A mod by Yholl, SoloSpaghetti, Sgt. Shivers, amv2k9, Kyle873 and Seryder.
You need a dev build of ZDoom to run this. Get the latest version here.
From now on, the HUD is in a seperate download, please do not play without it.
ARSENAL MAIN DOWNLOAD
MONSTER PACK DOWNLOAD
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.
- -= ADDONS =-
- -= CHANGELOG =-
- Added sprites for the Demolition Ammo Chaingun.
Revamped the sprites and reload of the Combat Pistol.
Altered the way you get hunted if you steal Demonic weaponry.
Changed the Anti-materiel Rifle assembly combination.
Increased the Widowmaker SMG's damage by 2.
Made the Steel Beast's pickup prettier.
Fiddled with boot sounds in SNDINFO, so footstep replacements aren't automatically quiet.
Fixed a stupid issue with Nano mods on the Tristar Blaster.
Fixed Nano and Firestorm-modded Revenant's Launcher projectiles not being very friendly at all.
Fixed some ammo related things.
Fixed some oversights in the weapon selection code.
Fixed Conqueror Shotgun assembly not being given by computer maps.
Fixed Bulletstorm Rifle not having a pickup sound.
Fixed Napalm Barrels emitting a single smoke particle with Fancy Barrels off.
Fixed the Uzi's pickup message.
Fixed being unable to remove the Nano Ablative Armor at 100% durability.
Fixed High Power Thompson and Plasma Shotgun Mk.II icons not showing on the HUD.
Fixed my beautiful RC-P120 description getting annihilated in a merge conflict. ;_; i cri erry tiem
Fixed Tactical Set Bonus not working when activated.
Fixed many issues with damage randomization with Heavy Shotguns.
Fixed a typo in the High Power Hunting Revolver.
Fixed the Phoenix-B Device Suit being very very broken.
Fixed being unable to convert Onyx-modded Commando Armors to Security Armors.
Fixed Gauss Rifle starting unloaded.
Fixed Ballistic Combat Armor starting with wrong durability.
Fixed the Heavy Assault Shotgun starting with 7 shots for some bizarre reason. (Seriously, how did a 7 get in there?)
Fixed secret kicky things. Shhh.
- Added new Backpack types! These stack with normal backpacks to give even more ammo capacity, and even specialise in an ammo type with various benefits.
Special backpacks are picked up by pressing use on them twice. If you already have one, it is dropped and the new one is worn. Using them once gives you a description of what they do.
Actually made the Death's Gaze spawn.
Added the ability to absorb guns for ammo if you hold reload while walking over them.
Removing non-indestructible armors that are at full durability will no longer destroy them.
Added a Pistol Start gameplay option, for those who want a start like the previous DRLA version.
Actually made the Firestorm modded NAG worth getting. Ho boy.
Revamped the Plascharge Launcher considerably.
Altered the way start items are given, also fixing a horrible bug in the process.
Added tid transfer to all weapons to fix some DRPG stuff, and probably also some custom map stuff.
Altered all relevant weapons to not be affected by autoaim, for those that have it on.
Gave the Demolitionist his own soundscheme, which doesn't affect anything, but helps with sound replacer mods.
Added some checks to make sure you don't make an assembly that you are already carrying.
Made Homing Phase Devices act like normal ones in singleplayer.
Made the Recall Phase Device reset on level change.
Doubled the damage of the Napalm Launcher's flares.
Increased the ammo useage of the Anti-Materiel Rifle.
Changed the Burst Uzi firing sound.
Increased Uzi damage by 1.
Increased the damage of the PP7 by 1, and slightly sped up the reload.
Lowered the damage of the Zeus Cannon slightly.
Reduced the chance of getting Demon Artifacts to 1/4
Altered the Nuclear Onslaught to be affected by the Demolitionist's perk.
Reduced the sound of the Megaton Shotgun's spinning barrels.
Gave the Sniper Rifle some different sounds.
Decreased the recharge time of the Nanomachic launchers.
I attempted to give Silenced weapons a unique stealth mechanic but failed, they now have higher damage randomization than normal weapons.
Altered the Plasma Rifle Mk. II and Nuclear Plasma Rifle Mk. II to have Ammochain if Firestorm-modded.
Fixed the Stealth Rifle for some reason having HP damage randomization.
Fixed phase device limits being able to be broken by use and cancelling uses of homing phase devices.
Fixed Experimental Phase Device being able to kill you just by touching it.
Fixed Super Machinegun's twitchy reload.
Fixed Tactical Boots inventory offset.
Fixed the Technical mod showing errors when used.
Fixed holding altfire on the Soulstorm Rifle breaking the animation.
Fixed the NAG acting up when it was Sniper or Firestorm modded.
Fixed Fancy Barrel Effects being off causing Napalm Barrels to not emit damaging fire.
Fixed a type in the Chameleon Rifle pickup message.
Fixed the icons for the Megaton Shotgun and Plascharge Launcher.
Fixed nano modding the HP Minigun, Plasma Shotgun Mk. II, Plasma Marksman Pistol and Plasma Uzi breaking stuff horribly.
Fixed some weirdness with mag sizes on the Plasma Shotgun Mk. II.
Fixed Onyx-modded Cyberwarrior Armor not giving the damage bonus.
Fixed Nano Double Shotgun's broken altfire animation.
Fixed the ability to avoid the recharge on Nanomachic launchers by switching away from the gun.
Fixed the MIRV Launcher and Plasma Rifle Mk. II descriptions.
