version 0.9 ----------- The piercing sniper rifle now does 300 damage instead of 200. Toned down the Horror monster a bit, but I wonder if it's enough. Added a mod for the Shotgun to make it a Double Shotgun Added 4 mods for the machinegun: Strong Machinegun High-Capacity MG Rapid Machinegun Heavy Machinegun Softened up the Armored Knights so that they are easier to kill. They were simply too hard for how early in the game they were appearing. Fixed the bug where the shop didn't make the player pay for the mod he was buying Added a new feature to the Buy Ammo shop menu that allows you to fill up all your weapons, or buy as much ammo as you can afford. Made the fire arrows mod for the crossbow cheaper. The lavagun is slightly more expensive, but it fires farther now. Added health bars to all monsters, so you can watch to see how effective your weapon is, and how close the enemy is to death. Increased the lavagun's range Added Limit Armor to complement Limit Shielding. Their differences are listed in the readme. Changed how Impact and Tesla Shielding work a little, so that weapons that do both solid and energy type damage won't completely bypass them. Added Blink Plus Shielding Added Revenge Shielding Added Blaster and Scattergun, to help the player obtain rapid-fire and cluster weapons a little earlier. New monsters: Drones and Avenger Drones. Be very concerned when you meet them. They occasionally replace enforcers, and avenger drones are thankfully very rare. Fixed the bizarre problem where Impact and Tesla reduced damage of their unblockable type to 0 instead of letting it through. Fixed the stupid door bugs that were making doors open and close annoyingly, or close when they shouldn't. Added new monster: Heavy Mech. He has a dual gattling gun, interference beam and railguns, so be wary. These replace the shamblers. Changed the railgun sound to something more recognizable as a railgun. Softened up the Ogre a bit so he's easier to kill. A single grenade should do it. The wepmenu (bind a key to +wepmenu) now pauses the game while used just like the shop, so you can select your weapon in peace Fixed the bug where you couldn't buy from the shops in town unless you jumped into the air. The shops outside of town now cost more than in town, so be sure to buy what you need before continuing to the next level, and keep a variety of weapons & sheilds equipped or you'll be hurting. The bio rifle now inflicts the poison status, and is more expensive in the shop Made the pistol mods cheaper. Updated the readme.txt with more information on the weapons, shields, monsters, etc. An interesting note: mods included, there are now 56 different weapons in Conquest and 12 different shields (32 if you count sub-types). It's probably going to get bigger, but I'd like to think I'm going for quality, not just quantity. :D Powered up the Na'mek, Tesla Bomb, and machineguns' damage. Increased the ammo capacity of all the machineguns, and the Na'mek. Ammo pickups now give different ammounts of ammo based on the weapon, instead of just uniformly giving 10% of its capacity. Fixed filenames, so not Conquest *should* be Linux-compatible. I hope. version 0.8 ----------- Added new shields: Plate Shield and Strength Shield. Added new weapons: Laser-guided rockets and Heavy Rockets The crossbow now has an alt-fire: you can charge up to 3 arrows to fire rapidly when you release the alt-fire. Added Fire, Poison and Piercing mods to the crossbow. Changed the price of a few items in the shop. Green Shielding is actually GREEN now! O_O Up till now it's been blue because by default Quake doesn't handle greens very well... Light Knights now send out sparks when attacked, so be careful when you're in melee range. Updated the Readme with some info on shields and a few other things. The shield section is especially worth a look. version 0.7 ----------- The game now tells you how much money you get when you kill a monster (before now it only told you how much gold you were picking up). Started working on having a working town, with a portal that lets you select which maps to visit. Not done yet tho. ;) Massively reduced the amount of credits you get from enemies. The previous values were high simply for testing purposes. The Li'l Ripper's melee attack now does more damage, and it's a piercing attack (it can go through the enemy's armor). This makes it really, really powerful, but you still have to get within melee range to use it, which is very dangerous. Added a new weapon, called the Plasma Arc (a name that's already taken), and renamed the old Plasma Arc to the Plasma Storm. Created a new kind of death knight. It's immune to status effects, relies heavily on magic, and it will make you wish you'd invested in Limit Armor. The old death knight has also been updated to be much more oriented toward heavy attacks, and it's heavily defended against rapid-fire weapons. Fear the Death Knights. >;) Fixed the problem with not being able to select the axe. Fixed the problem where Red Blink Shielding didn't become more transparent as its power ran out if you kept shooting it. Now you can actually see it running out of power. Started working on an ammo system... and finished it. I need only make a crate model and I'll be in business. Added a mod for the machinegun - the Omega Machinegun. I'll be adding some medium-power variations as well, including a high ammo capacity model, a piercing model, a low-ammo but good strength model, and others. version 0.6 ----------- Added new attacks for the grunts & ogres. Other monsters will get more soon. It's still in the testing stage so the monsters aren't very well defined, they're just randomly picking a weapon to attack with. That will change. Monsters have always been easy to exploit in coop by having two players attack them so they can't decide on a new target. The same trick worked in starting monster in-fighting. Now monsters will become less likely to get angry with each time they switch targets, so after a few attacks it won't respond much anymore (making the monster harder to fool). Gave the pulse rifle a new look for its bullets Added