What is It?
An Open GL-enhanced version of M@@@H!aK & Guest's "Satanic", a challenging weapons mod that puts you in the role of a necromancer that uses dark magics and enchanted weapons. Satanic Redux adds new attacks and functionality to existing weapons, new abilities to master, and new enemies to wage your unholy war against.
Watch Satanic Redux in action @ Twitch.tv!
SancutaryCrew plays Satanic Redux
Screenshots (New Screenshots Added 5/31/12):
...And the new shotgun altfire in action.
New Screenshots! Added 8/8/11
'Defiler' Shotgun: New reload animation, new hands, new sleeve.
Third Eye: A zoom function for the Maledictory Eagle. Death at long distance. Graphic improved for V7!
New Screenshots! Added 8/21/11
New blood system. Good thing you've got a visor.
Now when Cyberdemons explode, they really explode.
New glow effect for standard explosive barrels.
New Screenshots! Added 11/14/11
Widescreen-friendly scope graphics.
Brightmaps for the glow on some weapons.
(Note: this is just a mockup. The brightmaps are there, it's just that my comp can't render them, so any screens I'd take wouldn't actually show the brightmaps.)
New Screenshots! Added 2/26/12
The new & improved HUD.
The new headshot system.
New Screenshot! Added 4/1/12
The Vengeful's new look.
New Screenshots! Added 5/31/12
New Shadow summoning sequence.
The Tainted Cross, a chaingun replacement available only on Necrorunner skills.
-Altfire added to shotgun: Stock. Here's how it works:
When you have 7 shells loaded, press altfire to stock shells and mana. The first stock costs 3 shells and 30 Mana, the second and third will cost 2 shells and 30 Mana each. Once you've stocked at least once, you cannot reload; you either need to fire or stock again. With each time you stock, the resulting attack will increase in the number of pellets it fires and the spread it has.
-Maximum carrying capacity for shotgun shells increased.
-Strength of standard shotgun fire mode decreased to compensate for the new altfire.
-Player can now walljump and double jump. These cost 10 mana per use.
-Corpses of marines, impaled humans, and enemy corpses that are placed throughout levels (ie not ones killed by the player) can now be consumed through mana ritual or reanimated by the Staff of Suffering's altfire.
-New enemies: Dark Cardinal (randomly spawns in place of Cyberdemon), Demolisher (randomly spawns in place of Mastermind), and BloodFiend (randomly spawns in place of the Evil Demon).
-"Cartridge" ammo types for the Maledictory Eagle and Shotgun are fixed: they now have the +INGORESKILL flag, so that they take away the proper amounts of ammo when reloading on skills 1 or 5.
-Weapon switching speed increased.
Gameplay Changes/Fixes in V2:
-Blood Fiend made more agressive, and is now immune to health-stealing attacks (such as Blood Magic and some raised spirits), as well as the Staff of Suffering's primary attack. You can still ritual its corpse for Mana restoration, however.
Gameplay Changes/Fixes in V3:
-The Infrared powerup is now an ability: Necrovision! Select it from your inventory (its icon is an eye). It'll always be in there ready to use, but the catch is, it costs 30 Mana and lasts sixty seconds (half the standard Infrared duration) each use.
-The RadSuit powerup is now an ability: Necrobarrier! As with Necrovision, it costs 30 Mana per use and lasts sixty seconds.
-Shotgun damage increased, and kickback effect added.
-Pistol now has a Hold state; continuous fire is slightly faster, but reduces accuracy.
-Mana cost for pistol secondary attack increased from 4 to 5.
-Trajectory for shotgun shell casing reversed to be consistent with the shotgun's shell ejection port being on its left side.
-BloodFiends are now immune to all blood-based attacks, but their corpses can be consumed in Mana Ritual. They can still be harmed by ballistic, explosive, and fire based attacks, they can be posessed, and their corpses can be reanimated with the Staff of Suffering's altfire.
