Further adjustments to parry mechanics.
Adjustments to how health/armor is auto-used. Now auto-used whenever possible rather than when armor/health is about to drop to zero.
Another pass of PNG optimization.
- Date of Heretic campaign pushed back to April of 2171, since it predates Saya's wedding with Kirin, which happens on May 8th.
- Date of Hexen campaign pushed back to May of 2171, since it happens just one month after Heretic (but should be set at least two weeks after the wedding).
Also various timeline adjustments and additions.
Added hitscan parrying (not that it's very useful).
Various fixes to some timing stuff.
Added "F to pay respects" when in death screen.
Added money cheat, figure out the key combination yourself.
Changed score interpolator so it goes faster with huge score gains.
Rebalanced Explodium Gun damages, more reasonable for a starter weapon.
Fixed ammo checks for various weapons. Also fixes Eviscerator "one in the chamber" function not working.
Deep Impact alt can now be used at any moment, but its potential damage will be lower.
In addition, the Deep Impact now deals rip damage only once per target, and on top deals slightly reduced damage to bosses.
Force weapons to always bob, like in DT/Doomreal. Will fine tune this later so the bobbing doesn't make firing guns look awkward.
Fixed crash when opening the chat prompt due to an excess %s.
Consider the possibility of adding dual wielding to the Explodium Gun eventually.
Tweaks to player voice handling, line counts are language strings now, instead of the old awkward method of counting them manually.
Some adjustments to movement, jump/croush to move up/down when swimming and flying.
Increased damages of Pusher, for balance.
Fixed incorrect behaviour of armor damage absorption, which made the armor nuggets pretty much useless.
Fix incorrect absorption factor of armor nuggets, making them heal at >10% instead of >100%.
Added some needed extra glyphs to the MPlus font.
Separated language files.
Added edited cluster messages for Ultimate Doom, Doom 2, Heretic and Hexen.
Partial implementation of Fuck Your Shit rounds, currently in progress.
Added various shader effects to some powerups, and to player damage.
Added custom view effects to player death, disabled "face attacker" because it looks weird with model-based players.
Added "untouchable" spree tracking to the Stats tab.
Implemented "emergency reboot system" for people who want a less shameful form of the Resurrect cheat. Cooldown for consecutive reboots can be configured.
Rebalanced armors.
Small language string corrections.
Adjusted pickup model sizes of some weapons.
Fixed missing punch sound (damn typos).
Fix targetter always displaying voodoo dolls.
Fix uptime breaking when loading saves, now based on total playtime rather than gametic.
Readjusted Spreadgun ammo availability.
Flush HUD interpolators alongside messages, fixes things such as the score VERY slowly counting up when loading a save.
Spare armors now only get auto-used on pickup if there is NO armor available of that type.
Added some extra visual effects to punching walls and non-bleeding actors.
Slightly altered the melee range so it's not as awkward.
Fixed punching not using flesh sounds for bleeding actors.
Pusher primary now drags the player towards their target, like the Chainsaw.
Fixed the player having no pain sounds whatsoever.
Fixed stair step anchoring not working.
The damage dealt when walljumping on a monster now also gets boosted by the Ragekit.
Fixes for player being unable to boost/walljump on map change.
Boosting and walljumps have separate cooldowns now, so you can still jump right after finishing a boost.
Spreadguns dropped by enemies will also drop some spare ammo.
Fix health numbers not being rendered when invulnerable.
Fix Invinciball not displaying the invulnerable healthbar.
Fix a targetter crash due to an incorrectly written conditional check.
Attempt to reduce the lag caused by excess damage numbers.
Tweaks here and there to other stuff.
Refined wall jumping/climbing, also works on actors (including other players).
Refined how boosting/dashing handles falling speeds.
Added improved air control. It was very much needed.
Added "kick" sounds to wall jumps.
Add option to hear other player's voices in mp.
Fix some broken localization.
Fix invulnerable monsters bleeding from some attacks.
Fix desync when jumping on top of another player with prediction enabled.
Make moths immune to your damage, so you can stop accidentally killing them.
Make normal ammo buyable in Hexen again.
- Sounds and visuals done, only the actual firing effects left.
- While I was at it, touched up the library text again.
- Fixed the ammo fabricator sound being too loud, turns out I saved the lower
volume edit in the wrong folder.