GMOTA V1.8.3 update


Hi everyone, this is a comparatively small update to what the final major update will have in store, but there's still some fun changes here, such as the addition of the mini HUDs for everyone, along with some tweaks and refinements, here's the full changelog!


/==BLAZ==

+Doubled the damage of the Lance subweapon

+Tripled the damage of the Mattock subweapon

+Healing orbs dropped by the Mattock subweapon now heal for 2 hp instead of 1, also grants 2 armor points instead of 1 if at full HP

+Buffed the chain's range, as well as adjusted how the hitbox works, making it easier to use!

=Tweaked a few of Blaz's player sprite animations so he consistently swipes the sword even while the sword is powered up, did the same for his punch attacks

=The thrown sword no longer bounces off barrels and chests

=Slightly adjusted the ending state of the 100 Crack Fist so it looks a little less abrupt and odd if you end it while recovering your sword

=Slightly adjusted the animation of dropping barrels so it's less abrupt, just like the change above.

=Added an error sound when trying to throw subweapons with no ammo

=Nudged the stab attack frame of the sword down by a single pixel, Blaz's arm was floating for like a frame and this was driving me crazy

=tweaked the mattock to not bounce off non-bleeding actors

-Fixed a bug where holding reload and fire allowed Blaz to repeatedly stab, massively increasing his DPS. Especially while the sword is powered up, like to boring unfun levels of DPS.

-Fixed a bug where holding altfire while empty on subweapon ammo and fire allowed Blaz to repeatedly stab.

-Fixed a bug where holding altfire while empty on Blazter ammo and fire allowed Blaz to repeatedly stab.

-Thrown sword no longer procs a hit (and FP gain) on non-bleeding actors

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

//==DOOMSLAYER==

+Fixed an oversight where the Wrathcaster demanded 15 ammo to fire but actually only requires 10 (Now asks for 10 and uses 10)

+Fixed a bug where throwing barrels would consume mana

+BFUG attacks now charge the bomb caster (pretty much guranteeing a full charge if fired into a group of monsters)

=Wrathcaster rockets now have a more visible change when they're ready to unleash skosts

=Wrathcaster rockets no longer scream when blowing up if they're not cahrged

=Flipped the direction the Bomb, Stun Gun, and BFG meters move, now the fill in from right to left. Totally inconsequential but it was bugging me

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

//==KUSTAM==

+The stun AOE inflicted from power kicks is slightly bigger

+The self heal from power kicks now heals 20 HP over the span of 2 seconds, instead of 5. So it doesn't heal any more, but it DOES heal faster

+Glaive attacks give slightly more Kinetic ammo per hit

+Added an additional 5 tracks to Kustam's jukebox! (All 5 tracks are from Over Horizon!)

+Removed the +PAINLESS flag from the kinetic pellets fired from the Sentinel Arms, meaning they can cause flinching!

=There is now a visual and audio alert for when the sentinel arms are ready to be used again

=Adjusted a few HUD elements for the beam/scatter combo gauge to make it more visible

=The Longarm now fires additional harmless hitscans when firing the projectile based reclaimer attacks

=The stock slam finisher attack will no longer damage barrels

=The hit spark from stock slams has a sound limit now, mainly to help prevent blowing out eardrums if you hit big groups at once

=The shockwave the stock slam produces when under the effects of the might ring now produces a sound as it travels along the ground

-There is now a cooldown between power kicks

-There is now a cooldown after firing the equipment launcher

-Glaive attacks drain slightly more Laser ammo per hit

-Melee strikes on non bleeding actors (chests, barrels, etc) no longer gain resources, this one was an oversight

-Reclaimator attacks (Baton rounds and scatter beams) no longer gain resources on non bleeding actors

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

==MONSTERS==

!Golden Boners now drop a mysterious new item when destroyed, experiment with it and find out what it can do!

+Grenadier Revenants and Hellfos "bleed" bones that properly match their actual bone colors

+Stygian Wraths (Knightmare mode Hellfos) now have the same amount of HP as their normal counterparts (1000)

+Bonelords now spawn a handful of Bad Spirits when slain without being gibbed, these spirits invisibly stalk the player until they pass by a corpse, at which point they'll show themselves and try to revive the monster!

+Royal Dukes (Knightmare mode Steel Dukes), have a new alternate attack: A scatter of slow travelling blue balls that can be shot out of the air, while that makes them potentially easy to deal with, it also means it protects the Dukes!

=Stygian Wraths only trigger rage mode after being revived

=changed melee obituaries for the Royal Duke and Imp Skirmisher, they had previously used the term "smited" when the correct word is "smote" woops.

=Bonelords can no longer launch themselves with their own mortars

-Bonelords can no longer self revive

-Nerfed Edgelord's clone attack: Now he spawns three clones, and there's now a 120 second cooldown after casting this attack,

-Edgelord clones now have 400 HP instead of 600

-Edgelord clones now attack a little slower

-Bone projectiles can now be shot out of the air (Thrown bones from Grenadier Revenants, Spinal Scourges, and Chaos Revenants, this also includes the revenge bones Spinal Scourges fire off when slain)

-Golden Boners build up less escape charge if they taunt you

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

==GENERAL==

+Everyone now has a mini HUD!

+The subweapon lock automatically deactivates when you run out of subweapon ammo for Doomslayer and Kustam

+Subweapon chests now drop a subweapon even when a Golden Boner pops out

+Added a CVAR to disable footstep sounds

=You can no longer activate the subweapon lock for Doomslayer and Kustam if they have their default subweapon

=Added an extra few frames where altfire doesn't respond when dropping barrels as all heroes

=Limited the number of sounds small bone "blood" makes when clattering on the floor (Effects skeleton monsters specifically, shooting these dudes with Doomslayer's shotgun was really noisy!)

=Slightly modified the thrown/kicked barrels so the explosive goop is visible

=Fixed a bug where certain objects were supposed to change to a solid white but instead went grayscale (I had forgotten to set a new separate palette, woops)

Files

GMOTA_V.1.8.3.pk3 41 MB
16 days ago

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