-Chaingunners, when resurrected, now rise as explosive totems like other former humans (but they do more damage).
-Already-dead actors like marine corpses and impaled humans no longer count towards the kill percentage.
Gameplay Changes/Fixes in V4:
-Stone Imps & Spider Spirits being erroneously damaged by Mana Ritual flames has been corrected.
-Damage resistance of the Shadow increased.
-+MISSILEMORE added to cacodemon spirits to make them more likely to attack.
-The Shadow now uses more weapons. At close range, it may use a shotgun, and at long range, the Staff of Suffering.
Gameplay Changes/Fixes in V5:
-The Maledictory Eagle has a new ability: Third Eye. Assign a key to it in the "Customize Controls" menu. Press the assigned key while the Eagle is equipped to change the view to that of an enchanted gem mounted on the front of the gun. You'll have a 4x zoomed view of the action, allowing you to pick off targets from long range, but firing of the pistol is slower in this mode and rapid-fire is unavailable. After firing, a pair of three bars will appear to the left and right of the sight. When these bars all disappear, the gun will be ready to fire again. Tapping the key again will exit zoom mode. This function can also be used to quickly change to the Eagle when any other weapon is selected.
-New enemy added: Death Whisper. They randomly spawn in place of Lost Souls, and while they're not terribly resistant to weapons, they're speedy and will drain the player's Mana at an alarming rate if they get close.
-In an effort to reduce any possible confusion, the Book of Shadows is now contained in the inventory bar, rather than have a seperate icon on the HUD. Raising shields works the same as it did before, but to summon the shadow, select the Book's icon from the inventory bar and press Use Inventory. Once the summoning is performed, the book will disappear from inventory, leaving in its place a gem that you use to call the Shadow to your position.
-Necrovision and NecroBarrier can be deactivated early, by selecting their respective icons and pressing Use Inventory.
-+CANBOUNCEWATER added to Deadman Heads; they won't be removed when falling into the drink.
Gameplay Changes/Fixes in V6:
-Before, the game could not randomly spawn Lost Souls; it would always spawn Death Whispers. This was because the randomspawner which replaces the Lost Soul and chooses whether to spawn a 'Soul or 'Whisper, was spawning the base Lost Soul and not an actor which inherited from it. Therefore the randomspawner continously spawned itself until it chose the Death Whisper. This has been fixed.
-EvilDemon melee damage slightly decreased.
-NecroBarrier now grants the player with 100 spiritual armor points. This armor stops 30% of damage (half the SavePercent rating of armor gained through the Book of Shadows), and will slowly deplete even when you're not getting hit. In addition, any residual armor will be removed if you manually deactivate the NecroBarrier power. NecroBarrier Mana cost increased from thirty points to fifty.
-Necrovision Mana cost decreased from thirty points to twenty.
Gameplay Changes/Fixes in V7:
-Number of stocks for charged shotgun altfire reduced from three to two. Three was redundant, in my opinion, and this is the first step to making this a better altfire. The first stock takes four shells and forty Mana, the second three shells and thirty Mana. So Mana cost overall has also been reduced, from ninety to seventy.
-Imp Warlords now cannot guard against a charged shotgun attack.
-New enemy: Akimbo Chaingunner. Holding two miniguns makes shooting a little unwieldy at long distances, but he's an absolute terror up close.
-New barrel type added: Radioactive Barrel. This barrel type is better protected from damage, but has a wider explosion radius when it explodes.
-You can now carry two Clocks of Doom at a time. Powerup duration extended from twenty to thirty seconds.
-Shotgun code streamlined. Reloading is now done on a per-shell basis; tap the button to reload one shell, or press & hold it to do a Speed Reload. Speed Reloads are faster as their name implies, but they cost 2 Mana for each shell reloaded.