Fixed Judge of the Dead Nano mod not firing three times.
Fixed Tactical Rocket Launcher not having a pickup sound.
Fixed the absurd double damage randomization of the Laser Shotgun, and dropped the ammo useage accordingly.
Fixed removing worn Medical Powerarmor turning into Medical Armor if you had no room for it.
Fixed the recharge of the High Power Blaster.
Fixed a whole bunch of HUD related issues.
Fixed the Sniper-modded Frag Shotgun doing huge amounts of damage when used by the Renegade.
Fixed Firestorm-modded Lightweaver not doing damage.
Fixed the Assault and Burst Uzis not raising and lowering at pistol speeds.
Fixed Fireproof Combat Armor starting at 200 durability.
- Added one new class: Demolitionist! He's a bit... unhinged.
Demolitionist can cause massive AOE damage to enemies without fear of splash damage, and use large powerful guns more efficiently.
Added a new DRLA options menu where you can toggle various cool things! Try them out!
New barrel types have been added! Enjoy their alarming capacity for murder!
Phase Devices have been added! These items allow you to teleport around maps!
Skulls have been added! These foul items allow you to detonate nearby corpses to gain mysterious benefits!
Revamped the HUD ever so slightly to accomodate the new items in 1.1!
Completely rewrote the armor and boots system for both more compatibility with DRPG, and just better functionality overall!
All players can move and shoot through each other!
Dropped weapons now retain their mods, and will even display what mods they have on the ground!
Lots of new sprites for existing assemblies that were identical to their base weapons!
Added a whole ton of new assemblies!
Also a bunch of uniques and legendaries!
Added two new item tiers! Demonic and Superior!
Demonic weapons are like uniques, except they can be upgraded additionally with demonic artifacts.
Demon artifacts are acquired by making things ded and fighting angry things.
Superior weapons are inbetween exotics and uniques; powerful rare weapons that can only be modded twice.
Hell's Reign has been altered to be a Demonic weapon.
Scout now jumps 25% higher, in addition to his +10% increased run speed.
Scout has been rebalanced, having halved spread on non-rapidfire pistols, and his damage scales from 8x to 3x based on pistol firerate.
Technican now does more damage with assembled weapons. 10% for Basic, 25% for Advanced, and 50% more damage with a Master Assembly!
Each class now starts with a weapon suited to them, and an appropriate ammo amount.
Technician starts with a random modpack and a random basic assembly.
You can now scavenge any modded weapon to retrieve a random mod it had.
Added rarity beams to weapons, armors and boots that only the Technician can see.
Unique and higher items now make special noises to indicate they've spawned.
Modded weapons and Unique+ items cannot be crushed.
If players are corrupted, you are gonna have a bad time.
If you play on a map with stealth monsters, you are gonna have a bad time.
Moved all armor regen from the player classes to scripts.
Took some steps towards cutting down on huge framerate drops from infinite barrel murder in maps, but need to mess with barrels next.
All player classes now use inheritance to cut down on repeated code.
Radsuits now give 25% resistance to Fire and Plasma while active, and don't have a chance of failing on 20% damage floors.
Added some extra death types to players for fun.
Added attenuation to all loud guns and explosions, to hear them from further away.
Added new pickup sounds for all non-unique weapons, as well as ammo and powerups!
Added new sounds for a ton of weapons.
Added new sprites for a few of the Nanomachic and Nanoshrapnel weapons! Work in progress, will get the rest done at some point.
Added reload sprites to a whole ton of weapons.
Added rare fancy reloads to the Uzi.
Added a whole bunch of compat functionality to various parts of DRLA if loaded with DRPG.
Increased the damage of the Chaingun and all related assemblies by 1, to try and make it equal to the Battle Rifle.
Nerfed the Handcannons into the dust.
Revamped the Plasma Refractor again.
Revamp the Combat Translocator to have multiple modes. It's super cool!
Range based chance of hearing added to silenced weapons.
Redid the weighting on boot and armor spawns to be more varied and balanced.
Massively decreased the cooldown on the Chronotrooper Armor.
Gave the Tactical Rocket Launcher and Hurricane Cannon new projectile sprites. - Xim
Made sure a bunch of critical item tokens and stuff could not be dropped.
Buffed the damage on the Hell's Reign and Mother-In-Law.
Doubled the radius damage on the Missile launcher.
Doubled the impact damage of the Mini-missile Pistol.
Lowered the damage on all plasma pistol weapons, way too high.
Added a new Master Assembly sound.
Moved the Combat Pistol sprites up, were too far down.
Changed the Handcannon muzzleflash to a Doom-style one.
Buffed the speed of Rocket Launcher reloads slightly, and greatly nerfed the reload speed of the Napalm Launcher.
Altered all single shot weapons to consume ammo when firing with infinite ammo, but not consume ammo when reloading.
Altered the F modded effect of Charch's Null Pointer
Altered Blasters to start recharging 7 times faster. They are now actually good.
Altered the Sniper mod on the Grenade Launcher to not increase speed. Hopefully it won't kill you as much now.
Altered the player's walk animation code to be more streamlined, functions the same.
Fixed up some of the Marine's sprites a little bit.
Fixed up Assault and Burst weapons to be affected by Firestorm properly, and also redid the minigun spinning because DEAR GOD NO
Fixed the Shotgun having increased knockback on some of the pellets when Sniper modded for some reason.
Fixed the Plasma Combat Pistol being stupid and wrong and bad and many other things.
