Champions is a gameplay mod that adds 17 new variants of each monster and is cross-iwad compatible!!
Spoiler: Screenshots
Spoiler: Monster Variants (spoiler alert!)
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Currently there are 17 variants
RED - Spawns with 2x base health
DARK RED - Crumbles into gibs upon death - will respawn if not taken care of
ORANGE - Explodes upon death
YELLOW - 2x faster movement speed
GREEN - Can teleport around rather aggressively
DARK GREEN - leaves a trail of liquid that can hurt the player
LIGHT BLUE - Causes a wind effect that pushes things around
BLUE - Explodes into 12 projectiles upon death
INDIGO - Spawns 2 weaker clones upon death
VIOLET - Occasionally fires a secondary projectile at you
PINK - Regenerates HP and will heal nearby enemies
BLACK - 2x higher base damage
GREY - Will dodge your attacks and leap for the player
WHITE - Slows player down with a trail of white creep
BRONZE - Takes reduced damage and has no chance of flinching, but moves slower
SILVER - Pulls you in with strong magnetic force
GOLD - Can buff enemies to take reduced damage, also moves slower.
Download here
Spoiler: changelog
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~New Features in v2.9~ Bundle Tweaks
- Tweaked Item bundles weighting & drops:
- In general:
- Monsters drop double items when gibbed.
- Drops are increased based on DamageFactor & DamageMultiply values
- Doom:
- Now have a chance to drop 2 clips & 1 shell pickup per tier.
- Heretic:
- Now drop custom armour bonuses.
- Hexen:
- Health pickups are dropped from tier 0 upwards now.
- Custom mana1 & mana2 pickups dropped per tier (only give 2 ammo per pickup)
- Fixed issue with Bundles not dropping for "tier 0" enemies.
- Added option to toggle Bundle Health Bonuses visual style for Doom (food or vials)
- Added debug option for forcing exclusive champion type
- Added visual trails to Grey Champions when they perform a dodge.
- Fixed issue with Legendoom's "Legendaries over Time" feature.
- Fixed VM Abort with Blue Champion Projectiles.
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~New Features in v2.8~ The big boi.
- New Mutation: HYBRID
- will have a secondary Champion Effect
- at the moment can spawn with any combination of Champion Effects, including duplicating effects.
- I've decided to leave it at this "wild west" mode where anything goes for the time being
- I have plans for a Hybrid blacklist if things are too hectic and/or broken.
- Titans now have much more health
- this stacks with other health giving champion effects, so watch out!
- the health boost effects weaker enemies more than stronger enemies
- enemies in the range of the Titan will be more aggressive
- Pink champions have been reworked
- They now resurrect fallen monsters for 20% of their health.
- I felt like Pink Champions were a bit weak, so this makes them a priority target when they spawn
- Originally they could resurrect infinitely, in testing this is very broken
- Once below 20% health they will no longer resurrect.
- Violet Champions projectiles now home slightly
- I feel like Violets weren't much of a threat, especially if you can position yourself well
this might combat that weakness a little.
- Blue Champions burst into more projectiles, which are also slightly faster
- Again Blues were also a bit weak, and it was very easy to dodge their death attack.
- Projectile spawning is based off of Monster height & radius, and their "Boss" status.
- Height determines the amount of tiers spawned, taller enemies spawn more tiers
- Radius determines the amount of fireballs per tier.
- Indigo Champions have been tweaked slightly in multiple ways
- The clones now have a Damage Multiplier of 0.75 to match their size change.
- Clone projectiles have also been shrunk & their speed scaled by 25%.
- Spawning has been cleaned up & turned into an efficient loop, to allow for future tweaks.
- Now spawn 4 clones when Legendoom Boosted Champions is enabled.
- Silver Champions have been reworked
- Their new effect is Magnetism
- will suck players in close with a strong magnetic field
- They still retain their increased stats, but to a slightly less OP degree
- Dark Green & White Champions have been tweaked slightly
- Creep has been re-written to a more flexible, inheritable base class
- Green Creep now deals 5 damage, but can only deal 1 tick of damage every second
- Dark Green & White champion's projectiles can leave creep
- disabled by default, it's a work in progress feature and can be quite intense
- enabled in under the Experimental Settings menu
- Green champions now have a 3-5 second cooldown after performing a teleport.
- Tweaked bundles slightly
- They now drop more ammo & bonuses for each "tier"
- Champions resurrected now no longer occasionally shuffle their mutations
- The mutation system still needs a more thorough implementation outside of the base class.
- Icons have been redesigned, slightly
- I added a shaded effect & drop shadow to help boost icon visibility for those that use them.
- Option to disable flat sprites for Dark Green & White champion creep.
- This is based on an older request, and for those that use the software renderer. Sprites are from Hexen.
- Added option to enable friendly Champions
- A recently requested feature, off by default, but for those that want the option, it is there.
- New under the hood Legendoom Compat changes by worldendDominator
- Nothing really changes, but this helps to account for Legendoom's "Legendaries Over Time" feature.
- Fixed a minor issue where Monsters would bleed rainbow blood when Legendoom is loaded and compatibility enabled.
- Fixed all orange console warnings.
