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Adaptation of JK: Enhanced (based on OpenJK)

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JKEnhanced-GrandMaster

JKEnhanced-GrandMaster seeks to...

  • Make the gameplay more balanced over the course of the game.
  • Improve things that are useless, including enemies.
  • Add a new even harder difficulty mode to the game.

Features

  • Some features do not require Grand Master difficulty and are always on.
  • Italic text indicates how things work without the mod and/or why the change was made.

Weapons

General Changes Requires GM difficulty
Weapon Pickup Grants a third of the regular ammo amount. Yes
Weapon Changes Original Requires GM difficulty
Bowcaster Primary projectiles have as much horizontal as they do vertical spread. Had no horizontal spread. No
\_ Projectile angle offset for extra projectiles is not ignored with sense. All projectiles stack on top of each other with perfect accuracy when sense is on. No
\_ Multiple projectiles shooting arc reduced by 60%. Too wide spread with multiple projectiles to be useful when enemy is not in shooters face. No
\_ Secondary is half as accurate as primary. Secondary is perfectly accurate. Yes
Demp2 Deals 300% or 400% extra damage to combat droids. Normally deals 500% or 700% extra. Yes
Disruptor Enabled scoping while walking. Zoom level can be changed using next/previous weapon bindings. *Only crouched movement was possible. Zoom level could not be changed after initial zooming. No

NPCs

General Changes Requires GM difficulty
Flag "altFire" Actually works now. NPC will toggle between primary/secondary to avoid self injury with explosives without messing up their fire rate. No
Flag "cloak" Any NPC with "cloak 1" in their file will share Imperial Saboteurs cloak mechanics. No
Vision By default NPCs can see roughly 50% further. Yes
Specific Changes Original Requires GM difficulty
Assassin Droid Can shoot while shield is up. Could not shoot. Yes
Imperial Saboteur Can shoot while cloaked. Could not shoot. No
\_ Permanently cloaked, unless electrified. Decloaked periodically and when damaged. Yes
Kyle (Boss) Grip 'toss aside' strength is reduced by a third. Tossed you ridiculously far. No
\_ Grip toss deals 15 impact damage. Dealt no damage. Yes
\_ Desann and any unarmed normal reborn/cultist gains this ability. Normally only Kyle has grip toss. Yes
Mark1 Can shoot with both guns simultaneously at any range. Shot one at a time depending on distance. No
\_ Bowcaster damage scales with difficulty. Used a very high static value. No
\_ Prefers to keep a distance to enemy. Used to run all the way up to your face. No
\_ Shoots bowcaster bolts twice as often. The delay was ridiculously long. Yes
\_ The arms are four times as durable. They were too easy to destroy. Yes
\_ Shoots rockets instead of bowcaster bolts from a distance. Judging by the code, the bowcaster was actually meant to be a rocket launcher! Yes
\_ Blaster bursts are fired twice as often and they are longer. Why not? Yes
Mine Monster Runs right onto your skin. Didn't run close enough to attack. No
Turret Turns barrel twice as fast. Was easy to run around. Yes

Force Powers

General Changes Original Requires GM difficulty
Level Advancement Dark/Light Power advancement is limited to core force power level. No restriction. No
Saber Changes Original Requires GM difficulty
Chance to deflect directly at enemy Now 5%, 10% or 20% depending on Saber Defense level. Was 0%, 25% and 100%. Yes
Force Power Changes Original Requires GM difficulty
Force Speed Field of view distortion halved. Unnecessarily high values. No
\_ Activating speed turns off the saber. Attacking ends speed. Could attack freely. Yes
Force Push Area of effect cone halved. Not halved. Yes
Force Pull Pull strength increased by 33% for level 2 and reduced by 50% for level 3. Level 1/2 barely pulled a single target toward you while level 3 could send multiple targets to the orbit. No
\_ Area of effect cone halved. Not halved. Yes
Force Sense Weapon spread reduction is 20% per level. Spread reduction was 0% or 100%, depending on level. Yes
Force Absorb Duration reduced to 5 seconds. Was 20 seconds. Yes
\_ Does not absorb force points. Gave a portion of force points enemies used. Yes
Force Heal Heals 1hp per 2 force points. Healed 1hp per 4 force points. Just caused unnecessary waiting. No
\_ For every 5hp healed max force points are reduced by 1 down to a minimum of 20, lasting until the end of the level. No penalty. Yes
\_ Level 3 heals 10hp per second. Healed 20hp per second. Yes
Force Drain Initiating drain reduces max hp every time by 5 down to a minimum of 20hp. Ranged drain is disabled for the player. No penalty or disabling. Yes
\_ Drain overcharge always enabled up to 100hp, regardless of max health. There is 50%, 33% or 25% chance to lose 1hp overcharge every second, depending on level. Only level 3 had overcharge up to 125% max hp, reduced at a rate of 1hp per second. Yes
Force Grip Level 1 duration is 1 second. Was 5 seconds. Yes

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