GMOTA v1.80 update


Merry Christmas and happy holidays to all of you. I am pleased to announce the release of version 1.80, which restores Kustam and completely revamps him, along with some dramatic changes to Doomslayer, and further refinements for Blaz! The changelog is below, thank you for your continued patience and support, have fun! 

There are a few known issues right now though, mainly the alternate HUD is barely functional at the moment, and the monsters still need further polishing.



BLAZ

!Blaz's power attack mechanics have been overhauled, powering up is now handled automatically! The mana gauge (Will be called FP from now on) will drain slowly before reaching 100, but drain much quicker once maxed out and powered up.

!Blaz's melee attacks now autofire, simply holding the attack button will keep him swinging

!The Hatchet has been replaced with a new subweapon: The Alchemical Mattock. This subweapon travels in an arc and bounces off walls like the Hatchet, but this subweapon spawns 1HP health bonuses on hit!

+All melee attacks build Blazter energy, including power sword strikes!

+All melee attacks build FP, including power sword strikes!

+The radius of cleave power-up is now slightly bigger

+The hammer subweapon's explosive radius is now slightly bigger, and it now deals slightly more damage

+The hammer also deals more damage while flying through the air

+Removed a few frames before swinging the grapple chain to make it more responsive

=Blaz's sword attacks now have a small trail effect

=Blaz no longer has a 4 hit combo with a finisher

=Switched out the sounds for Blaz's standard attacks

=FP gauge dynamically changes brightness depending on its status

=Lessened the knockback of Blaz's uppercut

=Adjusted the death state of the thrown hammer subweapon to hopefully remove the chance of infinite loop crashes when playing online

=Adjusted refiring subweapons to stop Blaz's sword or fists wiggling up and down when using rapid fire subweapons

=Blaz's HUD now has a fist icon when unarmed

=Lowered the volume of the sword power down sound

=Replaced the multistrike power up (Chainsaw tier) with a Grapple chain upgrade that grants FP and freezes the gauge for a moment

=The dagger now fires 5 knives in a horizontal spread and inflicts slow on hit, but the fire rate and ammo limit has been reduced

-Red ammo gems give a little less Blazter ammo

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==DOOMSLAYER==

!Doomslayer now has a two mana system for his arsenal: Mettle (red mana) and Grit (blue mana)

!Doomslayer now builds up mana on successful melee attacks

!Doomslayer's arsenal has been completely revamped!

!Doomslayer can now select his fists as a weapon, they're not quite as strong as his sword, but that second punch always flinches monsters and it builds up extra Grit!

!Doomslayer's subweapons and stun gun can now be fired separate from his primary weapons, which means nothing will interrupt eachother!

!The daggers have been replaced with bombs, which now have an AOE of life steal, making it easier to aim!

!Doomslayer has recieved a new HUD to keep up with these new mechanical changes!

=Thunder bombs and fire bombs now have the same dropoff as normal bombs

=All of Doomslayer's bombs detonate on impact with any surface or monster

-Slaying monsters with melee attacks no longer cause ammo drops

//-------------------------------------------------------

==KUSTAM==

!Kustam has been restored!

!DRAMATICALLY simplified and streamlined Kustam's controls.

!Kustam now has a new arsenal!

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==MONSTERS==

+Mage Gunners now have fullbright on their attacks

=Monsters pass through blocking linedefs when snatched by Blaz's chain (This is a permanent effect so I pray this doesn't cause weird shit to happen later)

=Reduced the recoil of Mage Gunner charge attacks

-Adjusted the pain chance for monsters to be more in line with their vanilla counterparts

-Hellfos and Stygian Wraths don't jump around as much when dodging

-Frozen enemies no longer drop ice cream

-Reduced the radius of several monster attacks to be more in line with vanilla sized projectiles

-Bone Lords and Bone Kaisers no longer have rocket fist or bone grapple attacks

-Bone Kaisers no longer fire the Bonenado skull heads

-Grenadier Revenants and Spinel Scourges no longer have their explosive arcing shots

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==GENERAL==

+Lowered the volume of the "NO WAY" sound clip when quitting the game (Sorry it's been so loud for so long)

+Added an additional options menu to access the normal unchanged options screen so you can access multiplayer options and stuff for Zandy and other features in GZDoom

+Adjusted ammo gems for better visual cohesion: Red gems give red mana, blue gems give blue mana, the dark gray gems have recolored to purple gems (which give a little of both!), and white gems give white mana (BFG tier ammo)

=New title screen thanks to the help of Yholl!

=All heroes now have greater air control

=Updated the pickup sprite for the crystal ball allmap powerup

=Removed the on screen icon for the shade ring

=Updated the first person barrel sprites for all heroes

=You can now cancel the BFUG and Fatal Draw by pressing the unleasher key again

=Added a cheat item players can summon as an alternative to "give all": The cheatbox will give each hero all of their respective main upgrades and max out ammo where applicable. If you really want to use this, use the console and type out "summon cheatbox"

-Reduced the healing value of bread (stimpacks) from 15 to 10

-Reduced the healing value of roast meat (medikits) from 35 to 25 

Words fail me. This has been a thing for nearly 10 years and I never noticed it.

Files

GMOTA_V.1.80.pk3 40 MB
20 days ago

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hell yeah Merry Christmas Kegan