Fixed the reload sprites on the Combat Translocator.
Fixed a bunch of problems caused by my damagetype compatibility with DRPG.
Fixed Burst and Assault Nuclear Plasma Rifles not having pickup sounds.
Fixed High Power Blaster being able to be scavenged into incorrect mod types.
Fixed some errors when the Assault Shotgun is Firestorm modded.
Fixed Plasma Rifle Mk. II shots only receiving half the boost from agility mods.
Fixed Storm Handcannons having strange spread with S and A mods.
Fixed Plasma Uzi not getting reduced spread with S and A mods.
Fixed JOTD not getting reduced spread with S and A mods.
Fixed Shredder Pistol getting increased vertical spread instead of decreased with an A mod.
Fixed Mysterious Magnum BFG blasts being able to hit other dimensional entities.
Had a ton of help from a lot of awesome people. This update would be nothing without you, thank you so much!
Seriously, the amount of stuff in here I've probably forgotten is ridiculous.
And a big thankyou to my beta testers for all their hard work in catching my stupid mistakes.
- Added in some functionality to the Frontline Engineer and Tactical Assembler Suits to work better with DRPG.
- Removed some unused jumps in the Nuclear Plasma Pistol that were spamming the console.
Forgot to add the new Demo ammo sprites to the HUD.
Fixed Scout not starting with the computer map.
Fixed up the Nuclear BFG's flashes a bit.
Fixed the Assaultforce Armor disrupting the player's death animation if it was still firing when they died.
- Added reload sprites to the High Power Minigun.
Buffed the Supercharged Nuclear Plasma Pistol.
Fixed a gamecrashing bug with reloading the Assault or Burst Miniguns.
- Altered Nano Shrapnel assembly to do Piercing damage.
Increased the damage randomization of the Heavy Shotgun and Heavy Double Shotgun.
Increased Combat Shotgun, Plasmatic Combat Shotgun and Nano Combat Shotgun damage by 1, but lowered it's damage randomization.
Decreased spread and lowered damage randomization on the Assault Shotgun.
Decreased spread on the Tactical Shotgun.
Reduced the knockback on the Nano modded Quad Shotgun.
Buffed the Anti-Freak Jackal's damage significantly.
Moved some graphics around inside the wad.
Fixed up the Burst Minigun's burst count.
Fixed up the Assault and Burst Minigun's reloading.
Fixed the Blaster not being accounted for in Firestorm mods.
Fixed Assault Rifle assemblies displaying that they could be firestorm modded.
Fixed SSP modded Assault Shotgun having incorrect spread when used by the Renegade.
Fixed the Tactical Shotgun having some strange bulk mod related things in it.
Fixed S modded Assault Shotgun having incorrect spread when used by the Renegade.
Fixed Nano Combat Shotgun and Plasmatic Combat Shotgun not having focused spread.
Fixed FFS modded Assault Shotgun not applying the correct knockback on most pellets as the Renegade.
- Revamped Revenant's Launcher.
Revamped the Demolition Ammo assembly.
Altered exotic modpack effects on uniques to be remembered like assemblies.
Added new sprites for the Demolition Ammo Pistol, Demolition Ammo Combat Pistol, Demolition Ammo Uzi and Overcharged Blaster.
Added new reload frames for the Revolver, Combat Translocator and Uzi.
Slightly reduced the reload time on the Assault Shotgun.
Added random speeds to dropped armors and boots.
Altered the Double and Super Shotguns to get +2 pellets per Bulk mod instead of one.
Altered the miniguns to use A_ClearRefire, made things a bit less hacky.
Slightly moved the Storm Handcannon's recoil to give it more oomph.
Added some secrets.
Fixed the High Power Minigun making the players twitch.
Fixed Battle Rifle having some leftover exotic code.
Fixed Steel Beast stealing your Quad Shotguns when being scavenged.
Fixed the Bulk mod description for the Grenade Launcher being incorrect.
Fixed Double Shotgun getting an extra free pellet when Sniper modded as the Renegade.
Fixed a Sniper and Bulk modded Super Shotgun not getting extra pellets.
Fixed Nano Shrapnel Shotguns, Double Shotguns and Super Shotguns not actually being affected by Bulk mods.
Fixed the plasma resistance on Nuclear Power Armor being indented wrong on the HUD.
Fixed a SBPP Shotgun as the Renegade going crazy.
Fixed Baron Blaster not actually getting boosted by Scout. (Not that it needs it.)
Fixed Supply Crates have a really high chance of dropping Roysten's Combat Boots.
Fixed Supply Crates not being able to randomly drop either Enviroboots, or Nyarlaptotep's Boots.
Hopefully fixed Radsuits not reapplying their power while the power is still active.
- Buffed the Gatling Gun. Increased damage by 1, mag by 30, tripled knockback and reduced horizontal spread by 3.
Added the proper sprites for the Shredder Pistol.
Added sounds for picking up Legendary armor.
Added a new surprise to the supply crate.
Fixed Rocket Launchers not being picked up for ammo if you had the Revenant's Launcher or a Grenade Launcher.
Fixed two errors in the Renegade. (Hope no one got telefragged while wearing the Solo Operative Suit.)
Fixed being unable to Firestorm mod any Nano-Shrapnel shotgun.
Fixed reloading the HP Minigun while firing bypassing windup because I stupidly removed a check.
Fixed Reactive Shield System not properly removing its protection.
- Added reloads for the Plasma Pistol, Plasma Combat Pistol, Plasma Handcannon and Grammaton Cleric Beretta.
