- 24 new weapons!
- 5 skills that affect the effectiveness of using certain class of weapons
- Weapon modifications, which upgrade weapon's accuracy, clip size, reload time, recoil
- Tetris-like inventory system
- Aiming and spread mechanics
Spoiler:YouTube video (kinda outdated due to balance changes):
Core mechanics for non-Deus Ex players:
- Pick up weapons and ammo by pressing Use key on them.
- Weapons don't have a set keybind, you can adjust it by going into inventory menu (I by default), clicking on the weapon and pressing a corresponding weapon select bind (1-9, 0 by default). Keybinds are also automatically added when you pick up a new weapon and there is a free slot available.
- Pressing a weapon select key will bring up weapons hotbar, which will show what weapons are bound to which key, and what ammo they currently use.
- You can change ammo type of a weapon by clicking on it in the inventory menu and then clicking "change ammo" button.
- You can drop a weapon by clicking on it and then clicking "drop" button.
- You can drag&drop weapons around your inventory. The system is a little sluggish right now, but usable.
- Most weapons have huge spread when they are used on the lowest skill level (untrained). Increase your skill level or apply accuracy upgrades to your weapon to reduce it's base spread.
- By aiming at an enemy (or any shootable object), you further reduce your spread. By moving around you increase your spread.
- Leveling up a skill increases your efficiency with certain class of weapons. It includes: reduced spread, reduced reload time, reduced recoil, increased damage.
- Drag a weapon upgrade over a weapon to upgrade it (it will be highlighted with green).
- Many weapons such as: mini-crossbow, stealth pistol, throwing knives, all melee weapons, assault rifle and sniper rifle with silencer upgrades - dont alert monsters.
- You can attach throwable explosives (grenades) to walls by walking closer to a wall until an animation plays, and then pressing fire.
- Stunned enemies take only 2x damage, not 4x. Also, EMP grenade stun doesn't amplify your damage (but doesn't prevent other stun types from doing so).
- Stun duration scales down with monster's health. For bosses, it's a fixed period of time, usually quite short.
- Tranquilizer darts' damage scales with monsters health, but numbers are not crazy (it's also capped, so you can't cheese bosses).
- Burn damage scales with monsters health and also capped. Also, burn duration is decreased in half (15 seconds) for flamethrower (not GEP Gun WP rockets).
- Gas grenade doesn't completely stun monsters with large health/bosses, instead making them ignoring the stun effect periodically.
- Sabot shells go through several enemies, making them much better at killing lined up monsters (damage is the same as of buckshot shells).
- Delay between taking minor damage from gas grenades is increased up to 4 times depending on demolition weapons skill level.
- Dragon's Tooth Sword deals damage in 100 degree arc, also cutting projectiles (cyberdemon rockets will still explode when cut!). This 100 degree arc is split in 4 parts (25-degree arcs) which are handled one after another, depending on fire animation (whether it swipes from left or right).
- Load DeusDoom: Core before DeusDoom: Weapons.
- Bind at least one of the interface keys (inventory or skill interface).
- Don't forget to level up your skills. You have 4050 skill points to spend in the beginning of the game, and you earn more for killing enemies and progressing through levels.
- Weapon mods stay only on a particular weapon. If you drop it and leave it behind, they won't come back!
- Berserk pack affects all melee weapons (except Riot Prod), but multiplies their damage by just 1.5x.
- EMP grenades affect only "cybernetic" enemies (arachnotrons and any monsters that inherit from this class, and bosses).
- EMP grenades drain your bioelectric energy (from DeusDoom: Augmentations mod).
- You can, in fact, load this mod with other weapon mods, it respect other mods' weapon/ammo spawners to a certain extent. Not sure why you'd do that, but you can.
Spoiler:Known bugs/planned features:
- Some models have clipping issues. Can't do much about that.
- Weapons/weapon mods make drop sound when they are spawned on level load.
[DeusDoom: Weapons] https://github.com/cyberc001/deusdoom-w ... master.zip
[DeusDoom: Core] https://github.com/cyberc001/deusdoom-c ... master.zip
[DeusDoom: Weapons] https://github.com/cyberc001/deusdoom-weapons
[DeusDoom: Core] https://github.com/cyberc001/deusdoom-core
Also check out [DeusDoom: Augmentations]: viewtopic.php?p=1182669