Twilight Town: A Cyberpunk FPS

Twilight Town: A Cyberpunk FPS

New Medium (UPDATE: 9/21/2025)
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更新于:9 月 20 日 下午 9:46
作者:LJShiver

Weapon Changes

GENERAL:
-Most weapons have been given dynamic lights and brightmaps; they now emit light when fired, and Sei glows in the dark
-Small ammo pickups (mostly dropped by enemies) have unique sprites, instead of just being the normal boxes but small
-The first version of New Medium would sometimes multiply weapon damage by 1d3, as it does in Doom; but I've since come to realize that this wasn't a good idea and have rolled it back to how vanilla does it -- albeit with different numbers

USP:
-Damage per shot is now fixed, instead of random (10-30 > 15)
-Girl's reload now stuns enemies for 45 tics (down from 54) -- but if it lands a headshot, the stun lasts 81 tics
-Cut a few frames off of Girl's reload, making it a few tics faster (Probably not too noticeable, though)
-Reduced the amount of ammo given from pickups (Weapon: 90 > 15 | Big box: 60 > 30 |Small box: 30 > 15)

SHOTGUN:
-Damage per pellet is fixed, instead of random (12-36 > 15)
-Fixed a bug where if you ran out of shells as Girl, then swapped to Ikuro, the shotgun would become unusable
-Fixed a typo that resulted in one of Girl's single-barrel shots to be more accurate than it should be
-Replaced all of the reload sounds

MP5:
-Damage per shot is now fixed, instead of random (10-30 > 15)
-Replaced most of the reload sounds
-Reduced the amount of ammo given from pickups (Weapon: 180 > 60 | Big box: 90 > 60 | Small box: 60 > 30)

GARAND:
-Damage per shot (unscoped) is now fixed, instead of random (45-135 > 60)
-Damage per shot (scoped) is now fixed, instead of random (50-150 > 70)
-When firing the last bullet in a clip, the empty clip ejects *with* the casing instead of before the casing
-Replaced some of the reload sounds
-Replaced the ping
-Headshots now explode heads, rather than decapitate (Except for maids; their heads just go flying)
-Reduced the amount of ammo given from pickups (Weapon: 40 > 16 | Big box: 20 > 16 | Small box: 8 > 8)

C4:
-You no longer obtain 3 explosives for the price of one when you pick up C4 for the first time
-Changed the explosion sound

KNIFE:
-Damage per slash of both knives are now fixed, instead of random (Ikuro: 10-30 > 20 | Girl: 6-18 > 15)
-The range of both knives have been slightly increased
-Enemies are no longer decapitated when "headshot" by a knife, but play unique death sounds instead

Player Changes
-Ikuro and Girl both have unique landing sounds when falling from above jump height
-Ikuro and Girl now spill a bunch of blood and guts when gibbed
-Restored unused death sounds for Ikuro and Girl
-Twilight Mode now spends roughly 15% meter upon activation
-Twilight Mode cannot be activated if you have less than 20% meter
-While Twilight Mode is active, bullets cannot travel and will be suspended in time until Twilight Mode deactivates
-Twilight Mode applies a global reverb effect while active
-Twilight Mode now plays a sound effect on activation, and one when it runs out

Enemy Changes

GENERAL:
-The old headshot system has been completely replaced; rather than any damage to the head multiplying it by an insane degree that always results in instant death, headshot damage is multiplied based on weapon and the enemy it hit -- allowing some enemies to be more resistant to headshots than others (The Garand remains largely unaffected by this change, for obvious reasons; headshots from it are always instant kills)
-Enemies have been given dynamic lights and brightmaps; most of them will, at the very least, emit light when firing their guns, and certain elements of some enemies now glow in the dark

BIKER:
-Slightly adjusted his firing angle, so that he can actually hit you when you're crouching
-MaxTargetRange increased, allowing him to attack you from further away (750 > 1500)

