Beta 2. Changes are as follows:
- Corrected selection order of all weapons. - Rewrote flaky reloading code. Should be more robust now. - [flak_m] manually triggered player animations no longer happen while dead. - Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage. - Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up. - Razorclaw no longer stunlocks and can gib. - Razorclaw damages increased (5/20 → 6/30). - Dispersion Pistol alt splash damage radius reduced (120 → 80); - Fixed Dispersion Pistol switching out instead of releasing when out of ammo. - Dispersion Pistol will only autoselect if it has at least 10 ammo. - Increased Fireblaster alt projectile damage (50 → 60). - Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo. - Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32). - Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120). - Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5). - Impaler bolt seek range now affected by Amplifier. - Reduced Impaler base explosion radius (120 → 80). - Impaler altfire drain also affected by Amplifier too. - Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn. - Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it. - Doubled the damage boost of Razorjack charging. - Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate. - Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20). - Reduced Stunner ammo consumption for a full charge (20 → 10). - Stunner now also flagged as a "wimpy weapon". - Reduced Eightball splash damage radius (200/200 → 120/140). - Dispersion Pistol and Stunner always have at least 1 ammo after each shot. - Added option to disable Impaler beam self-damage.
This commit is contained in:
parent
f2f5391b3d
commit
da224bcfae
26 changed files with 215 additions and 146 deletions
|
|
@ -196,7 +196,7 @@ Class URocket : Actor
|
|||
Death:
|
||||
TNT1 A 0
|
||||
{
|
||||
A_RocketExplode(100,200);
|
||||
A_RocketExplode(100,120);
|
||||
return A_Jump(256,"Explo1","Explo2","Explo3","Explo4","Explo5");
|
||||
}
|
||||
Explo1:
|
||||
|
|
@ -284,7 +284,7 @@ Class UGrenade : URocket
|
|||
}
|
||||
Goto Spawn;
|
||||
Death:
|
||||
TNT1 A 0 A_RocketExplode(120,200);
|
||||
TNT1 A 0 A_RocketExplode(120,140);
|
||||
Goto Super::Death+1;
|
||||
}
|
||||
}
|
||||
|
|
@ -498,7 +498,7 @@ Class Eightball : UnrealWeapon
|
|||
Inventory.PickupMessage "$I_EIGHTBALL";
|
||||
Weapon.UpSound "utrl/select";
|
||||
Weapon.SlotNumber 5;
|
||||
Weapon.SelectionOrder 5;
|
||||
Weapon.SelectionOrder 1000;
|
||||
Weapon.SlotPriority 1;
|
||||
Weapon.AmmoType "URocketAmmo";
|
||||
Weapon.AmmoUse 1;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue