GMOTA v1.5
Hoo boy. So I couldn't finish this mod in 2022. So this is what I'm bringing to the table. v1.5 may not have Samson but this is still an absolutely massive update. Blaz and Doomslayer have undergone some pretty drastic changes, and poor Kustam has been benched until 2023, he needs more work done to be brought up to the level Blaz and Doomslayer are at the moment, and I simply do not have the time.
With that out of the way, let's take a look at the changelog!
CHANGELOG
==BLAZ==
!ALL ATTACKS REBALANCED
!Altered Blazter ammo system, heat, bullets and subshot ammo have all been streamlined into just one ammo meter, replenish it with punches, bullet gems, and dark gems!
!Revamped Blaz's HUD!
!SWORD TECH HAS BEEN REMOVED. The elemental effects that some sword techniques had have now been given to the subweapons themselves
!REMOVED BLAZTER SUBSHOTS. This was done in an effort to shine a greater spotlight on Blaz's subweapons themselves, as well as further drive home Blaz's poor range stat.
!Blazter is now bound to altfire, so switching weapons changes what altfire does: Between throwing subweapons, or firing the Blazter!
!Blaz now has new upgrades, smite multiple foes with Cleave, leave traps with Wall Shatter, blow em up with Stun Overload, and send them fleeing with Terror Bullets!
+Revamped the grapple chain to lash out instantly
+Blaz now only needs to land 4 normal sword attacks instead of 5 for a powered sword strike
+Fatal draw is now supercharged, the attack now instantly kills any monster struck by it.
+Blaz can now throw his sword before getting a scroll, though it's a weaker throw compared to the scroll version.
+Added an additional 3 tracks to Blaz's jukebox, all three of which are from the Ninja Warriors Again
+Uppercut now has extra visual feedback when under the effects of the Might Ring
+After being thrown, the sword lingers for a little longer before vanishing
+Lowered the animation for the 100 crack fist attack so it's not as obscuring
+You can now autofire with subweapons
+sped up the fatal draw arming animation
+All melee attacks charge the Fatal Draw
+removed the move speed penalty when the Fatal Draw is armed
=Made all Blazter attacks blue, this was done in an attempt for visual consistency, see as a lot of ranged attacks are blue
=Gave grapple chain unique first person sprites
=Blaz now has unique animations for tossing subweapons
=Blaz's melee combos can now be performed regardless if you hit or not
=Reanimated most of Zarach's attack animations in TEXTURES
=Cleaned up Zarach's attack code, altering the timing for a few attacks as well as cleaning up the jump states for the Might Ring
=Punches have unique hitsparks now
=Player sprites updated, some fancier animations for attacks, along with a visible scabbard.
=Altered the stab attack in Blaz's normal sword combo
=Altered the hitboxes of sword attacks
=Altered the hitboxes of subweapon attacks
=moved frozen status icon to cover armor
=Reworked stun effects, crystal stun from Blazter removed, now any attacks that inflict stun use the same dizzy stars
-Grapple chain has a more limited range now
-Lowered the amount of powered sword slashes Blaz can store from 8 to 5
-Removed Mana gain of sword waves fired while under the effects of the Might Ring
-You only fire a single sword wave on the combo finisher with the Might Ring
-The fatal draw has less range now, and the AOE splash effect is gone
-Nerfed healing effect of the power sword attacks
-Sword now takes longer to recover if thrown
-Thrown sword no longer has piercing effect at the start of the throw
-Throwing subweapons while unarmed is no longer faster
-Punch combo slightly slower
-Can only store one fatal draw charge instead of four
-Removed defense buff that triggers after landing enough punches
-Removed Gun Parts upgrade
-Removed Wave Buster upgrade
-Removed Hyper Buster upgrade
-Removed Trine Voulge subweapon
-Removed Shatter Bomb subweapon
-Removed the Double Lariat attack
//********************************************************************
//********************************************************************
==DOOMSLAYER==
!ALL ATTACKS REBALANCED
!TOOL REVAMP: Doomslayer no longer has bombs, now he throws daggers with reload, and fires his overhauled pistol bound to Zoom.
!TOOLS NO LONGER RECHARGE PASSIVELY. ALL OF DOOMSLAYER'S EXTRA GADGETS MUST BE CHARGED BY DEALING DAMAGE
!ALL WEAPONS NOW SHARE THE SAME ALTFIRE MELEE ATTACK
!BERSERK RUNE BFG TIER WEAPON REPLACED! Now Doomslayer wields the powerful BFUG, a hybrid weapon that combines the rapid firepower of the Unmaker with a devastating BFG ball finisher!
+Pistol shots inflict stun
+Pistol now fires a shotgun blast of projectiles
+Pistol passively recharges
+Added a_weaponready to the raise state of Rend, Doomslayer's Sword. So now you can attack with it faster as you select it
+Pellets fired from the Mourning Star now have a hitspark and unique sound when you hit an enemy
+ThunderBuss pellets now have unique sounds for hitting walls and enemies
+Sunder's HUD icon is now always present when you have the weapon, why I made it vanish is beyond me
+There's now an audio and visual cue for when Sunder is ready to be used again
+Wrathcaster spirits deal more damage
=Touched up Doomslayer's visor HUD a little, brightening the edges and making a few areas a little sharper.
=Altered the Sunder's attack animation, just cosmetic though
=Slightly altered Rend's swing animations, again just cosmetic
=Altered Rend's attacks, now instead of projecting three hitboxes per swing, it only uses one with the same damage as before.
=Added an empty state for the Thunderbuss along with a reload animation if you get ammo while holding the weapon out on empty
=Fixed Doomslayer's help screen tip that said daggers heal for 25 when they in fact heal for 20
=Added a unique HUD icon for when you're under the new iced debuff
=lowered Doomslayer's visor HUD
=Hydra repeater fires a burst of two instead of three
=ammo for all weapons balanced to vanilla Doomguy levels
=Glass Dagger changed to a Sapphire Flash Dagger for AOE stuns
=Thunder Bomb is now a Thunder Dagger
=Inferno rifle altfire vent attack now automatically triggers after you stop shooting
=Wrathcaster spirits now deploy when hitting surfaces
=Sword attacks deal the same damage type as Sunder when under the effects of the might ring. This is mainly done for death state stuff for the monsters!
-Thunder Dagger does't emit homing lightning or bounce off walls
-All throwing daggers now have dropoff, limiting their range (Except for the new true flight and thunder daggers)
-The Might Ring no longer makes you swing Rend faster
-Wrathcaster missiles spawn only one spirit
-Inferno Rifle no longer passively builds heat
-Inferno Rifle vent attacks no longer deal extra damage or leave lingering fire at higher levels
-Sunder kills now are just Xdeaths with the same loot you'd get with a normal melee kill (except for armors and skeletons, they still drop a few helmets and some milk respectively because I think that's funny.)
-Slightly lowered Doomslayer's max run speed (He's still the fastest character)
//********************************************************************
//********************************************************************
==KUSTAM==
!KUSTAM HAS BEEN COMMENTED OUT FOR FURTHER MAINTENANCE. HE WILL RETURN WITH THE FINAL UPDATE
//********************************************************************
//********************************************************************
==MONSTERS==
!REVAMPED MONSTER HP. All monsters now have HP levels appropriate to their vanilla counterparts
+Altered a few flyback states of monsters to check for losing vertical velocity instead of checking for the floor, this should HOPEFULLY fix stuff like Revenant torsos getting stuck on torches and trees
+Archer and Steel Duke projectiles travel faster
+Blue Wyvern thunder balls travel faster
+Increased the range at which Black Vipers engage with machine gun shots
+Increased the range at which Green Vipers engage with machine gun shots
+Fixed an issue where Bonelord mortars would still fire even if they're stunned from the Blazter
+Skuttles wind up attacks slightly faster
+Skuttles fly faster when ramming
+The Cybermancer now properly uses GMOTA's blood, how long has that gone unnoticed?
