
DoomRPG Rebalance is a fork of the modifications Kyle873's Doom RPG and Doom RPG Sumwunn's Edition.
Overview:
DoomRPG Rebalance is designed to balance the combined content of DoomRPG and DoomRLA to feel the depth of their capabilities.
This content can be enough to pass several WADs in a row (depending on player preference). In addition, you will be able to customize it.
Just go to DoomRPG Options -> Misc and see for yourself.
Installing:
1. Last Build of 08.05.2022 (recommended)
2. Manual Installing
Important:
After installation be sure to DoomRPG settings reset (Options -> DoomRPG Otions -> Reset to defaults).
Gameplay:
Spoiler:
In Spanish:
In Ukrainian:
In Russian:
Changes:
Spoiler:
Update 1.29:
- Sniper Rifle now has less accuracy when shooting without a scope (for compatible with DoomRL Arsenal);
- the "Armor Repair" skill no longer works for armor types that cannot be repaired (for compatible with DoomRL Arsenal);
- the EP cost of the "Armor Repair" and "Night Vision" skills has been reduced;
- rewards for Map Events (100% killed monsters/secrets/items) are doubled;
- the generator now holds up to four canisters of fuel (for Environmental Hazard Event);
- fixed a voting bug when using the Transport skill in Co-op;
- minor balance changes;
- minor bugs fixed.
Update 1.28h:
- Lexicon compatibility improved. The Sinstorm event now appears on Lexicon's maps with Icon of Sin (thanks to Ron_Dallas);
- fixed a bug where special events on e1m8, e2m8, and e3m8 would not work with DoomRLA Monsters;
- minor balance changes for LegenDoom compatibility.
Update 1.28g:
- added description for shield parts in shop;
- fixed Archangelus's lack of healthbar (for DeHacked Attack);
- fixed Spirit Elemental sprites issue (for DeHacked Attack);
- fixed Suicide Bomber gibs issue (for DeHacked Attack).
Update 1.28f:
- added DeHacked Attack 3.1 compatibility.
Update 1.28e:
- added LegenDoom v2.8.3 compatibility;
- added Colourful Hell v0.98c compatibility;
- fixed minor bugs.
Update 1.28d:
- added Rampancy 1.3 compatibility;
- Renegade perk fixed (now all taken shells activates double shot perk);
- fixed a bug when mods from weapons disappeared when dropped.
Update 1.28с:
- Abominant will now not appear in the early stages of the game (for Adaptive Mode);
- Damage and level of bosses has been lowered.
Update 1.28b:
- added a display in the AUG menu of the current level/level (illuminated description green/yellow respectively);
- added ability to walk with "Always Run" enabled by pressing the run button;
- minor bug and balance fixes.
Update 1.28a:
- changed the running system (now it works like the standard one - with the button pressed or the "Always Run" setting turned on);
- added function of changing the current AUG level (+ changed the control in the AUG menu);
- added Delta Touch control compatibility (see DoomRPG Options -> Misc);
- added сhanging the display of menu prompts depending on the Joystick enabled;
- minor bug and balance fixes.
Update 1.28:
- added a basic setting for DoomRPG "Estimated counts of WADs" (look in DoomRPG Options -> Misc). The balance will be adjusted to the player's preference in game duration (can be 1-8 WADs in a row);
- redesigned system of appearance of new monsters on Adaptive difficulty (from DoomRLA). It now depends entirely on the "Estimated counts of WADs" setting;
- redesigned loot system (appearance of new weapons and armor depends on the game stage (more powerful weapons and armor at a later stage);
- redesigned formula for gaining experience from monsters;
- redesigned formulas for damage dealt and received by monsters;
- redesigned mission reward formulas;
- redesigned formulas for regeneration of monsters, bosses and megabosses (now bosses at high levels restore health within reasonable limits);
- redesigned auras actions;
- redesigned the cost of all skins;
- redesigned Crates system.
