I can't remember what this has.
Fixes Supply Crates not being awesome if you were carrying Nuclear weapons.
Fixed putting power mods on plasma shotguns as a Technician not subtracting mod limits.
|This is currently a beta release|
Please feel free to give me your thoughts on anything in the game, whether it's bugs, balance or suggestions, so I can refine it into something really fun.
The Zoom key has been renamed to indicate it is used to drop stuff. Be sure to bind a key to it.
- -= LATEST NEWS =-
Updated the class section with pictures of the new class select sprites. They're super cool. Beta 5 is in heavy development and should be done in a few days. This release will also come with an updated and more comprehensive credits list.
- -= DESCRIPTION =-
This mod was inspired by the fantastic Doom Roguelike made by Kornel Kisielewicz. While playing DoomRL, I felt that some of the mechanics used in it could be brought over and incorporated into Doom, and started brainstorming for months on exactly how to go about it using what I know of Zdoom DECORATE coding. The end result is great for blasting through a megawad with a friend, supporting each other with each classes unique abilities and having something to work towards past just finding the BFG9000. All the glorious weaponry from DoomRL makes an appearance here, except the ones I haven't made yet. They aren't here. I hope you enjoy this mod as much as I have (mostly) enjoyed coding it. (Rocket launcher. NEVER AGAIN.)
If you enjoyed this mod, and you've played roguelikes before, or are interested in trying one, head over to the DoomRL site and try it out for yourself. Easily one of the easiest RLs to get into, but by no means the easiest to win!
DoomRL Arsenal features such things as...
- -= NEW WEAPON SYSTEM! =-
You'll have to make some hard choices, though, as you can only carry 6 weapons at any time. Advanced functions will tell you what keys you need to press, but the Zoom key (Which has been renamed to Drop Item.) functions as a Drop key instead of a, well, zoom key. Drop weapons or modpacks with it, so you can be sure to carry only what you want with you. Press Zoom twice to drop a weapon, as a precaution against accidentally dropping a valuable weapon.
I'd like to thank Wildweasel for his ww-magop.wad and it's weapon mechanic, which I based this system off of.
Most weapons that appear in this mod are based off the DoomRL weapons, but are not perfect reproductions. In fact, some weapons are entirely different altogether! Weapons also now have magazines, requiring reloading, and may also be slower or less accurate than standard Doom weapons. Don't worry, because the next feature more than makes up for it!
- -= NEW ARMOR AND BOOTS SYSTEM! =-
Instead of the normal Doom armor mechanics, it's been revamped to a whole new level of awesome. You can carry one armor and one set of boots in your inventory at a time, in addition to any you are currently wearing, and you can drop and change any of these at any moment! Bear in mind that due to code limitations, any non-indestructible armors you stop wearing will be destroyed.
To unequip a currently worn armor or set of boots, you have an inventory item that looks like this.
Simply activate them twice to remove your currently worn armor or boots.
Did I mention there's tons of new armors ingame for you to find? Boots too. Exotics and assemblies and uniques! Unfortunately, also due to limitations, you cannot mod boots at all, and can only mod armors with an Onyx modpack, so any assemblies you find will be premade in levels. These new armors protection against different types of damage too, so wear the ones you think are best for the moment! A Plasma Shield won't help you in a room full of Imps!
99% of the armors and boots you see here were made by the super talented SoloSpaghetti, who is the glorious Blacksmith of DoomRL Arsenal. He's amazing.
- -= SET BONUSES! =-
- -= MODPACKS! =-
When using a modpack, the first use selects the modpack for use. When selected, pressing Zoom will drop it, pressing Use Inventory again will apply it to the current weapon, and switching to a different weapon will cancel.
Thanks to HellCattX for his awesome ammopile, which I used as a base for the modpacks.
Agility Mod Pack
- Increases hitscan accuracy by .5 (For those unfamiliar, the Pistol has a spread of 5.6 horizontal, 0 vertical, this will reduce it to 5.1, 0)
Increases projectile speed on projectile-firing weapons
Bulk Mod Pack
- Increases clip size by 30% or at least 1
Increases pellet count on single shot shotgun weapons
Increases impact damage on single shot rockets
Increases damage on melee weapons
Power Mod Pack
- Increases damage
Increases explosive damage on rockets
Increases number of rays dealt by BFG attacks
Increases damage randomization on melee weapons
Technical Mod Pack
- Increases reload speed
Increases weapon switch speed on melee weapons
Sniper Mod Pack
- First mod makes first hitscan shot 100% accurate and increases accuracy by 2/2
Second mod makes all shots 100% accurate
Gives velocity scaling on projectiles and 100% accuracy
Firestorm Mod Pack
- Increases firerate
Increases AOE radius
Increases number of BFG rays
A second mod forces radius damage on AOE weapons, in addtion to further increasing the radius
Nano Mod Pack
- Gun makes 1 ammo per half a second while held, cannot be reloaded, doesn't use ammo
Onyx Mod Pack
- Makes your currently worn armor indestructible
There are even secrets to the exotic modpacks that few know of...
- -= ASSEMBLIES =-
When you apply the last modpack in a correct combination, it will ask you if you want to assemble it with the Fire button, or cancel with Altfire. An assembly is not always an upgrade, so sometimes you may not want to assemble something.