-New altfire for the Mind Control Gauntlets: Turn. This is a non-silent melee attack which will ally any enemy with you, save Lost Souls, Death Whispers, Stone Imps, Afrits, Flesh Wizards, Arch-Viles, and boss monsters (Cyberdemons, Dark Cardinals, Spider Masterminds and Demolishers). It costs forty Mana, which will be depleted whether the attack connects with an enemy or not.
Gameplay Changes/Fixes in V8:
-The Third Eye (pistol scope) hotkey has evolved into an entirely new feature: Tertiary Attack. What this function does depends on the weapon you have equipped when pressing its assigned key:
-When Blood Magic is equipped, you'll do an AoE (Area of Effect) Mana Ritual, raising corpses in a wide radius around you and regaining Mana from them, for a cost of 5 health.
-When the Maledictory Eagle is equipped, you'll activate the scope. This functions just as it did in previous versions of SR.
-When the Defiler Shotgun is equipped, you'll swipe at an enemy with the weapon. Damage is minimal, but this Mana-charged melee attack knocks foes back, and reflects projectiles and bullets. Twenty Mana will be expended per use.
-If the button is pressed when any other weapon besides the above three is equipped, you'll switch to the Maledictory Eagle.
-Raised minions now have half again as much health.
-Book of Shadows now properly removes itself when used to summon a Shadow.
-Akimbo Chaingunner enemy removed.
-Previously, attempting to reload the Shotgun when there were no shells in reserve would crash the game. This is now fixed.
Gameplay Changes/Fixes in V9:
-Method for the tertiary AoE Mana Ritual attack for the Blood Magic changed; should be better at consuming corpses.
-Increased the number of pellets the Defiler fires in standard primary fire mode.
-When 7 shells are stocked in the Defiler and the tertiary attack is used, instead of reflecting projectiles it will do an ultra-powerful melee attack and a spray of charged pellets.
-Previously, holding down the fire button with the Defiler would cause the gun to fire infinitely even if no shells were loaded. This has been fixed.
-The Leech has received balancing and upgrades and is now available in normal play. Primary fire works much as it did before; it deals considerable damage and steals Mana from enemies. The secondary attack works differently; tap the secondary fire button with the proper timing to execute up to a three-hit combo. Each attack does more damage than the last, and the 3rd hit will siphon life from enemies.
Gameplay Changes/Fixes in V10:
-Modifications made to the Leech: Previously, the health draining attack of the secondary fire was attainable through a three-hit combo. Now this is also true of the Mana-draining attack of the primary fire.
-The health-draining secondary fire combo finisher of the Leech now costs 10 Mana.
-The Vengeful now has a spreadshot of explosive pellets as its primary fire. The high-damage, wide AoE projectile attack of the original Vengeful has been moved to secondary fire, and costs 10 Mana in addition to two ammo units.
-Imp Warlords cannot block attacks by the Leech.
-The Defiler ammo capacity has been increased from 7 ro 8, and reserve shotgun ammo decreased from 28 to 24 (56 to 48 w/ backpack), respectively.
-The random weapon spawner that replaces the Megasphere will now drop a large soul energy along with any one of the three weapons it spawns: the Leech, Vengeful or Book of Shadows.
-Puddles of damagaing waste remain after Radioactive Barrels are destroyed (the black kind with a red trefoil design). These dissipate after a while.
Gameplay Changes/Fixes in V10.1:
-Posessed human attacks are now projectile-based rather than hitscan-based.
-Chaingunners spawn the proper number of casings when firing their gun.
-Chaingunners can now be properly turned by the Mind Control Gauntlets altfire.
Gameplay Changes/Fixes in V10.2:
-Charged shotgun attack states use A_ClearRefire to prevent a standard shot being fired immediately after charged fire
-Spider Masterminds will now always spawn.
-Damage reduction for difficulties 1-3.
Gameplay Changes/Fixes in V10.3
-The Maledictory Eagle's scope can be immediately exited following a shot.
-A pain state for the Imp Warlord was misnamed, causing it to be capable of guarding against Leech attacks when it shouldn't have.