RED MAID:
-The blue lines running along her body now glow in the dark
-Slightly decreased the damage of her projectile (10-25 > 15-30)
-MaxTargetRange increased, allowing her to attack you from further away (550 > 750)
-Replaced her body thud sounds

YELLOW MAID:
-The blue lines running along her body now glow in the dark
-Flashes red during her self-destruct sequence
-Lowered the mass of her dead body, making her easier to push around
-Made the hitboxes for her knives smaller
-Replaced her body thud sounds (same as the red maid)

PRETTY BOY:
-Slightly reduced his speed (7 > 6)
-Replaced an honestly egregious amount of frames to fix his firing animation playing out of whack

PRETTY BOY (Ally):
-Drops 3 items at once, instead of 4 and one at a time
-Ammo drops have been replaced by smaller ammo drops

YAKUZA:
-Made his eyes glow in the dark

CLOAK:
-Made his eyes glow in the dark and emit a faint blue light
-Adjusted his firing angle, so that he can actually hit you when you're crouching
-MaxTargetRange increased, allowing him to attack you from further away (750 > 1500)

NEW ENEMIES:

BIKER ENFORCER: A sturdier Biker that fires three bullets in a three-way spread
Changes from Biker:
-Increased health (50 > 75)
-Fires three bullets in a three-way spread, in one of two patterns; right-left-center, or left-right-center

ANDROID PROTOTYPE: A mysterious third variant of the maid that throws homing projectiles
Changes from Red Maid:
-Reduced Health (200 > 175)
-Reduced damage (5-20 > 10-25)
-Throws a homing projectile
-Reduced chance to flinch

PRETTY BOY BANGER: A delusional Pretty Boy with extra health and a grenade launcher
Changes from Pretty Boy:
-Increased health (60 > 75)
-Fires a single grenade that explodes on contact, or on a delay after landing

YAKUZA RONIN: A Yakuza with a fancy neon sword that can parry just like you can
Changes from Yakuza:
-Slightly reduced speed (11 > 12)
-Slightly reduced melee swing speed
-If outside of melee range, he can raise his sword to block and deflect bullets

CLOAK ASSASSIN: A very noisy Cloak with a sniper rifle
Changes from Cloak:
-Increased health (110 > 100)
-Reduced speed (5 > 6)
-Fires a high damage (38-60) hitscan tracer that cannot be parried
-Increased delay before firing
-Additional warning sound before firing
-"See" sound can be heard across the map


Boss Changes

BIKER BOSS:
-Slightly reduced his chance of flinching overall
-GREATLY reduced his chance of flinching from the MP5

KARD:
-Reduced her health (5000 > 3000)
-Very slightly increased her chance of flinching
-While non-enraged, her dash's afterimages behave more like afterimages
-While enraged, her dash's afterimages now attack once before disappearing
-Her afterimage's attack tosses three knives, instead of two
-While enraged, her machinegun attack is faster and her spread attack comes out sooner
-Spews blood on death

PRETTY BOY BOSS:
-Reduced his health (5500 > 5000)
-Cut a few frames of his death animation, making it play faster
-Replaced his death sound
-Spews blood on death

YAKUZA LEADER:
-Reduced his health (5150 > 5000)
-Moves with momentum; now he slides around his arena instead of making uncomfortably sharp, unpredictable turns
-Makes an audible skating sound as he moves
-Changed one of his charged shot sounds

MASTERMIND:
-Reduced his health (6000 > 5500)
-Replaced his chatbox dialogue
-His "summons" now appear as holograms
-His "summons" have greatly reduced health, but cannot be headshot
-His "summons" now drop random items, rather than fixed per enemy
-His eyes now glow in the dark
-Replaced his death sound
-Spews blood on death

There's likely a number of small changes that slipped under the radar too, but I forgot to keep an internal changelog and I'm really close to the character limit -- sorry!

更新于:2023 年 12 月 20 日 下午 8:21
作者:LJShiver