July 2023 Update


Alrighty, this took too long because I kept trying to implement new systems and then cutting them because they broke balance to bits, but here is a bugfix/balance/minor feature update. Changes in no particular order:

  • Options menu layout changed for the full mod, let me know what you think, I think it's easier to navigate.
  • BFG now gives 60 ammo on pickup
  • BFG can now be charged to shoot 100 cells at once for 4000 damage at once. The way this works is tricky, you can't do more than 2400 damage at once to a single target (no oneshotting cybers/masterminds) and the increment of damage per shot is now 100 instead of 60, but otherwise it works the same. Basically, on large hordes with HPs that are multiples of 100, use charge. On single bosses or smaller hordes, use normal shot.
  • BFG's aiming had a few tweaks as well, it should impact walls a lot less now. It's still not perfect, but it's very improved.
  • Pulse Rifle now deals 30, 40, or 50 damage per shot (up from 4d12). This puts its ammo efficiency exactly in line with the BFG assuming you shoot enough for the average to matter and don't miss. It also changes balance a bit by allowing the PR to guarantee one shot kills on zombiemen and guarantee 2 shot on shotgun guys and imps (sggs can die in 1 2/3rds of the time). Overall, it's a positive change for the weapon.
  • The Pulse Rifle's projectile now disappears faster after hitting as well, to improve visibility in combat. You'll see what I mean.
  • The Heavy Pistol now does 15, 17, or 20 damage and can inflict pain better on smaller enemies. It's still weaker in DPS than the Bullet SMG, but it's much more worth using now.
  • Imp 2h melee nerfed from 6d8 to 4d8 damage because it was way too strong.
  • Baron AI altered slightly, basically they can't spam claps anymore which reduces their lethality in close quarters a bit.
  • Cacodemons can't shoot back after dodging when they're afraid. This was a bit of an oversight that I never corrected because I liked it, but it ended up making fear very weak against them.
  • Rockets speed up a little bit quicker. Also so do BFG shots, come to think of it.
  • Enemies can't sync fire onto +BOSS monsters anymore to avoid situations where 50 imps stunlock and kill a cyberdemon with infighting, and such. Basically only affects boss monsters and makes it so certain maps don't break due to infighting.
  • Explosions can now cause blood objects like hitscans, making it easier to know if a rocket actually damaged an enemy. This can be toggled if you dislike it, but it's very minor.
  • Cacodemons now deflate a bit after death to allow you to see over them better. I did this with some custom sprites I made to reduce the visual impact as much as possible, instead of just scaling them down vertically. They're still fairly tall corpses but now they don't block off the whole bottom half of your screen at least.
  • Fixed archvile enemy count bug, thanks for the report :^)
  • Fixed NUMEROUS crash bugs that were extremely rare and had to do with null pointers. Some of these were more theoretical (as in I couldn't get them to happen but the way the code was written allowed them). As always, if you get a crash, please report it along with what you were playing at the time, what was in the console (what the crash message was), and what you were doing. It's usually fairly easy to fix them with those 3 pieces of info.

And that's it, I'm disabling comments on this post but if you wanna comment, feel free to on the main page. It's just easier that way.

Thanks for playing!

Files

ProjectBabel+_20230715193925.pk3 6 MB
Jul 15, 2023
ProjectBabelNoTitlemap+_20230715193925.pk3 5 MB
Jul 15, 2023
ProjectBabel_Monsters+_20230715193946.pk3 3 MB
Jul 15, 2023
ProjectBabel_Weapons+_20230715193957.pk3 1 MB
Jul 15, 2023
Babel Example Addons.zip 33 kB
Jul 15, 2023

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