Prevented most scripts that clear inventory from clearing critical items like class perks.
Fixed Grappling Boots conflicting ever so slightly with DoomRPG's Defence stat. They are also more effective.
Fixed the Angelic Armor not being restored if you are telefragged.
Fixed Renegade not getting his boosted armor back when telefragged.
Fixed the Revolver's idle frame.
Fixed being able to assemble the VBFG9000 and Nuclear VBFG9000 with 4 Power mods.
- Added some extra frames to the Marine.
Made Angelic Armor indestructible.
Changed Battle Rifles to be standard weapons instead of exotic.
Nerfed the stats on the Assaultforce Armor, Teslabolt Armor.
Buffed the Overcharge System because it goddamn sucked.
Buffed the Terminus Battlesuit.
Finally fixed High Power weapons doing colossal oodles of damage, rendering entire regions of Hell empty of demons for decades.
Fixed the Storm Handcannon starting with 10 shots instead of 11.
Fixed the Assault and Burst Plasma Rifles doing less damage than they should.
Fixed the Dual Uzis doing weird stuff if you try and reload with full ammo.
Fixed the Technical Mod description for the Bulletstorm Chaingun.
Fixed Tech mods not appearing in the HUD display for the Blaster.
Fixed being unable to collect ammo from plasma rifles with plasma pistols.
Fixed Berserk Powersuit not appearing in the Armor Stats page if in your inventory.
Fixed the Mini-missile Pistol's orientation.
- Fixed the Plasmatic Double Shotgun not firing the altfire with primary fire if you only have 1 shell in it.
Altered two frames on the High Power Pistol to be more realistic.
Updated the dead players to be able to spawn with the new weapons.
Fixed Duelist Armor being invisible for a moment when thrown.
Changed the sprite names of the Tactical Assembler Boots and the Frontline Engineer Boots for compatibility with HTC2.
Change the sprite names of the Micro Launcher for compatibility with HTC2.
Added in missing sprites to the vanilla weapons to stop sprite replacements making them look wonky.
- Added new reloads for the Dual Uzis, Tactical Shotgun and Anti-Freak Jackal.
Fixed the HUD info for the Frontline Engineer Suit and Tactical Assembler Suit.
Fixed the Anti-Freak Jackal breaking if you nano mod it, shoot it, then drop it.
Fixed the Anitgrav Boots not removing their set bonus.
Fixed the switching speed of the Mini-missile Pistol to match other pistols.
Fixed the 0D-1a Assaultforce Armor to have working sound again.
Fixed the redundant left over jump states in the Tactical Shotgun.
Fixed the Ablative Combat and Commando Armors only starting with 100 durability.
You regen stamina slightly faster with your arms lowered.
Slightly altered the offsets on the Bulletstorm Chaingun.
Slightly shrunk the High Power Plasma blasts down a bit. Looks much better now.
Made all charging guns properly pause charging when out of ammo.
- Fixed the Plasma Redirection Cannon not spawning because of a typo.
Added the four new uniques to the supply crate.
- Made the Suss Gun not use the Quantum Tantrum Cannon as a meatshield if you try and salvage it.
Made the Nano-modded Tristar Blaster not crazy.
Replaced one of the Super Shotgun's reload frames with a widescreen friendly one.
Replaced the Quad Shotgun's idle frames with ones that have arms.
Replaced the melee frames with ones wearing gloves and armbands.
You could Bulk mod a Nano-Shrapnel Plasma Shotgun, but that does absolutely nothing, so it's removed.
Removed some weird crap in the Plasmatic Shrapnel Shotguns, most notably in the Assault Shotgun which caused issues.
Added weapon recoil to a few more weapons.
Grappling Boots now completely nullify weapon recoil if you are standing on the floor.
Lowered the volume of some boot noises.
Fixed the Railgun idle sound being missing.
Fixed the description of one of the Legendary armors.
Made the Shockwave boots behave when hitting a wall, kept forgetting to do this.
- Fixed the Anti-Freak Jackal thinking it was the GCB. We will be more careful with memory manipulation in the future.
Removed an old unused jump state when removing Survival MediArmor.
Changed Sniper mod descriptions to fit on two lines instead of one.
Fixed the Combat Translocator suddenly not applying the teleport fog to the altfire anymore.
- Added a ton of new armors and boots, and of course, set bonuses.
Added a whole bunch of new guns to play with, mostly assemblies and uniques.
Revamped the HUD to have multiple pages for the special DoomRL-A popups.
Added an Assembly page to the HUD which shows all assemblies you've learnt this playthrough.
Some armors now have access to an Armor Special, which is a special ability you can bind a key to.
Some Armor specials can only be activated with the full armor set bonus.
Added a Blueprint Computer that contains three random assembly combinations for your HUD page.
Made projectiles pass through coop partners. Thanks to TerminusEst13 for showing how!
Added new player sounds for the Renegade.
Added some more armor smashing messages because fun.
Added some recoil to some heavy weapons like the Quad Shotgun.
Removed a lot of extra code from every single weapon. Thanks to Edward850 and Pillowblaster for helping me with this!
Scout now always has the computer map effect in all levels.
Redid the weights on armor and boot spawning, to stop the OH LOOK LAVA ARMOR situation we have right now.
Redid the Nuclear Set Bonus to be less exploitable and overpowering. It's cooler now too.
Made the Computer and Tracking Maps print out weapon assemblies in a nicer looking manner.
Made all pistols switch faster.
Made Miniguns switch slower.
