I imagine it's much less so in the other games with different HP scaling on enemies, but it feels like an upper limit is maybe still warranted? Maybe even make it so that multiple ranks in it increases the cap, but cap it quite low initially? Or, keep the uncapped nature, but make it something miniscule like 1% HP&Armor per kill, so that it contrasts with Scavenge Blood (which gives a percentage heal, but would be capped)? OR maybe just apply the XP scale to the amount healed too, so in a game like Hexen where you'd want the XP gained to be considerably lower (because of the inflated damage and health pools) the HP gained from kills would also be lower by the same amount? That might be a fix that helps it scale better in future circumstances too.
Craneo wrote:As for the Dark Harvest health cap, yeah, I was playing with Complexity and idk if it's bc of the mod I was playing this with but I found it very easy to get to 999+ health and armor when using a berserked sledgehammer lol, I think a good way to cap it while still encouraging upgrading it to higher levels could be to make Dark Harvest be capped to the payer's default health ammount BY DEFAULT but upgrading Dark Harvest could increase the ammount gained from it by 20, so if you upgrade it once, it goes to say 120, then to 140, and so on.
Yeah, I might have made Dark Harvest a bit too powerful. In general I wanted to make the melee-exclusive upgrades more powerful than the ranged ones, but I think I went a bit overboard there...Scavenge Blood is 1%, cap of 200, and you have to run over and pick it up, while Dark Harvest is 5% with no cap. :shock:

I also did very little testing with Hexen because I don't actually like Hexen at all.

I've been playing through Ashes Afterglow with this as a way to test it, and I honestly find myself wondering if even Scavenge wants a bit of a nerf, too.

I'll do some experimentation but I think both reducing the amount of health/armour restored (maybe just make it equal to your DH level or based on log₁₀(enemy_hp) or something) and applying a cap are good starts. Thanks for the feedback; I don't have much game design experience so my balancing process involves a lot of throwing stuff at the wall and going "I think that looks ok?".
Craneo wrote:Not sure if this has been reported yet or if it's even a bug at all, but having "thorns" on the player and then being attacked by a monster seems to cause the monster to ALSO get the effects of the weapon you are holding (example: if you have the fire effect on a weapon, thorns on the player and a monster attacks you, even if you don't shoot the monster is set on fire)
That's known and I do not currently consider it a bug -- maybe wielding a weapon mystically transfers its element(s) to your thorns aura, or something. I have been considering reworking it; one thought I had is to have the Thorns effect attenuate with distance, and apply elemental effects only enemies are far enough into the aura.
Craneo wrote:Oh, also, one more thing, for the particles maybe you can check Blasphemer (it's like Freedoom but for Heretic) or Hellforged's CreativeCommons file, that is, assuming you are going for open game resource sprites, not commercial ones.
Yeah, I don't want to include anything in this that's not appropriately licensed, which rules out assets from most commercial works (although not all). "Rework the VFX" is pretty low down on my priority list but I've made a note of that for when I get to it.
Craneo wrote:Edited: Here are some edited versions of the XP bar, one with an empty circle and one with an up-pointing pentagram, wasn't sure what symbol I could of used for magic so I went with this one, originally wanted to do the Heretic D'Sparil fork thing, but again since you seem to be using open game resource stuff mostly and also for it to fit other fantasy magic mods I went with something a bit less copyrighted...

https://www.dropbox.com/s/e425j4ddacs8f ... s.zip?dl=0
Oh nice! I'll add that to the mod as an alternate HUD skin. Thank you!

N.b. you can also supply alternate WXP/PXP bars if you want, they don't have to be that specific shape -- as long as they start and end at the same X coordinates as the originals, and have roughly the same Y extents, they'll work as drop-in replacements. Take a look at sprites/ui/LHDW* for examples.
Craneo wrote:While I am editing this post I also want to add that the timestop thing for melee feels kinda sudden, music just stops for a few seconds and I'll admit it scared me at first since I kinda have had computer issues as of late, I feel keeping the music or atleast adding a sort of sound effect during timestop would be nice.
Yeah :( It works by giving the player a small jolt of Freeze powerup, and as far as I can tell that's hard-coded to stop the music as well. I miiiight be able to add a background sound effect but it does weird things to sound effects as well, and (like new VFX) purely cosmetic issues are lower priority right now than bug/balance fixes.

If there's any zscript wizards in the thread who know how to make PowerTimeFreezer not stop the music, I'm all ears.
DarkkOne wrote:Trying this with XRPG, several of the weapons added by the mod were receiving Ranged weapon upgrades rather than Melee weapon upgrades. I don't know if it's handled by way of some sort of determination, or if weapons are just tagged somewhere and those weapons were mistagged by the mod's author, so I figured I'd ask about it here first, then over there if you say it's not something your mod handles. :)
So, fun fact, it turns out there's no 100% reliable way to distinguish between different weapon types at runtime! Gun Bonsai basically operates on the principle that:
- if the weapon has the MELEEWEAPON flag set, it's melee;
- otherwise, if the player has a history of doing damage with projectiles that move slower than 300u/tic while wielding this weapon, it's a projectile ranged weapon;
- otherwise it's a hitscan ranged weapon (or a "projectile" weapon that uses super-fast projectiles to mimic hitscans, e.g. Hideous Destructor's guns)
This isn't 100% reliable, and it turns out that the MELEEWEAPON flag is entirely advisory; it tells the AI that it's a melee weapon but it doesn't actually change the behaviour of the weapon itself. So there's nothing actually enforcing mod authors to tag their melee weapons as such, and if they don't, Bonsai will guess wrong. In this case I'm guessing XRPG melee weapons don't have the MELEEWEAPON flag set.

It works the other way, too; the double-barreled sawn-off in Ashes Afterglow is melee-flagged, which means Bonsai thinks it's a melee weapon and you can get Swiftness and Dark Harvest on it :D
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Re: [0.8.1] Gun Bonsai -- everything-compatible weapon upgra

Post by DarkkOne »

Just as another suggestion for a Melee Weapon powerup, something limited to one or two ranks (much like shield) could be "Range" if there's a way to increase the range they're capable of hitting at. It feels like a sort of natural extension, and a parallel to the improved projectile speed mod.

Also, "Submunitions" may be miscategorized? I'm not even sure. The document says "Weapon Only" which... aren't they all weapons? But it shows up on melee which feels profoundly unsafe. Fun and entertaining, but... unsafe.

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