two new weapons: The Li'l Ripper and the Razor blades. Check them out in the shop! Added a new sniper rifle and made some changes to the old one, and they're now both in the shop... finally! :) The mini-turrets are a lot less verbose now, since I removed all the cluttery prints like "Turret #4 targeting monster_army" etc. Added two mods for the Mini-Turrets: Beam Turrets and Flamer Turrets! Check them out in the shop. version 0.5 ----------- Added the Flak Cannon Added the Sniper Rifle Added zooming. In addition to the sniper's zoom abilities, a number of other weapons now zoom with their alt fire. However, they only zoom a tiny bit compared to the sniper rifle. Gave the shop main menu a major re-working. It now lists Weapons, Shields, and Misc and opens into sub-menus when one is selected. You can also access the weapon mods menu from main (instead of pressing 9 from the buy weapons menu). Added two new rocket mods: quick rockets and incendiary rockets. Raised the limit for Precision shielding to +20. It also costs less. However, I'm sure I'll be fiddling with it more later. Greatly reduced the limits on all 3 Limit Shields, and reduced the damage they take from attacks, to make them more effective. Changed the regeneration rate of Limit and Standard shielding. Totally removed the penalty for being hit by the wrong damage when using Tesla or Impact shielding. If the enemy hits you with the opposite type of damage, the shield simply doesn't activate. Reduced the health gained from health boxes from 15, 25 and 100 to 5, 15, and 50. version 0.4 ----------- Added the Tesla Bomb and Lavagun Added two new monsters: Horror and Mage. They both occasionally replace wizards. I may remove the Mage if I can't get it working the way I want it. Added the Pistol, Double Pistol, Slugger, and E-Rifle. Also added Drunk Rockets. version 0.3.1 ------------- Fixed the problem with the Candent Rifle bullets not sliding along walls properly (they were getting stuck because of a mistake in my coding) Fixed the nasty problem with buying precision armor that could give or take TONS of money. Fixed the scroll speed in the shop. Now when you hold down an arrow key, there is a delay before it starts scrolling fast (this also holds true for buying ammo and precision shields). Thanks for everyone who pointed out how much of a problem this was -- I had learned to ignore it and hadn't thought to fix it. ;P When buying precision armor, the buy and sell prices are both listed as positive now, which seems more intuitive to me. Increased the Stake Launcher impact (it throws enemies farther, now) Slightly increased the price of Precision armor Modified the Charge Ammo and Buy Precision Shield shop menus to look better. Added the GES Bio Rifle to the list of weapons version 0.3 ----------- Added FRIK_FILE between-map saves. Now when you change maps, you'll keep all your nifty weapons, shields, and gold! Fixed the bug where zombies died against any weapon (silly old test code). Created a new shop model. Looks a lot better than the tacky brightfield, and fits more with the feel I want for the mod. Added a new weapon, the Stake Launcher, just like in PainKiller. Thanks to Necros and Preach for the model, sounds, and idea! This weapon also insta-gibs zombies. Added two new mods for the EMP Launcher: Poison and Heat. Poison can take a large percentage out of the enemy's health over a short time, and heat sets them on fire. Combine this with the slow status that the EMP comes with and you can use some evile tactics on the enemy! Added the crossbow. This should get an alt-fire and some mods soon. Changed the price of a number of items in the shop (most are more expensive). Changed what the player has when he starts the game. For now, he starts with a shotgun and one layer of green blink armor. He also has 1000 credits to spend in the shop. The Candent Rifle now inflicts the Interference status, which can allow your bullets to occasionally pass right through enemy shields. The Candent Rifle's bullets burn out in water now, so make sure you've got something else when you go swimming. Added the Buy Mod menu and moved the mods there. Press 9 from the buy menu to reach it. version 0.2 ----------- Added the EMP Launcher, which shoots a pod that creates a status field to inflict status effects such as slow, burning, low defense, interference, etc. Currently it has only one status: slow. :( There are others available, but I haven't put them in the shop yet. That'll change soon! Weapon mods have their own menu. In the buy weapons menu, hit 9 to choose weapon mods. That menu will be accessible from the main menu soon. There are new weapon mods for the Grenade Launcher and Rocket Launcher Grenades: Cluster - These grenades split into several grenades once they start to travel downward. (note that there seems to be a bug where the grenades don't want to explode sometimes...?) Rockets: Ricochet - These rockets bounce several times, exploding with each bounce. You get a lot of them, and they're powerful, but you could easily kill yourself as well as your enemies... In the future, the holding the alt fire will increase the number of times the rocket bounces. The napalm launcher now sets enemies on fire! >:) Wizard monsters' attacks can poison the player. version 0.1 ----------- You can now navigate the shop with the arrow keys Changed the way the napalm functions. It's now much prettier and very effective. The tesla mine also got a new sound. Added damage types - solid and energy, as well as piercing (sometimes ignores shields), unblockable (telefrags etc), and statusaura (damage is blocked by resist armor, i.e. napalm) Impact and Tesla shielding are now functional (since solid and energy types are working now) Changed the defense and penalty values of Impact and Tesla armor. These shields now provide better protection than standard shielding, but carry a risk. In single player, the game now pauses while the player is using the shop, and unpauses when he's done Added mini-turret launcher version 0.0 ----------- Created mod from Jeht Added main strucure - shop, shielding, weapons, etc