Search found 4 matches
- Sat Jan 21, 2023 5:28 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 418451
Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)
How do I tell if my grenades are off cooldown? Is there a way to do so without looking carefully at the item's icon (although I couldn't tell any visible difference with Leech)?
- Fri Jan 20, 2023 1:42 pm
- Forum: Gameplay Mods
- Topic: [v2.9.1] CHAMPIONS [update 09/03/21]
- Replies: 236
- Views: 115300
Re: [v2.9.1] CHAMPIONS [update 09/03/21]
There's some quirk in this that disables the friendly fire protection in DoomRPG, someone told me it had to do with the mod tweaking the player's species or something along those lines. Any idea what part could be to blame?
- Fri Jan 20, 2023 1:56 am
- Forum: Gameplay Mods
- Topic: LEGION - The HoD Monster Mod [Update 4.5 Hotfix] 7/12/2024
- Replies: 74
- Views: 32547
Re: LEGION - The HoD Monster Mod Update 3 8/21/22
How possible is the idea of NPC barons & revenants armed with weapons that emulate some of the player weapons from their respective HoD games? The possibility of fighting barons armed with Azazel autocannons and up or even something as simple as revenants that shoot Grave bolts besides their ...
- Thu Jan 19, 2023 10:37 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 467259
Re: [4.3] Corruption Cards - Choose cards that alter your game!
Found out about the Specialists card and I'm in love. Question: For making variant Specialists, is there a way to make it pick a specific monster, or from a monster group or species for the different roles? For example, making it so it always picks a hell noble for the tank or a doom 2 monster for ...