This is the final gameplay update for Ratchet & Clank: Hot and Bothered. I initially intended for this to be the beginning of maps rolling out, but as was stated in the last article (at the time of this writing), feedback and the ensuing ideas saw fit to change that. This update includes numerous changes to the weapons, the introduction of several gameplay mutators, monster and map, tweaks, and a few other quality of life enhancements. The next update, 1.1.3, will be mostly audiovisual, updating the weapon sprites with ones taken from Ratchet & Clank: Going Command/Locked and Loaded. We now have usable sprites for everything except the glove weapons and Scorpion/Leviathan Flail. Apart from that, you'll see the usual bug fixes and number tweaking. For now though, see the changelog below for full details on this version of the mod.
As always, you'll find a copy of this changelog in the Documentation folder.
ADDITIONS
-Options to toggle weapon XP or Nanotech XP independently. The option to toggle both together remains available mainly for scripts.
-Option to enable level scaling. Monster health increases as yours does, and their damage increases as your weapons level up. This affects weapon XP gains, but not Nanotech XP.
-Option to give monsters more aggressive attack patterns. Some old behaviors are now the aggressive ones, and their default behaviors are more tame. The Ranger, for example, fires slower by default.
-A set of runway landing lights for use in Annihilation Nation.
-Hazmat and Wrench Zombies to be used in Annihilation Nation.
-Nightmare Arachnotron and Volacubus to be used in Annihilation Nation.
WEAPONS
-Main weapon is now selected if the reload key is pressed with the wrench equipped. If main weapon is not available, the Bomb Glove/B6 Obliterator is selected instead.
-The V1 and V2 Chopper can now bounce on actors. This is limited by stamina being used as a hit counter. Their blades also have a blur added to them.
-Both forms of the R.Y.N.O. now fire drunk homing missiles. That is, they weave as they fly.
-Infector and Thruster Pack are now given by the same box.
-XP needs have been reworked. They now use an array with individually baked-in values rather than being multiplied on the same curve.
-Flux Rifle fire rate increases with each level. Damage increases faster. Amm-O-Matics are much more effective.
-Splitter Rifle is now automatic and carries up to 120 rounds.
-Tesla Claw: Damage doubled, ripping removed, ammo capacity reduced to 150, startup sound changed.
-Combustor: flares now home in on targets, fire rate slowed, range reduced, damage increased, starting and max ammo capacity reduced, fire sound changed to something more powerful.
-Arbiter now fires fewer, weaker rockets with more spread at higher levels.
-Meteor Gun fires in a straight line at V3, then begins homing at V4. Shots now leave wall decals. Ammo cap increased.
-N60 Storm's damage increases faster with each level-up. N90 fires in bursts of two.
-Omniwrench sounds have changed. Wall hits use the sound from Ratchet & Clank. Enemy hits use a low thud.
-Scorpion Flail damage scales faster with each level-up. Range extended. Attack speed increased with new animation. Can now block projectiles.
-Several weapons have received muzzle flares.
-Blitz Gun fires more arcs as it levels up. A charged shot can be used from V3 onward.
-Decoy Glove gains damage instead of time.
-Mini-turrets fire more accurately.
-Gravity Mine damage scales faster with each level-up.
-Lava Gun damage scales faster with each level-up. Animations reworked. New sound added at the start of firing.
-Harbinger drops an initial burst of beams on the target point. Blast radius of each beam is increased. Effect area reduced in size.
-Glove weapons have more individualized animations using recolored Doomguy glove sprites.
-Infector balls skip along the ground instead of bouncing back up to the peak of their initial trajectory.
-Beakinator does significantly more damage. Fire chickens drop 100 XP.
-Bouncer bomblets now make the tinny snare-like explosion sound from the games instead of the Half-Life 2 sound.
ITEMS
-Changed the pickup sound for the Amm-O-Matic so it isn't using the Seeker Gun's up sound.
-The Thruster Pack can now be used regardless of vertical position. Backflip removed.
-The Helipack's glide is now noticeably heavier.
-Carbonox Armor gives infinite ammo.
MONSTERS
-Cyber Mastermind's lava nails have seen a slight damage cut, and its rockets are no longer homing.
-Ranger's default firing speed has been reduced.
-Plasma Rifle Guy's projectiles have been slowed. Rapid-fire range check now has been increased.
-Cybaron flak shards have seen a significant damage cut. This applies to all monsters that fire flak.
-Ethereal Soul's health has been increased significantly to make up for his new default behavior.
-Specialists, Rangers, Nailborgs, and Lab Guards will drop orange G-boxes if the player does not yet have the Gravity Mine. This only applies outside of Annihilation Nation and when sequential weapon spawning is selected.
-Bullet speed has been slightly reduced.
-Removed the key-holding Cybarons.
-Minor adjustments to spawners have been made.
-Removed splash damage from the Artisan's ground waves.
-Revenant non-homing rockets do less damage.
-Nightshades no longer float up and will fall back down slowly.
-Grenadiers will retreat within 250 DMU instead of attacking.
-Deathnaught fires a visible laser.
-Satyr Lords, Plagues, and Paladins can no longer be hypnotized.
MAPS
-Changed the weapon pickups in VR Training so the scripting doesn't break the map. Monsters in the firing range have also been changed around to better demonstrate the weapons, and all teleporters are now repeatable.
-Completely rebuilt the Deimos Battle Station Lobby to serve as a single entrance into the maps.
OTHER
-Gave the player sounds for drowning and damaging floors.
-Rebalanced harder difficulties.
-The HUD now displays weapon icons.
BUGS FIXED
-Some monsters weren't being affected by the Hypnomatic. Solution: Remove NOPAIN flag changes from alternative See states.
-Lava Gun could be fired with no ammo. Solution: Use a call to A_JumpIfNoAmmo at the end of each fire loop.
-Bouncer subshells were getting stuck on ceilings. Solution: Remove their ability to bounce on ceilings.
Love this mod, thanks for the continued updates!