-One type of DarkImp has been removed, as it was fairly redundant; it was identical in look to the other type, but just fired homing shots. That ability has been added to the remaining Dark Imp.
-My discovery of actor pointers has allowed me to make the secret weapon spawner that replaces the Megasphere a little "smarter"; now, it won't spawn any secret weapon you've already obtained. If you have a Book of Shadows it will spawn either a Leech or a Vengeful, etc etc. This is also the case with the actor that replaces the rocket ammo and spawns Hellfire Canisters; it has a chance of also spawning Vengeful ammo if you have acquired that weapon.
Gameplay Changes/Fixes in V10.4
-Secret weapon spawner now spawns a medium soul ammo instead of a large soul ammo.
-Critical bug fixed with the secret weapon spawner: if you had all 3 secret weapons, the game would freeze upon entering a new map. This has been fixed.
-Fixed oversight in charged shotgun altfire code: it was taking 5 ammo instead of 4.
-WolfensteinSS hitscan attack changed to projectile.
Gameplay Changes/Fixes in V10.5
-The headshot system has now been implemented. Headshots deal more damage to the following monsters:
-Zombies (all types)
-Imps (save the Imp Warlord, as its wearing a helmet)
-Baron of Hell
Other monsters take normal damage from a headshot. Note that killing a zombie with a headshot will not result in a Deadman Head being dropped.
-Slight HP buff for enemies, to encourage the player to do headshots.
-The Mana Ritual skills of the Blood Magic (both the primary fire single-target and tertiary fire multi-target kind) no longer consume corpses when your Mana is maxed out.
-The Blur Sphere is now an ability: Necroshroud! As with Necrovision and Necrobarrier, this ability is always with you. Expend fifty Mana to create a cloak of invisibility around yourself that confuses most enemies and keeps them from attacking. It lasts thirty seconds or until you manually deactivate it. While Necroshroud is active, your weapon will be switched out for the Shroud Magic. Pressing primary fire will deactivate Necroshroud, and also cause an explosion that damages enemies around you. Manually deactivating the powerup through the inventory bar or letting it run out of time will not cause the explosion. Note that Necroshroud and Necrobarrier are mutually exclusive; activating one will deactivate the other. Also, Spectres, Death Whispers, Agathodemons (while cloaked), Cyberdemons and Spider Masterminds can still see you while Necroshroud is active.
-Previously, when a Shadow was killed, the Shadow Sigil in your inventory was not properly removed. This has been fixed.
-The Leech Sword and Dark Chaos Magic, which did nothing if you tried picking up another instance of them after already acquiring the weapon, will now spawn a Mana orb instead.
-Previously, if the player had summoned a Shadow with the Book of Shadows, they could erroneously pick up another Book of Shadows while the Shadow Sigil was in inventory. This has been fixed.
Gameplay Changes/Fixes in V10.666:
-Two new difficulties exist: Necrorunner: Easy, and NecroRunner: Hard. These are skills designed to pick up the pace of Satanic's gameplay, while still maintaining Satanic's core mechanics for the other skill levels.
The following changes will occur when playing on either NecroRunner skill:
-Hearts, normal and large, may sometimes appear in place of Mana. These replenish ten and 25 points of life, respectively, and are your only means of health increase on either of the NecroRunner skills, save the Leech. Also, Demons and their variants also have a small chance of dropping hearts, while Barons of Hell and Afrits have a small chance of dropping large hearts.
-The Kindred Genesis, Book of Shadows, Posession Gauntlet, Blood Magic, and Hellfire Device are unavailable.
-The Leech spawns where a Chainsaw would in vanilla Doom, and works slightly differently; any attack will drain mana (primary fire) or health (secondary fire).
-The Vengeful spawns where a Rocket Launcher would in vanilla Doom.
-Weapon order rearranged. The Leech takes slot 1, Maledictory Eagle slot 2, Defiler slot 3, Vengeful slot 4, Staff of Suffering slot 5, and Dark Chaos Magic slot 6.
