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:
Marisa the Magician 2019-09-27 22:26:44 +02:00
commit da224bcfae
26 changed files with 215 additions and 146 deletions

View file

@ -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;