Again, apologies for being so rare between updates. I just don't post often, but I try to get a lot done. Inching ever closer to finishing this monster! As usual, I'd still love for some playtesters to run through this to see if there's any bugs or things that could use work--especially the power wand which has undergone more changes yet again.
Current playable version for 04-08-2018 https://www.dropbox.com/s/00j37oqnqw0tq8k/hocusdoom-04-07-18.pk3?dl=1
Ogg versions of music (updated) https://www.dropbox.com/s/h4wlfocvkewtmrj/hocusogg.pk3?dl=1
changelog for - 04-08-18
more work on map30
bees now die on their own (and die faster, and give off no particles)
added +NODAMAGETHRUST to player shots (maybe it'll stop enemies from spazzing out when you hit them) (it doesn't)
completely reworked secret ore vein actors/treasure they drop
cleaning up scripts
treasure and crystal tracking uses levelinfo, rather than each actor adding to a variable (this could be broken easily if you collected items before it added to the total)
changed flash color for crystals (The red was too simililar to the pain flash)
changed flash color for secret gem to be opposite of crystals (....so now its red. fuck)
made most numbered global scripts into named scripts, and altered actors that use them accordingly
forgot to add ammo flash icon for active flamethrower powerup
ammo number on full hud had the wrong color. should be UNTRANSLATED
more progress on transferring all strings to LANGUAGE, so maybe someone in the future can translate them to other languages.
give +WEAPON.CHEATNOTWEAPON to secret weapons
changed damage for LightningPowerShot from 1 to 4
Supercharge will now refill your power wand ammo if you still have it
teleporting retains your current weapon again
added invulnerability powerup
health icon for when invulnerable
split skill definitons to a separate file
animated ammo icons when you have flamethrower or rapid fire active
used the wrong torches on map24
changed power wand again (and again and again)
power wand no longer self destructs upon depletion. instead, now you keep it, but it has very slow recharge
hitting enemies with regular shots replenishes power wand ammo faster
changed LaserShot damage from 1 to 2
changed death for skeletons. instead of spawning a new enemy (which I admit was annoying), now they explode and spawn a ring of bone shots
all key switches now use 'Actor Hits Floor' sector activator
small change to liquid flat glowing
moved all ednums to a separate file to keep better track of them
added sand jet particles
updated flamethrower shots to be more useful
secret weapon/super weapons now are affected by rapid fire and flamethrower powerups
I just discovered sector special 195. Time to hide all those skyboxes
new textures and models for flags
fixed a bug in map28 that caused a crash entering map29
minor fixes in LANGUAGE
new enemies for final realm
replaced Twin Shot with Ricochet Shot
Floaters from the Night levels now occasionally shoot to the side to catch you off guard (eventually more enemies will have different variations)
cleaning up ceiling portals, hopefully making some levels run a little faster.
changed color of secret level gem to green, and made the flashes less intense.
made the key pickup sprites thicker so they stand out more
added throwable bombs for altfire. because I got bored.
added bombs to most levels. You start finding them after map13
raised y offset for weapons on the main status bar up by 8
weird bug found, but no idea why it happens. bomb projectiles are also affected by player palette translations.
made the sludgy projectiles in maps 13 and 14 faster. This way they don't linger too far and make the hallway hard to traverse.
updated many player projectiles (ROLLSPRITE is so cool)
changed order of weapon powerups. basically put split shot on the bottom below ricochet
various fixes to previous maps. Lots of changes.