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Gun Bonsai 0.10.0

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@ToxicFrog ToxicFrog released this 10 Mar 03:06
· 99 commits to main since this release

0.10.0

This release changes a lot. While it is save compatible with 0.9.x in the sense
that your save files will still load, depending on what the circumstances of the
save were you may experience unusual effects or be permanently locked out of
some upgrades. Starting a new game is recommended.

  • New:
    • Russian translation! Thank you Blueberryy for the contribution.
    • More HUD elements and abbreviations are now in the LANGUAGE lump.
    • Cool fizzy effect when a Revivification minion dies.
    • Sweep: a melee-only upgrade that hits multiple enemies whenever you attack.
    • Cleave: a melee-only upgrade that gives you free attacks with every kill.
    • Personal ECM: a player upgrade that reprograms hostile seekers to hunt nearby monsters instead.
    • Decoy Flares: projectiles you fire distract enemy seekers.
    • Aggressive Defence: attacking an enemy will destroy projectiles near it.
    • Hazard Suit: reduces environmental damage (e.g. hurtfloors).
    • Bandoliers: increases ammo capacity for all weapons.
    • Level-up menus now let you view the tooltips for, and toggle on and off, the upgrades you already have.
    • Enemies affected by Hallucinogens now have rainbow particles/flashes.
  • Balance:
    • Thunderbolt is now the intermediate lightning upgrade.
    • Thunderbolt is now a temporary stun and AoE slow, rather than a damage bonus.
    • Thunderbolt gets harder to trigger (on that enemy) every time it procs.
    • Revivification is now one of the two lightning masteries, opposite Chain Lightning.
    • Revivification can't raise bosses. No pet Cyberdemon, sorry.
    • Homing Shots will now fly straight until they get within a certain distance of their target.
    • Homing Shots max level increased from 4 to 12.
    • Homing Shots turn rate adjusted.
    • Scavenge Lead ammo drops quantities adjusted, and now range from 20% normal for the weakest enemies to 400% normal for the Cyberdemon. If this would result in fractional ammo the drop is probabalistic, e.g. if an enemy drops 0.5 rockets that's a 50/50 chance of getting one rocket or no rocket.
    • Scavenge Blood and Scavenge Steel pickup radius increased from 20 to 32.
    • Swiftness transition period from time stop to normal speed increased from 0.5s to 1.8s
    • Swiftness transition period runs at 50-75% normal speed rather than 25%.
    • Acid damage buffed; it now starts at 5 dps and ramps up to 30 from 50%->10% hp, rather than 1->10 dps from 50%->0% hp. The total amount of damage remains the same but it is inflicted more quickly.
    • Hallucinogens cause enemies to deal and receive 1 damage vs. players.
    • Hallucinogens cause poison to tick down more slowly.
    • Submunitions producer fewer bomblets
    • Submunitions do damage based on target total HP, split across all bomblets
    • Submunitions bomblets do full damage to enemies anywhere in the blast radius
    • Major redesign of Revivification and Shield; see below.
  • Revivification changes:
    • Revivification now gives you a single minion. It sticks around until it either dies, or you kill something more powerful (which replaces it).
    • Revivification always succeeds, if the target can be raised at all.
    • After a period of time out of combat, your minion will unsummon; it will reappear at your location the next time you take damage.
    • Minions inherit most of your offensive upgrades. This potentially makes them much more powerful.
    • Each weapon with Revivification on it hosts a different minion; putting away your weapon will unsummon its minion, and drawing it will summon it again.
    • From level 2 onwards, minions are hasted and aggressive (+ALWAYSFAST and +MISSILEMORE).
    • From level 3 onwards, they are even more aggressive and can fly (+FLOAT, +NOGRAVITY, and +MISSILEEVENMORE).
  • Shield changes:
    • Shield is now melee-only and cannot appear on wimpy weapons.
    • Shield provides significantly improved protection against melee attacks
    • Shield provides slightly worse protection against ranged attacks
    • Shield's protection is only active while you are attacking something in melee.
    • Killing an enemy in melee extends the protection by several seconds so you can find a new demon to punch.
    • Thanks to DarkkOne for the idea.
  • Fix:
    • Friendly monsters, if they have a controlling player (via the FriendlyPlayer field), will inherit that player's attack upgrades, and that player will get XP for the monster's attacks.
    • Revivified monsters properly set the FriendlyPlayer field to the player that raised them.
    • Revivified monsters properly take and receive 1 damage from the player again.
    • Revivified monsters take and deal reduced damage to all players, not just the player who raised them.
    • Revivified monsters are erased on death to prevent them from being re-raised by viles and the like.
    • Killing an unraisable monster no longer creates a Revivification helper actor that sticks around forever.
    • Code that needs to find all monsters in an area now uses BlockThingsIterator rather than A_Explode+DoSpecialDamage. This should improve both performance and maintainability. Thanks to RatCircus for pointing me in the right direction.
    • Homing Shots now checks line of sight to the monster it's locked onto and does not change course until it has a clear flight path. In conjunction with the balance changes above they should now be much less prone to flying into the floor/ceiling.
    • More HUD and menu elements (the Lv. and XP abbreviations and the Level header) are now drawn from the LANGUAGE lumps.
    • Burning Terror now properly checks to see if it should wear off.
    • Burning Terror has the intended ~20%/second chance to wear off once the enemy stops burning rather than a ~97%/second chance.
    • ModifyDamageDealt and ModifyDamageReceived are now aware of the damagetype and can use it to make decisions
    • 0-speed "projectiles" are now guessed to be puffs instead; this fixes the Railgun in Pandemonia being mis-detected as a projectile weapon.
    • If bonsai_use_builtin_actors is false, it will fall back to generating multiple small health/armour drops if, for some reason, it can't generate one big one.
    • Bouncy Shots now actually bounce the listed number of times.
    • Revivification and Hallucinogens should no longer make it impossible to get 100% kills under some circumstances.
    • Submunitions bomblet spawning and despawning is smeared across multiple tics
    • Weapons with alternate powered-up forms (e.g. via the Heretic Tome of Power) now have the same XP cost to level up as their non-powered-up form, even if they are a different weapon type. This also fixes some issues with weapons marked as "equivalent" in some mods that require different amounts of XP to level up.