Combined_Arms 2.1 and Malefactors v1.1 hotfix updates
This is a small update fixing a few bugs, as well as adjusting a few other stats on some weapons and monsters for Malefactors. Hopefully I've addressed all of the issues that've been reported to date, have fun!
GENERAL:
=All weapons now have +NOAUTOAIM, this is probably going to cause some keyboard aiming folks to be upset but I've added it to all weapons for consistency's sake.
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ARTIFICER:
+Whiplash primary fires slightly faster
+Whiplash secondary animations are faster
+Vulture SMG now properly folds its barrels away when hitting altfire before a full charge
+Cyclops cannon shells now explode for more damage
+Cyclops cannon now autofires faster
=Stripped out +clientsideonly flag on one effect of the caltrops of the Sharp Shooter, hopefully this fixes the caltrops not hitting things online
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BLASTMASTER MK. 2:
+Red grenade now deals more damage
+Weapon pickups are now vertically squashed and more transparent, should help in rooms with a bunch of shotgunners and chaingunners
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TECH MONK:
=Pearl Laser super beam particles now disappear after a set time, in the off chance they get stuck
-Moon beam now deals less damage
-Wave ball finisher fires one less row of bubble projectiles
-Added a small cooldown on the secret thing of the Tech Monk
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PAST LINKED:
+Hero Sword slashes faster now
+Sword upgrades apply even while you're slashing now
+Renamed Hero Sword beams to fix an issue with the hit effects conflicting in Colorful Hell
+Renamed Crissword sprites to fix an issue of the sword being a pile of gibs when paired with some monster mods
+Renamed Crissword zaps to fix an issue with them being lighting bolts when paired with DRLA monsters
+Adjusted the Boomerang's stun ACS to hopefully circumvent a rare instance where you kill a monster and turn them into noclipping ghosts that hunt you down for eternity
+The Magical Boomerang now travels faster
+The Fire Boomerang travels faster too
+Candle flames burn longer now
+Candle flames are now lighter, travel further when cast
+Candle flames no longer have damage thrust, which means enemies won't get pushed out of a patch of fire
+Fire arrows have a shorter cooldown
+Scattered fireballs from Fire Arrow attacks do more damage
+Scattered fireballs from Fire Arrow attacks have a new hit sound
=The Fire Boomerang now has a big flame on it when flying out, which looks cool
=Adjusted how the Magic Fire Wave effects spawn, should be scattered out better now!
=Magical and Fire Boomerangs have fancy hit effects now
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CRATE WEAPONS:
+you can properly do the joke reload on the Pocket Revenants
=The altfire of the .100% tactical pistol now forces gibbing
=Crate weapons can no longer be manually dropped
=Fixed an issue where sometimes when deselecting Pocket Revenants, you'd lower a Golden Revenant instead of a regular one
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MALEFACTORS:
+Lingering Manc fire no longer triggers Past Linked's shield, which means players won't get shoved around
+Shotgunners now properly turn into statues when killed by Past Linked bombs
=Grenades that hitscanners fire now dropoff sooner if they fly far enough without detecting a target or hitting a wall
=Miscreants no longer leave blood decals
Files
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Combined_Arms
Doom gameplay mod featuring slightly strange weapons, and monsters.
More posts
- Combined_Arms 2.3 bugfix updateMay 25, 2021
- Combined_Arms 2.2 and Malefactors v1.2 updatesMay 18, 2021
- Combined_Arms 2.0 and Malefactors launched!Apr 28, 2021
- Combined_Arms v1.4 and Combined_Harms v1.1Aug 27, 2018
- Combined_Arms v1.3Aug 23, 2018
- Combined_Arms v1.2Aug 22, 2018
- Combined_Arms v1.1Aug 22, 2018
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