- Reduce number of collectibles (some might come back in the future).
- Merge both DLC weaponsets into one, removing redundant weapons.
- Readjust prices of some items.
- Initial work on collectibles (currently Frispy Corn is done).
- Added bigfont for main menu, based on Source Han Sans.
- Reduced default HUD margin to 10.
- Added blob shadows.
- Added precise crosshair drawing.
- Tweaked decals, imported more stuff from UT.
- Swapped the Ynykron impact decal for something better.
- Fixes to slope alignment code.
- Implemented headpats for MBF Helper Dogs and Cacodemons.
- Implemented partial HDoom support, with love and headpats.
- Fix various string functions breaking on unicode.
- Added cracktro-style text scroll to Titlemap.
- Fixed handling of healthbars for friendly monsters.
- Workaround for maps that use the old author name hack (" - by: " separator).
- Fixed Silver Bullet not autoswitching on first pickup.
- Fixed misalignment of Silver Bullet zoomed aim.
- Silver Bullet is unchambered on first pickup, consistent with Candygun.
- Adjusted collision sizes of all items across the board.
- Implemented "Use To Pickup" to work around any issues introduced by the previous change.
- Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
- Tweaked Biospark arc lengths, for balance and higher performance.
- Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
- Prettified the loading disclaimers for BD and HDoom.
- Add pickup flash to all items.
- Add custom key models for Doom and Heretic.
- Fix blown kisses giving you "need key" messages.
- Fix worn armor and embiggeners not being removed on scripted inventory resets.
- Remove all references to the no longer planned Radio.
- Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
- Added timezone to fake clock.
- Fix some times and dates in said clock.
- SWWM blood now also hits ceilings.
- Added default properties to DLC ammo and weapon stubs.
- Lore entries for collectibles and dlc weapons (incomplete).
- Massive amount of typo fixes across the board.
34 lines
2.3 KiB
Text
34 lines
2.3 KiB
Text
TAG
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Biospark Carbine
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TAB
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Item
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REL
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DecadeMech;EngineTech;Saya
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TXT
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\cxDesignation:\c-
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\cf Model S-5 Biospark Carbine\c-
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\cxManufacturer:\c-
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\cf Decade Mechanics\c-
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\cxClassification:\c-
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\cf Ancient Alien Energy Weapon\c-
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The **Biospark Carbine**, also known by its nickname of **"Sparkster"**, was the flagship weapon of **Decade Mechanics**, back when it was still active. It is described as being powered by "sentient lightning", although it does not show any signs of being truly electric in nature.
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Blueprints were found for all models from the S-1 to S-6 (the latter being in early prototyping stages, and not yet functional), but it proved impossible to truly recreate them. Fortunately, over 30,000 ready-made S-5 units were stockpiled deeply inside the ruined facility in **Sunkaeze**, all ready for use. Currently, **Tach-Engine Technologies** and its associated partners manage the distribution of these units, and are also studying the weapons in detail for potential redesigns and enhancements.
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One notable detail about the Biospark Carbine is how its "sentient" energy drives shot projectiles to seek nearby targets, somehow telling apart friend from foe, relative to the weapon's user. Arcs of lightning have a tendency to spread out from them, dealing additional damage.
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\cfPrimary Fire:\c- Small blobs of stabilized energy with slight target-seeking abilities. Leave a trail of arcs that gravitate towards them as they move, then spread out on impact, homing on hostile targets.
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\cfSecondary Fire:\c- Concentrated, penetrating beam shot. Also has some slight seeking.
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\cfTertiary Fire:\c- If the loaded charge is at least at 50%, the containment capsule inside will be ejected through the main barrel and detonated as a massive sphere of pure energy that tracks down nearby targets. The weapon must be reloaded afterwards.
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\cfReload:\c- Reloads, obviously. Do note that the loaded charge has to be depleted completely before it can be removed.
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\cfTechniques:\c- If the secondary beam comes in contact with an energy blob it will be detonated with increased damage and range. This requires precise timing and aim to be truly effective.
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\cxSaya's Notes:\c-
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\cfFunny how these rusty-ass things somehow still work. And holy fuck do they work well, too...\c-
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\cfI'm also surprised that that nickname caught on. Most people nowadays probably won't even get the reference at all.\c-
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