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~New Features in v2.7~ The Update That Took Even Longer
- Champions now emit the correct colour blood!
- This means Champions is now compatible with your favourite gore mods!
- Added a new Mutation; Airborne!
- Given the ability to float around at will, watch out below!
- Tweaked Undying Mutations
- Now can take damage, but will not die unless the Heart is vanquished.
- Minor Colourful Hell Compatibility
- CH's Colourblind setting now neatly arranges the type-icon next to the Champion's Identifier Icon
(instead of a spam of actors just flying out of it)
- Embers of Armageddon Incompatibility!
- For some bizarre reason, EoA really messes up the Undying Mutations, so they are disabled when EoA is loaded
Apologies!!
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~New Features in v2.666~ The Update That Took Way Too Long
- Certain Champions will now deal a secondary effect, such as:
- Dark Green Champions poison you with their melee or ranged attacks
- Cyan Champions will knock you back with their melee or ranged attacks
- White Champions will slow you down with their melee or ranged attacks
- Tweaks to the Silver Champion
- Will warn you when it is about to shield
- Becomes stationary when shielded
- Visual Tweaks
- Projectiles now have a Champion Coloured
- Can be disabled in the options menu
- Audio Tweaks
- Indigo Champion clones have a higher pitched voice
- Titan Mutations have a much deeper and intimidating voice!
Issues Resolved
- Fixed a crash related to the bundles system
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~New Features in v2.5~ The Bundle Update
- Bundles have been altered massively
- Support for Doom, Heretic, Hexen and Strife!
- Also support for Guncaster! When the mod is loaded, Champions will now drop Gold, Gems and even Tomes
- Food!
- Food drops from slain champions, it heals 1% health and comes in several varieties
- Silver Champions now have a warning before their sheild is raised
- Some other things (that I can't remember)
Issues Resolved
- Fixed issue with Guncaster Sprite name conflicts
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~New Features in v2.2~ The Performance Update!
- New options settings
- Projectile/Blood inherits Champion Colour
- New Ice translation
- All setting modifications will take change AFTER map change.
- Pink champions now heal more HP/s and will heal nearby enemies
- Violet champions have 2 new patterns to attack with
- Bundles have had an overhaul, will now drop better items
- Drops are split into 6 tiers. Tiers are based on the dropping monster's StartHealth
- Currently bundles are only available for DOOM based games. Raven, Strife, Chex and Square to come later!
Issues Resolved
- Performance - the previous versions made extensive use of expensive CVAR checks
- I have reduced the amount of calls per tic on each champion and icon class
- This has greatly reduced the numbers reported in the "stat vm" ccmd
- One small caveat is that all CVar changes will only take effect after a map change.
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~Quick Fix 2.1~
- This fixes a bug present in 2.0 in which Undying Champion's hearts
do not alter the Champion if the heart is frozen, this renders
the champion unkillable
- Fixed a few minor visual glitches in Hexen featuring ice deaths
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~New Features in v2.0~
- 4 new champions!
- White - Slows the player down with a trail of white creep
- Light Blue - causes a wind effect pushing away anything nearby
- Bronze - will never flinch and takes reduced damage
- Silver - can generate a reflective shield occasionally
- Gold - will buff other nearby monsters, turning them golden
- Mutations!
- rare variants of champions, each mutation has a different effect
- there are three so far!
- Legendoom Compatibility!
- Only Legendary Monsters become champions!
- Exclusive Legendoom champion behaviour and boosted abilities
- Set the Legendoom Compatibility Toggle in the menu
- Icons and Particles
- new visual effects to identify the champions
- can be toggled on and off in the Champions Option menu
Issues Resolved
- Champion Spectres are no longer un-identifiable
- Dark Red champions now drop items correctly
- Whole champion system ported over to Thinkers
- this should be a more lightweight system compared to the original Actor based solution
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~New Features in v1.3~
- This is a bugfix update
Issues Resolved
- Fixed a critical bug that causes VM Execution Abort involving resurrection
- Fixed a small issue with Grey Champions' sight checks not working properly
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~New Features in v1.2~
- 2 New champions!
- Pink - regenerates 8hp/s
- Titan - 3x Health and Damage, 1.5x slower movement speed
- when killed gives the player a "fear" powerup for 30 seconds
- Bundles!
- very early bonus drops. Champions will drop bundles on death
- drops small ammo pickups and health/armour bonuses
- stronger monsters drop more items in their bundles.
- Spawn Menu
- you can alter the weight of the monster spawns
- this means you can remove certain champs from the pool completely
- Colourless Champions
- removes the colourisation of champions to allow greater compatibility with other mods.
- Champion colours have been altered slightly in some cases (mostly orange, indigo, blue and violet)
Issues Resolved
- Added new sprites from Freedoom for the Blue, Orange, Dark Red and Violet Champions
- Resurrected Champions now retain their effect
- Indigo clones no longer mess with the kill count and cannot be resurrected.
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~New Features in v1.1~
- New options menu!
- Override global spawn chance and colour!
Issues Resolved
- fixed "hidden" corpses from being autoaimed (hopefully)
- fixed white corpses being shootable
- fixed multiple mod incompatibilities such as
- Brutal Doom
- Quakestyle Unbound
- Russian Overkill