Added some new minigun spinning sounds and firing sounds and fiddled with the previous ones.
Added new sprites for the High Power Minigun, Plasma Rifle and Nuclear Plasma Rifle.
Added an altfire to the Double Shotgun, and redid the firing frames.
Added an altfire to the Combat Translocator, making it far more useful.
Added a new firing sound to the Plasma Pistol and Plasma Combat Pistol.
Added a cooldown to the Laser Rifle to match the Plasma Rifle.
Improved the High Power assembly to do additional randomized damage.
Buffed the damage of the Bulletstorm Chaingun.
Nerfed the damage randomization on the Plasma Shotgun and assemblies.
Altered the player classes firing frame tics, Marine looks awesome while shooting now.
Altered the way the Necroarmor saps your health to one that will work properly once PowerProtection works properly.
Altered the S-modded GCB full auto mode to work no matter the clip size.
Altered the F-modded GCB to something potentially OP as all hell.
Altered the N-modded GCB to something different from the Jackhammer.
Altered the S-modded Quantum Tantrum Cannon to something more useful (and functioning.)
Fixed a few assemblies being missing from the Computer and Tracking maps.
Fixed the Combat Shotgun and Plasmatic Combat Shotgun having broken reloads when technical modded.
Fixed the Plasmatic Super Shotgun losing it's plasma puffs if Firestorm modded once when not a Renegade.
Fixed the Mysterious Magnum not being boosted like all other pistols were in the previous Scout buff.
Fixed the players twitching while walking.
Fixed up all the weapons to prevent Renegades from wanting to toss away their weapons as though they had spiders on them.
Fixed Armor Modpacks not converting Onyx-modded standard armors.
Fixed Onyx-modded Energy Shielded Vests having no icon.
- Added a new class: Renegade! This badass biker fires extra pellets with shotguns or multiple shot weapons!
Renegade also gets boosted armor protection and can swap between weapons instantly.
Added a new menu that shows the stats of armor and boots, as well as overall ammo.
Added new player sounds for the Marine and Technician.
Added effects to pistols and shotguns for Firestorm mods.
Added new sprites for the High Power BFG9000, High Power Nuclear BFG9000, High Power Pistol and Railgun. Also fiddled with the BFG offsets and fixed the Nuclear BFG9000's firing frames.
Added new reload animations for the Plasma Shotgun, Storm Pistol, Jackhammer, Unknown Herald, Handcannon and Laser Rifle by Sgt. Shivers.
Removed armor and boot unequip items and moved them to keybinds.
Applied colored text to all messages for weapons, armors, boots and modpacks. This took a while.
Added Armor Mod Packs, which can alter an armor (i.e. Green/Security) to one of the other two variant colors. Works on all armors that are like that.
Completely redid the charge system of the Nuclear BFGs. They are now completely player input friendly, and some were improved as well.
Made modpacks fullbright so that you can always see them, even in pitch darkness.
Cerberus Armor takes less damage from most damage sources, so it lasts longer.
Increased Gothic punchy-punch speed, to be more punchy.
Removed the Standard Class to make way for Assault.
Removed the randomization of the Null Pointer's fields, and slowed down the Sniper modded field.
Added sounds for walking in a few of the high-tech boots.
Added sounds for picking up various armor types.
Added randomised dead bodies, some with items.
Added +THRUGHOST to almost all player weaponry, so they pass through intangible things, whatever they may be.
Megaspheres can now repair shields.
Increased the amount of subprojectiles the Plasma Refractor fires.
Altered the random spread pattern on projectile weapons slightly.
Altered a few sounds, like the Frag Shotgun, Quad Shotgun and BFG10K firing sounds.
Changed the Combat Shotgun's idle frame to use the improved sprites provided by Minigunnner.
Changed weapon pickups to show their name if they cannot be picked up no matter what.
Changed the Missile Launcher's reload mechanism to emulate the Combat Shotgun's.
Fixed Elephant Gun's reload having a misnamed frame.
Fixed Storm Combat Pistol's magazine size.
Fixed Environmental Boots name.
Fixed Plasmatic Combat Shotgun and Plasmatic Double Shotgun reloads to match their normal variants.
Fixed all Plasma Rifles and the Assault and Burst Miniguns not being Bright when shooting.
Fixed Nuclear weapons for some reason being able to have Technical mods.
Fixed the Onyx-Modded Bullet-Proof Vest dropping infinite Ballistic Vests from your inventory.
Fixed an issue with the Technician and dropping a few of the new exotics and assemblies.
Fixed scavenging Nuclear weapons not removing the set bonus.
Fixed the Frag Shotgun checking for shells when attempting to reload, rather than Clips
Fixed the Firestorm mod turning the Jackhammer into an infinite ammo deathmachine for the Marine.
Nerfed Demolition Ammo's AOE damage.
- Changed the appearance of the three main classes. Each has their own unique look, as well as their own mugshot for the HUD. Thanks to SoloSpaghetti for the Scout and Technician's new look.
Added the missing secret assemblies. There's a lot of them. Look for computer maps to find the recipes!
Vastly improved the Jackhammer. Two of it's secret modes were changed to be more useful and interesting as well.
Improved nano ammo regeneration. Pressing the fire button while waiting to regen with no ammo will not interrupt it.
Applied zrrion the insect's muzzleflash tutorial to many weapons, making their muzzleflashes all fancy. Not all are done yet.
Plasmatic Shrapnel weapons have different sounds now.
Added in reloading frames to the Assault Shotgun.