-Weapons (save for the Deadman Head) now have +AUTOSWITCH set.
-The Defiler now gives primary ammo instead of secondary ammo, so you don't have to reload it after picking it up before it can be fired, and when the clip is empty and there is at least 1 unit of ammo remaining, pressing the fire button will reload one shell.
-Firing and melee is now more responsive while shells are stocked (the altfire charge attack) in the Defiler.
-The Demolisher boss monster (randomly spawns in place of a Mastermind) is back in.
-The tertiary melee attack of the defiler can now not be immediately done again after doing it once. There's now about a four second delay before you can do it again.
-The Clock of Doom now has +ADDITIVETIME, so accidentally activating it while its already active will freeze time longer, rather than have no effect at all.
-The Vengeful has some gameplay changes to accompany its change in sprites; the Vengeful has a higher ammo capacity and its shells are a little more plentiful, but it holds four shells at a time. Primary fire launches two shells. Secondary fire fires four shells and expends a little Mana to create the highly explosive projectile previously seen in this weapon.
-Due to an oversight in the Staff of Suffering's code, you could not resurrect a corpse when your Mana was full. This has been fixed.
Gameplay Changes/Fixes in V10.7:
-Previously, pressing the tertiary fire button while posessing a monster would end the posession. This has been fixed.
-Previously, getting killed while the Eagle's scope was active crashed GZDoom, thanks to a 0-tic Deselect state. This has FINALLY been fixed.
Gameplay Changes/Fixes in V10.8:
-The Tainted Cross, a weapon found in place of the Chaingun, can now be found exclusively on Necrorunner difficulties. Its primary fire consumes Mana and rapidfires hitscan spirits, its secondary uses tainted mana cubes as ammo and launches a projectile that will burst on impact and split up into several spirits that will attack enemies and restore your health. The secondary attack can be done without enough ammo, but it will consume forty Mana instead. Mana
cubes are dropped by stronger demons; Revenants and Mancubi have a low chance of dropping them, Archviles and Flesh Wizards have a higher chance of dropping them, and Cyberdemons, Dark Cardinals, Spider Masterminds and Spider Demolishers will always drop them.
-The Kindred Genesis' primary fire ability no longer executes if your health is already at 200, preventing you from wasting Mana.
-The Kindred Genesis now has a secondary fire ability. Press and hold the secondary fire button to rapidly restore health. Mana usage is less efficient in this mode, however.
-Killing monsters with headshots (former humans, imps, barons and archviles) will restore a bit of your life.
-The ability to exit the Maledictory Eagle's scope immediately following a shot has been added back in.
-The secondary fire of the Posession Gauntlets no longer takes Mana regardless of whether or not you hit an enemy with it; it will only subtract ammo if you successfully turned an enemy.
-Picking up a Deadman Head now only gives you one head ammo, regardless of skill. This should have been how it worked previously, but I forgot that a weapon that gives ammo will not respect that ammo's +INGORESKILL flag if set, and thus the weapon needs that flag as well.
-Dark Cardinals no longer have fire immunity, but fire resistance like Cyberdemons.
-New quit messages.
-New player sprite set.
-Dynamic lights for soul ammo, items, weapon pickups, and decorations.
-Dynamic shadows for enemies.
-New title pick for main menu.
-Firing animation for Maledictory Eagle changed.
-Altfire animation for Staff of Suffering changed.
-Weapon tag added into HUD.
-Baron and Cacodemon blood decals made grayscale in keeping with the noir palette.
Cosmetic Changes/Fixes in V2:
-New casing sprites.
-New sprites for Mind Control Gauntlets.
-New Mana Ritual immolation sequences for marine corpse, pistol zombie & sergeant.
-Warrior Imp's shield & mace sprites (while possessed) greyscaled in keeping with the noir palette.