- added bonuses for every 5th Level-up;
- added bonus for map event clear;
- added option for enemy weapon drop. See "DoomRPG Options" -> "Doom RLA Monsters Options" -> "Enemy Weapon Drop Type";
- increased the interval of appearance of Reinforced Monsters (random 1-5 min);
- now AUG battery capacity depends on pumping of corresponding branch in AUG pumping menu (before cost depended on Capacity level);
- changed drop of bosses and megabosses (added drop of recipes and modpacks from DRLA, also there is a chance of drop of weapons and armor from DRLA);
- now drop energy shields from bosses depends on game stage (more powerful shields at later stage);
- added a new branch in AUG - to enhance the power of Summoned Monsters;
- now each summoned sammon increases the cost of the "Heal Summon" skill and the cost of summoning the sammons themselves (the "summon mastermind -> focus -> summon mastermind -> ...." abus-cycle no longer works);
- it is now possible to enable Sammons to automatically teleport to the player (single-player only) depending on the distance between the player and the Sammon (look for it in DoomRPG Options -> Misc);
- improved behavior of monsters if there are sammons. They are now much more useful than before;
- summoned marines are upgraded and change weapons (a total of 24 types) in proportion to the player's character level. Weapons from the DRLA are taken as the basis, so the infantryman's ability to pump works only with the DRLA turned on;
- each marine has his own sprites (936 new sprites) New infantrymen sprites were taken from the Marineskins v7 mod;
- marinesare get improvements when a certain amount of Level and Energy of the character is reached;
Full list of the new marine 's arsenal:Spoiler:
1) Marine with Pistol (Lv. 1 - Pistol, Lv. 2 - Combat Pistol, Lv. 3 - Dual Combat Pistol);
2) Marine with Battle Rifle (1 level - Battle Rifle, 2 level - High Power Battle Rifle, 3 level - Vanguard Battle Rifle);
3) Marine with Shotgun (1 level - Shotgun, 2 level - Combat Shotgun, 3 level - High Power Combat Shotgun);
4) Marine with Double Shotgun (1 level - Double Shotgun, 2 level - Quad Shotgun, 3 level - Quad Shotgun Mk2);
5) Marine with Chaingun (level 1 - Chaingun, level 2 - Minigun, level 3 - Laser Minigun);
6) Marine with Rocket Launcher (1 level - Rocket Launcher, 2 level - Missle Rocket Launcher, 3 level - Cluster Bombs Launcher);
7) Marine with Plasma Rifle (level 1 - Plasma Rifle, level 2 - High Power Plasma Rifle, level 3 - Plasma Rifle Mk2);
8) Marine with BFG9000 (1 level - BFG9000 , 2 level - VBFG9000, 3 level - BFG10000).
- now the maximum number of extra lives is 5;
- added the ability to completely disable aura icons above the player (they are useless in single-player game);
- fixed the Environmental Hazard event - now it is not as tedious as before;
- added the ability to change the intensity of fog (Dark Zone Event) and poison drops (Vicious Downpour Event). Search in the menu DoomRPG Options -> Map Events;
- updated the magnetize skill to actually magnetize items around you in the field of sight (thanks FoxMcloud5655);
- add Corpses Cleanup function (in DoomRPG Performance options).
- fixed false positives Survival Bonus and Extra Life.
- improved Toaster Mode.
- fixed the dependence of the cost of skills on the use of auras. There was an interesting bug: if I turn on aura that should reduce the cost of skills, the actual cost of skills was displayed incorrectly (because the use of aura itself increases the cost);
- now the dark blue aura (regenerate ammo) does not work in Outpost in peacetime (you could regenerate ammo infinitely);
- fixed minor bugs with the use of AUG;
Changed "Soul Steal" skill mechanics:
- each soul absorbed using the "Soul Steal" skill now gives a bonus to the corresponding characteristic, when the player accumulates a certain number of souls, he gets the corresponding aura level;
- the "Soul Steal" skill has a base cost of 50 EP (+5 ep for each accumulated soul, cost cap - 200 EP);
- the first absorbed soul gives +30 to the timer, this value will decrease depending on the number of accumulated souls (the more souls, the harder to maintain the bonus);
Added checking the type of armor when repairing at the Outpost. Now it is consistent with the balance of DoomRLA, namely: it is impossible to repair the following armor:
- Fire Shield Armor;
- Tower Shield Armor;
- Ballistic Shield Armor;
- Energy Shield Armor;
- Plasma Shield Armor;
- Rechargeable Energy Shield Armor.
And there are many other changes in the balance. Just try it for yourself.
Compatible mods:
Spoiler:
Credits:
Kyle873;
Pink-Silver;
Sumwunn;
WNC12k;
etc.
The build also includes:
DoomRL Arsenal;
The Sentinel's Lexicon - PvE mapset Compilaition;
WadSmoosh;
Gearbox;
etc.
Our Discord server.
Source code on GitHub.