Single shot shotguns and rocket launchers now fire differently. Tap the fire button to shoot without reloading, hold fire to shoot and reload automatically.
Removed the icon next to the magazine counter. I might replace it with something else later.
A tracking map will print out an assembly available to your current weapon.
Modpacks are now counted as big powerups, for the sake of respawning.
Added tags to all inventory items.
Fixed single firestorm mods not working correctly on the Laser Rifle.
Added 6 new unique weapons.
Added 2 new legendary weapons. If you find one of these, you've been blessed by the RNG deities.
Added Napalm Launcher and Blaster, the last two exotics left to include from DoomRL.
Added Uzi and Battle Rifle as new exotics.
Metric bitchton of bugfixes. LOOK AT THAT NO-ERROR LOADING SCREEN
- 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
- -= LATEST NEWS =-
- -= 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. Almost all the glorious weaponry from DoomRL makes an appearance here. I hope you enjoy this mod as much as I have enjoyed making it.
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 DRLA specific items 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 there's more to weapons than just firing them!
- -= 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 multiple sets of armor or 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, there are two commands at the bottom of the keybinds list. Bind a key to them.
Simply press the appropriate key 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 and more! Unfortunately, also due to limitations, you cannot mod boots at all, and can only mod armors with an Onyx modpack or an Armor 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, and wherever is he is now, let's hope he's doing well for himself.
- -= ARMOR SPECIALS! =-
You'll need to bind a key to the Armor Special command to use these.
- -= SET BONUSES! =-
- -= SKULLS! =-
Skulls are dangerous demonic artifacts that can be used to turn the tide of battle in your favour! Using one will detonate all nearby corpses, using them as fuel for their special ability, whatever it may be.
- -= PHASE DEVICES! =-
Phase Devices can be used to teleport around the map, or out of danger! Normal Phase Devices teleport you to the start of a map, Homing Phase Devices teleport you to another player, Recall Phase Devices allow you to mark a spot and teleport to it later!
- -= BACKPACKS! =-
Special rare backpacks can be found to further increase your ammo supply! These have various effects, including allowing you to specialise in an ammo type! You can only wear one backpack at a time, but you can swap to another at any point.
- -= MODPACKS! =-
When using a modpack, the first use selects the modpack for use. When selected, pressing Zoom will drop it, and using it again will apply it to your currently selected 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 multi-projectile weapons
Increases impact damage on single shot projectiles
Increases damage on melee weapons
Power Mod Pack
- Increases damage
Increases explosive damage on rockets
Increases damage 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 on rapidfire weapons and pistols
Increases AOE radius on explosives
Increases number of BFG rays
Increases knockback and gives increases close combat damage to shotguns
Nano Mod Pack
- Gun makes 1 ammo per half a second while held, cannot be reloaded manually
Onyx Mod Pack
- Makes your currently worn armor indestructible
Armor Mod Pack
- Allows you to change armor from one color to another. Change security armor to commando armor, for instance. Works with all three color armors.
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. You can put mods on any way you like, there is no specific order to combinations, simply having the correct mods and no others will cause the game to prompt you whether you want to assemble the gun or not.
Here is an example of weapon modding and assembly.
Here we have a happy little Demolitionist and his Rocket Launcher, along with some modpacks...
Applying two Technical Modpacks to the Rocket Launcher...
Given the right combination for an assembly, the game asks for confirmation...
You have created the Micro Launcher! While it has a smaller payload, the reload time is extremely quick.
I only used two mods to assemble that gun, so it can have two more applied to it.
- -= 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.
Items: Starts with a Chaingun.
Effect: Pistol weapons do between 8x to 3x damage, based on their firerate, faster weapons dealing less. Non rapid pistols have halved spread.
Passive: Runs 10% faster and jumps 10% higher. Always has computer map.
Items: Starts with a Pistol.
Effect: Can turn exotic rarity or higher weapons into modpacks. Can also remove a mod from weapons that have been modded, but destroys the weapon.
Passive: Computer maps function as tracking maps. Can carry up to 8 modpacks instead of 4. Starts with all Standard assemblies shown. Has various bonuses to mechanically related things.
Items: Starts with a random Basic Assembly, and a random modpack.
Effect: Shoots an extra 50% more pellets, rounded up, with any attack that fires more than one shot in non-fixed pattern.
Passive: Can switch weapons instantly. Armor has 50% more protection, up to a max of 80%.
Effect: Immune to splash damage.
Passive: Uses half ammo, rounded down on all non shell-based weapons.
- -= HUD INFORMATION =-
The first two pages of the Armor/Class Hud show the stats of your currently worn armor and boots, and the stats of an activated armor or boots, respectively. Simply activate an armor or boots to show their stats on the second armor page.
- -= MUTATORS =-
Pls No Stealth - Replaces stealth monsters with less annoying versions, for levels that actually use stealth monsters fairly well. Because bad things happen without it.
Nazi Replacer - Replaces Nazis with less clashing, more murderous enemies.
Slaughtermap BFG - Replaces the chainsaw with a Decorate version of the infinite ammo BFG they sometimes have.
- -= COMPATIBLITY PATCHES =-
-= KNOWN ISSUES =-[/list]
Only the ZDoom Fullscreen HUD is available, sorry.
The WSTE-M5 Shotguns cannot be modded when dual-wielded because of weirdness.
DoomRL Monster Pack
You need a dev build of ZDoom to run this. Get the latest version here.