Cosmetic Changes/Fixes in V3:
-HUD sprites for Staff of Suffering secondary attack greyscaled in keeping with the noir palette.
-New episode end texts for Doom 1 and cluster end texts for Doom 2.
-Difficulties renamed, and confirm texts added for difficulties 1 & 5.
-New Mana Ritual immolation sequence for Chaingunner and BloodFiend.
Cosmetic Changes/Fixes in V4:
-Dynamic lights for puffs.
-New cast call for Doom II, featuring the new enemies.
-TERRAIN lump for splashes.
-ANIMDEFS lump for warping nukage, lava, blood and water.
-Colormap changed for Necrovision powerup.
-HUD will show messages indicating when Necrovision and/or Necrobarrier are active.
-Pickup sprite for shotgun changed.
-Dark Chaos pickup no longer clips through floor.
-New reload graphics for Defiler Shotgun.
-New Mana Ritual immolation sequences for the following enemies:
-Wolfenstein SS guy
-Both types of Dark Imp
-Baron of Hell
Cosmetic Changes/Fixes in V5:
-Kindred Genesis HUD sprites now use an ungloved hand, for greater visual consistency between weapons.
-Messages for active abilities now disappear at death.
-Colormap for Necrovision changed.
-Dynamic lights added to Deadman Head explosion, barrel explosion, and M.Eagle's altfire puff.
-Decals added to monster attacks.
Cosmetic Changes/Fixes in V6:
-Shotgun now uses mage hands for improved visual consistency between weapons.
-Leather sleeves replace the robes seen on the arms when either the Blood Magic or Shotgun is equipped, for improved visual consistency between player sprites and HUD sprites.
-Dynamic lights for Vengeful rocket explosion and totem explosion.
-Health & soul ammo icons now animated.
Cosmetic Changes/Fixes in V7:
-New death sequence for Cyberdemons.
-Blood & gore system added.
-Added sparks to bullet puff.
-Graphics for M.Eagle zoom function changed.
-New glow effects for standard explosive barrels.
-New decorations that randomly replace existing ones (new tree type, new evil eyes)
Cosmetic Changes/Fixes in V8:
-A new "Tips" page appears when pressing F1 at the titlepic. In addition, the credits page shows properly now, which it didn't in the original mod. There is also a new secondary credits page for acknowledgement of those who made assets used in the making of Satanic Redux.
-DECORATE & GLDEFS corrected for Demolisher.
-Brightmaps added for applicable vanilla Doom enemies, as well as the Demolisher and Radioactive Barrel.
Cosmetic Changes/Fixes in V9:
-Changed muzzle flash for Defiler.
-Scope graphics for the Maledictory Eagle are now widescreen-friendly.
Cosmetic Changes/Fixes in V10:
-A switch type that was green in standard Doom has been recolored to red in order to stand out better in SR's noir palette.
-Brightmaps added to the HUD sprites of the Blood Magic, Maledictory Eagle, Leech, Kindred Genesis, and Mind Control Gauntlets weapons.
-Special effects added to the Leech's primary and secondary attack combo finisher.
-Some stray pink pixels on the hands of the Blood Magic's ready frames have been cleaned up.
-Fixed miscolored thumbnail in one of the Kindred Genesis' firing frames.
-New pickup messages for weapons & some ammo types.
-New corpses & gore decor to replaces the standard Meat* actors.
Cosmetic Changes/Fixes in V10.2:
-Fixed charged shotgun firing animation.
-Spawn height of hanged imps/zombies/marines fixed.
Cosmetic Changes/Fixes in V10.3:
-New techlamp & column decorations.
-Various ammo types now have +COUNTITEM, so that you don't always have a 0% score for items found at the intermission.
-Learned a bit more on how to make SBARINFO lumps, and the inventory bar will now appear farther up the screen and no longer hidden by the weapon tag & soul ammo readout.
Cosmetic Changes/Fixes in V10.4:
-1 slot added to inventory bar so that all five abilities/artifacts will show up w/o having to scroll left or right.
