Drops some of Strife's vanilla weapons, and spice up the rest with those weapons' abilities, plus some all new functions. New Enemies, and as of WoR2v1.3, spices up Strife's dialogue in many instances. With the advent of version 1.3, you will see some big changes that I'm pretty excited to implement, namely expansions in Strife's dialogue. There won't be reams of new dialogue to sift through for every NPC, but some NPCs will have additional things to say, and new ways to complete some missions. In addition, the secondary fire modes for your weapons are now modifications that need to be performed at various merchants once you've obtained the right parts.
Weapons of Rebellion 2 currently requires at least GZDoom 1.6 to run.
Remember to set a key to the "Change Ammo" and "Toggle Flashlight" functions in the Customize Controls menu.
In February of last year, I began modding for ZDoom, and I began it with a little project for Strife called Weapons of Rebellion. I'd only discovered Strife recently, but liked it a lot. Much to my suprise, very little community content had been created for it; a few good maps, a weapons mod in development, and that was it. I had been learning the rudiments of Decorate at the time, and so when deciding what game I wanted to do a first project for, I thought "Why not Strife?" And so Weapons of Rebellion began. It started out simple; faster weapon switches, and eliminating the sisterweapon system in favor of one that made each weapon's sibling an altfire attack. As I learned more and more of Decorate, it expanded little by little.
While I take no credit for starting any trends , the Strife scene is certainly looking better today, with talented modders like WildWeasel, TiberiumSoul, Sangelothi, ChronoSeth, and Mikk- creating mods, and Khorus working on "Absolute Order", a successor to his Cacoward-winning Strife map "A World in Strife: Raiding the Dam". With all the additions to ZDoom since I shelved this project, I figured it's time to bring it back.
Drops some of Strife's vanilla weapons, and spice up the rest with those weapons' abilities, plus some all new functions. New Enemies, and as of WoR2v1.3, spices up Strife's dialogue in many instances. With the advent of version 1.3, you will see some big changes that I'm pretty excited to implement, namely expansions in Strife's dialogue. There won't be reams of new dialogue to sift through for every NPC, but some NPCs will have additional things to say, and new ways to complete some missions. In addition, the secondary fire modes for your weapons are now modifications that need to be performed at various merchants once you've obtained the right parts.
Weapons of Rebellion 2 currently requires at least GZDoom 1.6 to run.
Remember to set a key to the "Change Ammo" and "Toggle Flashlight" functions in the Customize Controls menu.
NOTE: If you intend to play WoR2 on a custom Strife map, use the Lite Edition (wor2v13lite.pk3) in the archive! The Full Edition will BREAK custom Strife maps such as Kaiser's "Return of the Order" and Khorus' "A World In Strife: Raiding the Dam", due to the inclusion of expanded dialog scripts for some maps which will overwrite any dialogue scripts used by the custom map.
Screens:
Forum.zdoom.org
Arsenal:
Punch Dagger: Press and hold primary fire to stab quicker. Secondary fire throws a spiderbot, a drone turret, or a mini-sentinel capsule. Spiderbots are friendly versions of the Stalker and act similarly, Drone Turrets are friendly floorbound versions of the ceiling turret, and Mini-Sentinels are allied, smaller versions of the Sentinel. Switch between the three with the "Change Ammo" key. Press secondary fire again after any bot has already been deployed to detonate it. If a spiderbot or turret goes too long without acquiring and attacking a target, it will turn into a capsule for you to pick back up.
Combination Crossbow: Electric bolts and poison bolts are now fired by the same weapon. When electric bolts are equipped, primary fire launches them in a straight line, while secondary fire launches a spread of bolts and electrified projectiles at a higher ammo cost. When poison bolts are equipped, primary fire launches a bolt, while secondary fire enters a 4x zoomed scope. 3 units of bolt ammo are expended for each poison bolt, but if the bolt misses an enemy and sticks into a wall, you can recover it. While scoped, your movement speed is reduced Switch between the two bolt types with the "Change Ammo" key.
Assault Gun: Primary fire works similarly to the original. The Assault gun has three altfire modes: Hi-Explosive Grenade, Phosphorous Grenade, and Ironsight. The first two work similarly to vanilla Strife's Grenade Launcher. Ironsight allows you to look down the barrel of the gun for a slightly zoomed view. When zoomed, you fire armor-piercing rounds that cost three ammo units each. Bots have some resistance to standard assault gun rounds, but not to these. Note that movement speed is reduced while zoomed in. Switch between the three altfire modes with the "Change Ammo" key.
MicroMissile Launcher: Launches minimissiles at a rate of fire improved over the original. There are two altfires for the weapon, a flamethrower and a spread of sticky remote-detonated mines. When mines are equipped, press altfire once to launch mines, then tap the button again to detonate them. Switch between the two with the "Change Ammo" key.
Thrasher: Uses modified Grenade Launcher graphics, but works similarly to the original Mauler. Tap primary fire to launch a spread of energy from one port, or hold it to launch from both ports in quick succession. Secondary fire launches twin torpedoes.
Sigil: No changes from vanilla Strife.
Other Changes:
-Your helmet has a flashlight that runs off a rechargeable battery. On a full charge, you get about thirty seconds of illumination, and the battery will recharge whenever you're not using it. Allowing the battery to run all the way down will cause it to take longer to begin charging again.
-Targeters are replaced by money, since they were really only useful in the early game, and some of the meapon modifications kind of negate this powerup's usefulness.
-Wooden barrels may sometimes drop assault clips, crossbow bolts, med patches, medkits or money when destroyed.
-Environmental Suit storage increased from five to six.
-Shadow Armor storage increased to three.
Neat, Someday I might review this in a video if that's Ok with you.
I mean the mod is quite old since anything has really happened.
So who knows if you might get yourself a good chance.