- -= DESCRIPTION =-
The Monsterpack can be run by itself, or with custom weapon sets. It hasn't been really tested, but it should work alright.
Technophobia and Armageddon do not have a full roster of enemies, so others will replace the missing ones. Still super fun though.
ARMAGEDDON IS DESIGNED TO KICK YOUR ASS, BEWARE.
And of course, finishing the game will give you my custom CastCall, which will show all the enemies currently ingame.
- -= CHANGELOG =-
- Fixed Lord of the Abyss still going crazy in DoomRPG.
Fixed Pistol-wielding Former Humans not dropping Pistols. Which is weird.
Fixed Nightmare Arch-vile and Tech-vile resurrection apparently breaking at some point.
Increased the drop chance of the Elite Former Humans that wield pistol-type weapons.
- Fixed Cacobyss orb shots not actually having a damagetype.
Fiddled with the Cacobyss's electroball to make it easier to hit, and slightly reduced its health.
Shrunk Arachnotron's hitbox slightly. Because reasons.
Fixed the Lord of the Abyss going crazy while he waits in DoomRPG.
Fixed a crash related to the "I'm Back" mode with the Overwatch Drone.
Added Bruiser Brothers. 2v1 is how it's done.
Added Machine Elemental. Dare you brave his minefield? (Doesn't have rotations, sorry.)
Added Terminator. He's here to divide you by zero.
Added the Tech-Sinner. MAP30's not quite as easy anymore, is it?
Added a graphic for Armageddon difficulty.
Added Cacobyss. It won't ever stop till its shocked you to your core.
Added Lord of the Abyss. The grandest of Hell Nobles, he won't go down easy.
Added the slightly altered Nashgore from DRPG Extras, and made it toggleable by a new menu option! Thank SidDoyle, and amv2k9 for making it a bit fancier!
Added a great deal of DRPG compatiblity to the monsters, and will continue to do so moving forward. (don't take assassination missions against cyberdemons)
Nightmare Masterminds sometimes get bored and start shooting things. Like their allies.
Hellstorm Elementals finally have proper sounds for their attacks. No more silent but deadlies.
Replaced my old crappy infightning checks with class based ones that work off of inheritance.
All bosses have become somewhat annoyed at getting stunlocked, and have gone through an 80s training montage to defy you.
Added attenuation to all loud guns and explosions, to hear them from further away.
Added random variation to the spawn states of all monsters.
Added an extra frame for the Revenant, thanks to Gifty's incredible work with Smooth Doom!
The Hungry now wake up if you start beating the crap out of their buddies.
Revamped the Hellmine to actually be horribly threatening rather than surprising and silly.
Nerfed the droprate of the Armageddon zombie weapons severely.
Removed the tiny chance of weapon drops from all bosses, because maintaining them would be too annoying.
Altered enemy item drops to actually be super cunning and adaptable. They actually detect Demonsteele, for instance!
Increased Revenihilator health, increased flak pulse speed, and increased the likelyhood of the hyperbeam. Die.
Enemies without arms or some sort of tech interface can no longer open doors.
Nightmare Cyberdemons won't wait as much for particle fun tiems if you are at medium to close range.
Cut down on the amount of fire created by Nightmare Archviles.
Finally fixed The Hungry spawning in walls.
Fixed the Cybruiser and Techno-Lord having incorrect blood in their death animations.
Fixed the head of the Tristar Captain when firing.
Fixed the Cyber-Imp flickering in the CastCall.
Fixed the Revenihilator not even appearing in the CastCall.
Fixed some strange grey pixels on the Former Overwatch's head when firing.
Fixed a bunch of monsters that could continue to loop sounds if killed from the console.
Fixed the Spider Overmind doing some goddamn weird shit with LOS. Also, made sure it doesn't break ever.
Fixed Cyberdemons getting pissy if hit with particle beams.
- Fixed the BFG Mastermind endlessly shooting at dead things when on low health.
- Fixed some leftover actor references in the super Tech-viles.
Fixed the Elite Former Human summons in DRPG having their bulletpuffs incorrectly named.
- Added a Spider Mastermind variant. Less pew pew, more xplasmmo.
Added Nightmare Mastermind. There's no waking up from this nightmare.
Added Former Cyborg. Tough and hardy, but still sucks at shooting.
Added Tech-Vile. Technology is not your friend.
Added Former Assault Trooper. A deadly UAC veteran.
Added Former Overwatch. An SSG-wielding jerk that likes to ambush you.
Added Former Shocktrooper. Has a deadly surprise attack, with a minigun no less.
Added UAC Defence Drone. An autonomous security drone that's somehow turned against you.
Added Mech-strosity. Combine your favourite munchers and give 'em a gun.
Added The Hungry. Don't become lunch.
Added Revenihilator. A revenant upgraded to hunt you down, wherever you are.
Added Magmabus. Dodge or melt, choose wisely.
Added Hellstorm Elemental. Barely contained singularity, encased in hateful flesh.
Added the missing zombie rotations. Thanks Romero!
Fixed up some issues with DRPG summoned versions of monsters and also vastly improved them.
Added gibbing sprites to many demons that did not have them.
Added amusing functionality to the kill monsters command.
Added new sprites for the Elite Captain [Tristar Blaster].
Removed respawning from Armageddon. (Like it even needs it anymore)
Altered the sprites on the Overmind slightly.
Changed up the color codes on the Battle Rifle enemies to reflect their change to standard rarity.
Fixed up some errors in the CastCall.
Fixed up monster commands and made them work faaar more efficiently.