-Trails added to enemy bullets.
Cosmetic Changes/Fixes in V10.5:
-Blue and Yellow Keycards/Skulls have been replaces with Black and White Keycards/Skulls, respectively. Should make it easier to tell the cards apart before pickup, and easier to see where they go (since applicable door/object graphics and door/object colors in the automap are changed too). Note that black key doors/objects will be impossible to see if you use vanilla Doom (black background) automap settings.
-Easier-to-read keybar added.
-The weapon tag and mid-screen soul ammo readout are now handled in SBARINFO reather than with ACS, so that they don't obscure the level name in the automap.
-Techlamps and column lights are now +SYNCHRONIZED, so they don't glow brighter at random times and look odd when grouped together.
-Inventory tag for currently selected artifact or ability appears above the inventory bar when its open, and shows Mana cost if an ability is selected.
-Time remaining for any active artifacts or abilities shown in top right of screen.
Cosmetic Changes/Fixes in V10.666:
-Vengeful weapon sprites replaced.
-Better-looking sky for Episode 4.
-Various texture edits.
-Lost Souls and Afrits now have dynamic lights handled in their decorate definition; you'll have less warning when one is around as their lights don't show until they're alerted.
-Dark Chaos HUD graphics changed from the red glow that other weapons use with this hand, to black.
-SBARINFO now checks to see if you're currently posessing a monster, and if so, will not show HUD elements that are redundant during posession, such as powerup, ammo and weapon tag indicators. Health and armor of the player will still appear in the bottom left while posessed.
-Icons for abilities/artifacts in the top right of the HUD will be translucent when the respective power is inactive.
-Active powerup message log is now handled in SBARINFO, replacing the messy ACS method.
Cosmetic Changes/Fixes in V10.8:
-The new blood now works when you shoot an enemy with the Defiler. I can't take credit for fixing this; I haven't touched the applicable code. Something in one of the more recent SVNs must have unborked this.
-New throwing animations for the Deadman Head weapon to accompany a streamlining of the weapon's code. Previously it relied on a lot of redundant inventory hacks; now it just uses A_Refire.
-Scope graphics now have BRIGHT applied; should make it easier to tell how long till you can take another shot when standing in very low light sectors.
-Changed Shadow summoning sequence.
-Lighter weapons such as the magic spells now have different bob animations.
-Each weapon now has its own custom crosshair. This feature can be toggled on and off in game by setting a key to the "Toggle Per-Weapon Crosshairs" function in the "Satanic Redux: Function Keys" section of the Customize Controls menu, or by opening the console and typing "crosshairforce 1", without quotes.
Satanic Redux requires a recent subversion (SVN) of GZDoom, as it uses features added since the last official GZDoom release. As of this writing, r1397 is the newest version, and that will be sufficient to run Satanic Redux. Go here for the GZDoom SVN repository.
Satanic Redux - Version 10.8
-WallJump script (with minor modifications) from Xaser's Parkour
-Quad Shotgun sprites by Licinio
-Ethereal Soul, Dark Cardinal, BloodFiend, and Demolisher from R667 Bestiary
-Mage hands for HUD hand sprites, and Tainted Cross graphics (with edits) from HeXen
-New Episode 4 sky (with edits) from HeXen
-Mana sprites (with edits) from HeXen
-Red & White Floating Torches (with edits) from HeXen
-Splashes by Enjay
-Duke Shotgun from R667 Armory
-Evil Eye Variants, Marble Columns Pack, PSX Bloody Hook, and Skull Tree from R667 Prop Stop
-Large & Small Tech Lamp, Gore Cage and Gory/Clean Mace Ball from Doom 64, ripped by SladeEXE
-Candelabra based on Doom64 Torch
-Casings by eliwood
-Leather sleeve by MidoriMan
-Select crosshairs from the Skulltag Crosshair Pack by Medicris/Berg