Combined_Arms 2.2 and Malefactors v1.2 updates


Hi there, I've got another few minor updates for both Combined_Arms and Malefactors here. Just a few simple adjustments and bugfixes, have fun!


Combined_Arms:

==GENERAL==

+Fixed the vanilla berserk heal CVAR not working properly on the other classes besides the default, whoops

+Fixed Crate weapons not being taken away when pistol start CVAR is enabeled

=Added more lore stuff for the weapons inside the files

==ARTIFICER==

=Fixed a sprite name conflict with Rampancy's robot shrapnel and Artificer's Cyclops Cannon

==BLASTMASTER Mk 2==

=Fixed a small issue with Blastmaster's Fission Sweeper not alerting monsters

==TECH MONK==

+Fixed Tech Monk weapons not being taken away while the pistol start CVAR is enabled

+Moon beam combos now have a much bigger window, making it easier to chain attacks

+Striker Beam now charges faster

+Striker Beam lasts longer, about an extra 6 seconds or so

+Emergency attacks from the Striker Beam when out of energy now drain more meter, meaning you can return to the fight even faster if you're aggressive

=Swapped out the firing sound for the Pearl Laser, hopefully making it feel punchier

-Augmented Hand Beam shots are now weaker

==PAST LINKED==

+Fixed a really busted glitch where putting candles flames on a somaria block and then detonating it with the wave magic causes an near endless loop of magic flying everywhere. Cool, but too strong, sorry guys

+Arti dupes are now more aggressive, with a higher fire rate

-Arti dupe sword beams are a little weaker now

//=================================================

Malefactors:

=Updated the Miscreant sprites to use separate spinny cube sprites, so if you play a WAD that replaces those cubes, there shouldn't be any problems

Files

Combined_Arms_V2.2.pk3 27 MB
May 18, 2021
Malefactors_V1.2.pk3 6.4 MB
May 18, 2021

Get Combined_Arms

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