Here is an example of weapon modding and assembly.
Applying two Power Modpacks to the Shotgun...
Given the right combination for an assembly, the game asks for confirmation...
Huzzah! Elephant Gun! Instead of firing 7 pellets, the Elephant Gun fires a single shot with all the force of 7!
I only used two mods to assemble that gun, so it can have two more applied to it. More accuracy and faster reloads now!
- -= CLASSES =-
Effect: Rapidfire weaponry only consumes 1 ammo per 4 shots, or 1 ammo per burst, depending on the weapon.
Passive: Powerups last 50% longer.
Effect: Hitscan pistol weapons always 5x damage. Projectile pistols do 8x damage.
Passive: Runs 10% faster.
Effect: Can turn exotic or assembled weapons into modpacks, and unique weapons into exotic modpacks.
Passive: Regular maps function as tracking maps. Can carry 8 modpacks. Has a higher chance of getting rare items from a supply crate.
- -= CHANGELOG =-
- Armors, armors, everywhere. Different ones are good for different things. Learn and enjoy! To remove an armor, you have a Remove Armor item alongside your modpacks. Bear in mind this will destroy any non-indestructible armor, due to hardcoded limitations.
Added the final missing exotic modpack. If you have ever played (or observed with your eye-face) DoomRL, you know which one this is, and what it's used for. I'll give you a hint, starts with O, ends with nyx.
Picking up a computer map will print out a random assembly combination for you to learn and use.
Made sure weapon clips didn't go crazy on I'm Too Young To Die and Nightmare! difficulties.
Supply crates are no longer solid.
Changed all weaponry to deal the new damagetypes, so your new armors will resist them if you blow yourself up. You know you will.
Altered the Scavenger perk to be more accurate to the original DoomRL version.
Added some new secret assemblies. Sseeeeecret. You won't find them on the wiki, so collect computer maps to find out how to make them. Or just throw modpacks at stuff.
Item names are now color coded to indicate their rarity. White - Standard|Cyan - Assembled|Purple - Exotic|Green - Unique|Yellow - Legendary
Lowered the volume of the Plasma Shotgun and made the spread more random. Also, made it actually scavengable.
The keybinds menu now lists Weapon Zoom as Drop Item, to help keep people from being confused.
Fixed the Missile launcher getting increased impact damage on it's missiles from bulk mods in addition to increasing magazine size.
Fixed a bunch of other stuff. I don't remember. Shut up.
Added Tristar Blaster
Added Combat Translocator
- Doubled the number of unique weapons in the game. No, I'm not telling you what they are. Thanks to torridGristle and Sgt. Shivers for several of them.
Added the UAC Supply Crate, which contains random items. Opening one as a Technician gives you a higher chance at rare items, because science.
Stopped demons hearing your thoughts whenever you pressed altfire on guns.
Fixed all weapon pickups suddenly deciding to make the wrong noise for no reason. This should also fix the pickup sounds for GZDoom.
Unique weapons no longer respawn. (I couldn't fix this back when I wanted to, because +INVENTORY.NEVERRESPAWN wasn't a thing yet.)
Scout now does 5x damage with hitscan pistols.
Technician can now carry 8 modpacks at once.
Discovered Ammochain was demented and give you a free bullet the first time you fired it. I have no idea what I was thinking when I made it in this bizarre fashion. It's horrible.
Made the nano regeneration of ammo less painful for me to work around in the future. I have no idea why I even did it like that in the first place.
Revamped the test map for better placement of weapons, and also placed something there that will make you think twice about trespassing.
Removed Painis Cupcake.
- Added Plasma Shotgun.
Added a Mysterious Noise.
Added a voice in Doomguys head to keep him from doing crazy things.
Marine and Scout have seperate animations for punching.
Pistol and Combat Pistol are more accurate.
Combat Shotgun now reloads by holding the reload key down, like Project MSX's
Decreased unique weapon spawn rate.
Fixed High Power Pistol firing sprites.
Fixed Jackhammer with Sniper mod using too much ammo with Ammochain.
Initial Beta Release
- Hope this goes well...
- -= KNOWN ISSUES =-
When you drop a weapon, it loses every modpack that has been placed on it. It is technically possible for me to fix this. Technically. But I would die, both physically and mentally, so that will not be happening, sorry.
Berserk is currently really REALLY overpowered, mostly due to the fact that the only other melee weapons right now are the chainsaws. This will be severely nerfed when other melee weapons start to get added to the game, but for now, enjoy your death punchies.
The Nuclear BFG9000 beeps when it reaches 40 ammo, enough to fire. Except when it doesn't. For some reason, my main tester (and even sometimes myself) finds that in multiplayer, it beeps at 41 ammo. Which the code doesn't do. At all. Thank you, logical code, for starting me on the road to the asylum.
- -= CREDITS =-
First, I'd like to thank Kornel Kisielewicz for creating DoomRL, and causing my cogs/brain to start making this ridiculous wad.
SoloSpaghetti is pretty much almost entirely responsible for you getting to play with such awesome armors and boots. I'd never have gotten such a cool update out if it weren't for him! Thank you so much!
A big thanks to Blox too, for fixing up a few armors and making the amazing Necroarmor sprite!
Kribbulous (My super awesome tester)
Zrrion the Insect
Zedek the Plague Doctor / Uboa