Enhanced the effects of Cyberdisruption on enemies.
Fixed one of the Nightmare Cyberdemon's sight sounds not actually working this whole bloody time.
Fixed the Cybruiser not rotating very well when shooting, sometimes looked amusingly strange.
Prevented demon species from infighting with hitscan attacks.
Spectres now have fuzzy blood, which will change depending on your fuzzy settings too.
Moved A_BossDeath to a later spot on the boss monsters.
Changed the Nightmare Arachnotron's eyes to match the Nightmare Mastermind.
Fixed the Arachnosentinel to have consistent eyes.
Fixed Pain Elemental to have his own bite frames.
Added in some fixed up sprites for the Heavy Revenant, and gave him an extra frame of delay to his attack.
Added a pain sound to the Arachnotrons.
Altered the melee attacks of the Cyber and Nightmare Imps slightly.
Added extra delay to the start of the Cybruiser's attack.
Prevented Agony Elementals from spawning stuff in the void on death.
Added a cooldown to the Nightmare Cacodemon's shadow split so it doesn't abuse the everloving shit out of it sometimes.
Decreased Nightmare Knight and Arachnosentinel health slightly.
Slightly lowered the damage of the Nightmare Cyberdemon's particle beam.
- Added extra paintypes to monsters to work with a new DoomRPG feature.
Altered the way Revenant melee works, you can sidestep their punches like a pro now.
Fixed Pain Elementals spawned by the Agony Elemental inheriting from the wrong thing.
- Moved the A_BossDeath in the Volacubus to the start of it's death state to match the other Mancubi. Might fix some extremely rare issues maybe.
Added the disrupted states to every cybernetic monster that was missing it.
- Actually got the damn Arachnosentinel to spawn on anything other than Technophobia. Goddamn why the hell didn't I do this?
- Added Arachnosentinel. Don't get caught in the open...
Lowered Lost Soul's health.
Made Nightmare Mancubus' attacks travel faster, and gave him a new four shot burst attack.
Added the battle rifle reload sounds, and gave the Elite Formers with them Burst-Fire Rifles instead.
Arachnotron variants and Spider Mastermind variants are all the same species now, much like Hell Nobles.
Arachnotron variants and Spider Mastermind variants will not fight with each other, and Arch-vile variants won't fight them either.
Increased the PainThreshold of the bosses to cut down on stunlocking. (Agony Elemental wasn't touched though.)
Gave Nightmare Revenants additional trolling powers.
Altered some of the Elite Former Human's attack speeds to be more accurate.
Elite Former Sergeant [Plasma Shotgun] now drops two Cells, instead of a Cellpack.
Fixed one of the Elite Former Humans not dropping his damn Handcannon.
Fixed a frame in the Nightmare Elemental's CastCall.
Fixed the Volacubus' height, it was stupidly tall for some reason.
- Changed the Spider Mastermind's minigun sounds.
Made monsters make squishing noises when they get squished. Squishy-squuish.
Elite Former Sergeant [Plasma Shotgun] now drops two Cells, instead of a Cellpack.
Fixed up some problems with the Heavy Revenant's resurrection.
- Fixed the endless yelling from Caco/Noble battles.
Fixed the ground shaking values on the Cyberdemons and Masterminds.
- Added Heavy Revenant. Launches a devastating tracking missile.
Added Agony Elemental. Capable of unleashing a torrent of Lost Souls at you and overwhelming you. Beware.
Gave the Baron of Nightmares a new devastating attack.
Removed the Nightmare Revenant's shockwave punch, and made them do a dashing punch instead.
Made Cacodemons and Hell Nobles fight viciously if they end up infighting.
Redid the Spider Overmind's mental attack entirely to prevent it breaking in various annoying ways. Like killing you behind walls. Across the map.
Hopefully fixed the Pain Elementals on-death Lost Souls being completely harmless and stationary sometimes.
Gave all bosses increased melee resistance because I'm a jerk.
Did a bunch of backend stuff for Armageddon.
- Added some stuff to get DoomRPG's summoned monsters working correctly.
- Added editor numbers to all the Nightmare and Cyber enemies.
Increased Nightmare Arachnotron's fire rate.
Fixed Nightmare Elementals explosion not having it's damagetype applied properly.
- Gave the Spider Overmind an extra attack, and improved it's AI. HAVE FUN.
Altered the Nightmare Cyberdemon's particle beam cannon to help it aim at longer ranges.
Increased the range you can hear boss footsteps.
- Fixed Hellmines, Cyberdemons and Nightmare Cyberdemons ignoring damagetypes with their AOE attacks.
Added tags to all enemies.
Reduced boss drop rates.
- Fixed the Battle Rifle Commando dropping the wrong item, which caused the horrifying infinite weapon bug I found before. Thank god someone found that.
- Fixed Nightmare Spectres crashing the game.
Changed Nightmare and Technophobia to use my modified monsters where ones are missing, instead of vanilla ones.
- Added in all the missing Nightmare enemies except the Nightmare Mastermind.
Also added the Spider Overmind, in all it's missiley glory.
Fixed Hellmines not doing Fire damage.
Improved Cyberdemon and Mastermind AI adaptability greatly.
Improved the Nightmare Spectre's tactics.
Added in the proper sprites for the Nightmare Demon.
Looots of stuff, go check it out!
- Fixed up some annoying bugs, like the arguing Cyberdemons and looping miniguns, nothing fancy.
- A basic release for people to give feedback on the behaviours of the monsters already made.