CHRISTMAS UPDATE! New features and items. Check the mod's site for further information and full changelog.
******* DECEMBER 23 2019 - V0.2 Beta
ADDITIONS:
- New crafting materials can be found around the maps and dropped from some monsters. The gathering part of the crafting system is now complete.
- Empty vials can be dropped on some specials blood stains to gather chemical solutions.
- Some marine corpses now spawn rats near them.
- The Armorshard+Healthbonus pickup was a placeholder for "failed ammo spawns". Now it spawns differents items.
- Reinforced bandoliers: rare drop that prevents you to lose some ammo types when you change map (Survivalist class only. Maximum you can carry: 4) and also gives you some ammo of a specific category.
- Backpacks now let you preserve a weapon in your inventory when you are supposed to lose it after a map change (Survivalist Class only. Maximum you can carry: 2)
- New item/weapon: portable mounted heavy machinegun! Can spawn instead of the minigun and CANNOT be dismantled once deployed. Use it to hold strategic positions.
- You can now bind a key to check all your ammunitions through your PDA. It even shows if a weapon has chambered ammo or not, but doesn't show if you have a particular weapon,
or ammo stored in dual-wielded weapons, at least for now. Still, I think it should be pretty useful.
- You can now bind a key to set the currently equipped weapon as your favorite. Then you can press another key to instantly switch to that weapon. It even works with dual wielded weapons!
- The full helmet HUD has been set as the default one for the mod (you still have to scale it to fullscreen though)
- Flashlight can also be alimented from lithium batteries you can find around the maps. You can still use plasma cells as energy source, but that would be your last resort!
BALANCE TWEAKS:
- Equipment loss after a map change for the survivalist class now is a little more likely to happen, to balance out the new backpacks and bandoliers.
- Survivalist can now dual wield weapons. Dualwielding rifles and SMGs is also more impractical than before in terms of recoil, but it's useful to inflict more damage at short distances.
- Rewritten difficulty settings. All skill levels beyond below "Nightmare" have the former "FAMINE" reduced ammo spawns. I won't restore skill levels with normal ammo spawns until
I figure out how to make the spawns settings CVAR-based.
- Slightly slowed down pistol's rate of fire to prevent its primary fire to completely overpower its burst fire mode (and even SMGs)
- Minor damage and spawn chances tweaks.
- Faster deselect animation for the Revolver
BUG FIXES:
- Rewritten quick pull script for the pistol. Before, it prevented the player from using the flashlight after switching to the pistol with this method, and also tended to overwrite other scripts.
It should be fixed now.
- Firing a pistol should not make you run faster if the player is slowed down by a bleeding wound.
- The autoshotgun didn't unload correctly in some cases. this problem is now fixed (thanks to BLOODWOLF ! )
- Kicking when having the berserker strength powerup now properly pushes barrels away and inflict pain states on some monsters.
- Updated Nukelauncher and Claymores icons, to better fit in the HUD
- SSG Sergeant will infight with other zombies
KNOWN ISSUES:
- Unload animations for some weapons still refuse to work in certain situations: this is a bug inherited from the original Brutal Doom and until I manage to fix this I won't add the option of a realistic reloading.
- Pyro Sergeants make the game crash at random, and I still didn't found the cause of this. If you happen to replicate the problem in a specific context, let me know.
- Some ground executions glitch out sometimes. Not game breaking, but annoying. This is also inherited from Brutal Doom.
- Sacrifice Altar's spawns still need a proper clipping checker.
Script error, "Brutal BOOF V0.2 Beta.pk3:blood.txt" line 351:
Invalid state parameter a_checkproximity
GZdoom version? Mods load order? I can play it without even a yellow warning, so it's strange.
EDIT: I think you're playing on Zandronum. the mod is GZDoom only for now. Install the latest version of GZDoom and try again. Also this mod is only optimized for single player as of latest version (0.2 Beta)
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Boofing is still a butthole thing. Fun mod though.
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