+Sped up the animation of Stygian Wraths when they go into their second phase
=Pavise Guards and Wardens emit smoke when they're Xdeathed
=Skuttles go gray scale and shrink as they die
=All monsters are stunned for an equal amount of time to keep things consistent
=Removed flinch immunity that the Cybermancer and Edgelord sometimes recieve when performing certain attacks or after being flinched
=Reduced Gildmaster HP to standard Cybermancer levels, how did that slip past?
=Reduced armor captain HP to standard Living Armor levels, seriously why did I do this?
=Recolored Bomber Knight bombs to be a fancy blue
=Fixed a small visual bug where sometimes knives dropped by Magebane Thieves would roll endlessly on the floor
=Bakanites now have proper death animations for being frozen
=Bakanites now have proper death animations for being cleaved by the fatal draw
=Bakanites now have proper death animations for being super kicked by Kustam
=Ice attacks from monsters no inflict slow, they now reduce your defense
-Magebane thieves no longer have spread knife attacks
-Edgelords no longer have the tower of arrows attack
-Skuttles are now slower
-Skuttles no longer phase through one another (This had the nasty side effect of a crowd of Skuttles capable of cornering players and killing them VERY quickly)
-Skuttles no longer shoot eye beams
-Skuttles no longer have the super ram attack
-Blue Wyvern thunder balls no longer weave about, should make them easier to dodge
-Dark Kustam's kicks have less knockback
-Reduced apperance rate of dark portals in Knightmare mode
-Knockback from Revenant punches reduced
-Knockback from Bonelord melee attacks reduced
-Mini Skuttles fired from Bakanites burst on impact, they're now essentially projectiles
-Stygian Wraths no longer fire projectiles when bursting into the rage mode
-Removed Crystal Weavers (for now, I may find a way to bring them back)
//********************************************************************
//********************************************************************
==GENERAL==
!REMOVED SPELL CUBES, MIGRATED SELECT SUBWEAPONS FROM CUBES INTO THE CHESTS
!Added a customizer menu, allowing for options like pistol start, and how much HP might rings give!
!Added a Subweapon lock key, now players have greater control over what they pick up!
+Added +DONTRIP to defensive actors like Blaz's shield, mainly as a safety precaution if paired with other gameplay mods like Corruption Cards
+Removed +COUNTITEM from armor pickups and ice cream, why the hell did I do that?
+Added +DONTREFLECT for all player melee attacks, this should help with addons like Corruption Cards that give monsters reflective properties.
=Cleaned up the code for spawning the hammer waves, you won't notice it, but god it looks a lot nicer under the hood.
=Disabled auto aim for all weapons, mainly as a precaution to avoid any future breakage
=Reduced the HP of chests to help compensate for the new damage values of player attacks
=If chests are telefragged, they just burst into particles and don't drop a subweapon, this was done to make sure you don't teleport into a chest and get something you don't want.
-Removed Sub Refresh gems
-Backpack upgrade items removed, now backpacks are supply chests you smack open for ammo
Files
Get GMOTA
GMOTA
Fantasy action arcade gameplay mod for Doom
Status | Released |
Category | Game mod |
Author | Combine_Kegan |
Genre | Action |
Tags | Arcade, Beat 'em up, Fantasy, First-Person |
More posts
- GMOTA v1.5.2 updateJan 15, 2023
- GMOTA v1.5.1 hotfixDec 25, 2022
- GMOTA V1.4.1 hotfixAug 18, 2020
- GMOTA v1.4 released!Dec 04, 2019
- V1.3 update!Nov 15, 2019
- GMOTA V1.2 updateApr 04, 2018
- GMOTA v1.1 hotfixMar 16, 2018
- GMOTA v1.0 released!Mar 16, 2018
Comments
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can't wait to test this out, so glad this mod is still being worked on as it is one of my favorites.