Lore entries for wallbuster, ynykron.
Small adjustments in stuff.
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README.md
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README.md
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@ -168,15 +168,15 @@ Primary fire shoots one barrel at a time.
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Secondary fire shoots five barrels at once, watch out for the recoil.
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Press the zoom button to fire all barrels at the same time, but keep in mind
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this might kill you too if you're not well protected.
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Press the zoom button to fire all barrels at the same time, but this time
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REALLY watch out for the recoil.
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Reload reloads (obviously). The process is very complicated so I'll explain it
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better as a list:
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- Press fire to change the ammo type to load.
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- Press altfire to queue reloads, if the selected ammo is exhausted, you will
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be prompted to reselect one.
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- Press zoom to undo the last action (or cancel if there's nothing to undo).
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- Press zoom to "auto-load". Stronger ammo types will be prioritized.
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- In single player, the game is paused when you're in the queueing process, so
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you can take your time, but in coop you better have someone to cover you
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while you micromanage this beast.
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@ -186,8 +186,6 @@ better as a list:
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- Press reload again to start filling it up (or cancel if there's no queue).
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- While loading shells, you can stop the reload by pressing any weapon button.
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- For a skilled combat robot like you, reloading this should be very fast.
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- The barrels have a mechanism that prevents unspent shells from being
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ejected, so those will stay there until they're fired.
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People like to nickname it the "Ballbuster". You'll see why.
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@ -201,7 +199,7 @@ Primary fire deploys a curtain of hot lead, it covers a rather wide angle.
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Secondary fire unleashes the shitstorm bomb. If you thought primary fire was
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spammy, think again.
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Reload toggles between wide spread (default) and tight spread for primary.
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Zoom toggles between wide spread (default) and tight spread for primary.
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This weapon made the Unreal Engine cry, so GZDoom may suffer a lot too.
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@ -219,7 +217,7 @@ Primary fire shoots a hot flaming rocket that unleashes hell in a wide area.
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Secondary fire lobs it as a grenade that will bounce around.
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Reload changes the ammo type, there are four options (see ammo section below).
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Zoom changes the ammo type, there are four options (see ammo section below).
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This thing is more explosive than it looks, so if you're reading this, Icarus,
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DO NOT use it at close range.
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@ -246,9 +244,9 @@ abilities.
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Secondary fire is a concentrated beam shot, a very old thing from the original
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UnSX 1 incarnation. The beam can penetrate multiple solid targets.
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Reload deploys a capsule that releases a massive sphere of pure energy
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that tracks down any hostile targets. It will rip through everything and even
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bounce off surfaces, but it has a rather limited lifespan.
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Zoom deploys a capsule that releases a massive sphere of pure energy that
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tracks down any hostile targets. It will rip through everything and even bounce
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off surfaces, but it has a rather limited lifespan.
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If the beam hits either of the other energy blobs, they will detonate with
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highly amplified damage and range.
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@ -278,10 +276,10 @@ careful.
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### 1.150 XSB Bullets, replaces Cells, Runes
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The 1.150 caliber Extreme Super Burst bullets employ an explodium microcharge
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to be shot with enough energy to reach a relatively high, although still
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subsonic speed. They are hard to come by, so spawns are scarce, and they won't
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even pop up in Hammerspace Embiggeners, only on higher tier Fabricators.
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The 1.150 caliber eXplosive Super Burst bullets employ an explodium microcharge
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to be shot with enough energy to reach a relatively high velocity. They are
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hard to come by, so spawns are scarce, and they won't even pop up in
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Hammerspace Embiggeners, only on higher tier Fabricators.
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### Candy Gun (slot 9), replaces BFG9000, Firemace, Bloodscourge (stub)
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@ -310,14 +308,15 @@ charging, using either fire button will release the shot. Make sure to keep
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some distance from your targets, because the resulting blast has a pretty
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nasty amount of splash damage.
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Secondary fire initiates a reverse charge process for another shot. The result
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of this is an implosion of massive strength located at a singular point, which
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temporarily creates a miniature black hole that will eat up anything that's not
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bolted down, including yourself.
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Secondary fire swaps the orientation of the ammo box, allowing for a "reverse
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charge". The result of this is an implosion of massive strength located at a
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singular point, temporarily creating a vortex that will pull in anything that's
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not bolted down and tear it apart through potent tidal forces, including
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yourself if you don't keep your distance.
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Reloading cancels the charge. Ammo will not be wasted, but it will have to vent
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for a while longer than after firing normally. Note that you can't cancel if
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it's already full.
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for a while longer than after firing normally. If the ammo was spent, reloads
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a new ammo box instead.
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Unlike its previous incarnation in SWWM Platinum, this one doesn't have such an
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obscene pre-fire delay, so it's much easier to land a shot.
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@ -325,8 +324,8 @@ obscene pre-fire delay, so it's much easier to land a shot.
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### Puronokorokinylum Crystal
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Additional ammo charge for the Ynykron Artifact. These don't spawn, so you'll
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have to get more ammo by finding additional weapon pickups (at least until the
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store is implemented).
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have to get more ammo by finding additional weapon pickups or managing to
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afford one in the store.
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---
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@ -460,9 +459,9 @@ be configurable.
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Message display. Can be configured to show different numbers of messages
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depending on whether the chat prompt is open. Chat messages take much longer to
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expire than others, so there's less of a chance to miss them, as they might pop
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back up when the less important ones expire. A full chat history can also be
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read at any time in the Demolitionist Menu. Repeated messages are compressed
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with a multiplier suffix.
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back up when the less important ones expire. In multiplayer games, a full chat
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history can also be read at any time in the Demolitionist Menu. Repeated
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messages are compressed with a multiplier suffix.
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### Top right corner
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@ -472,7 +471,7 @@ The scoring system is pretty straightforward. Each thing you kill (even if not
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an enemy) will give you points according to a quarter of its base health,
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rounded up to the nearest multiple of 10 and capped to 1000, plus these bonuses
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(in order of application):
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* x1.25 for an overkill (enemy was gibbed or killed in one shot).
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* x1.25 for an overkill (enemy received twice its base health in damage).
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* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered
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combos if multiple enemies are killed within 5 seconds of each other.
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* +100 for killing an enemy without having taken damage since last spawn, with
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@ -490,8 +489,8 @@ In Doom and Heretic, collected keys will be displayed below the score box.
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### Bottom left corner
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Your health, armor and fuel, along with an inventory bar, and all active
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armors and powerups (with their respective durability/duration).
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Your health, armor and fuel, along with an inventory box, and all active armors
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and powerups (with their respective durability/duration).
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### Bottom border
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@ -511,11 +510,11 @@ smoke clouds, a targeter has been implemented, which will show the following:
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* Players and monsters: Draws an identificative label and a health bar. The bar
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can display overhealing on players, and also indicate when someone is
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invulnerable. When they take damage or get healed, numbers (either red or
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green) will pop up around them. The targeter only picks up enemies in your
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direct line of sight, gradually fading once you lose sight of them, and can
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only display up to 40 individual bars, giving priority first to players, then
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the nearest enemies. The Omnisight increases the time out-of-sight targets
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remain targetted.
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green) will pop up around them. The targeter only picks up active enemies in
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your direct line of sight, gradually fading once you lose sight of them, and
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can only display up to 40 individual bars (configurable), giving priority
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first to players, then the nearest enemies. The Omnisight increases the time
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out-of-sight targets remain targetted.
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* Keys and map exits: If you've picked up an Omnisight, key items and any exit
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lines will be marked and labeled, along with a little distance indicator in
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map units. Note that this doesn't work for script-triggered exits.
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