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WEAPON CHANGES-----------------------------------------------------------------------------------------------------------------------
Universal:
-All weapons now have a much faster switch speed, not only allowing you to switch between them quicker but also allowing for the potential of weapon combos. I won't get into it too much, so play the mod and experiment for yourself
.
Fist:
-Attack was modified so that the damage frame comes out when the player's arm is at the peak of the windup animation
-Player no longer switches weapons upon berserk pack pickup
-15 damage per punch (30 DPS), 150 damage per berserk punch (300 DPS)
Chainsaw:
-Berserk applies to the chainsaw as well as the fist
-Fire rate increased from 8.75 SPS to 11.6 SPS
-15 damage per hit (165 DPS), 30 damage per berserk hit (330 DPS)
Machine Pistol (
NEW WEAPON):
-Replaces the pistol
-Possesses perfect accuracy regardless of how fast you fire the weapon (decent sniping potential)
-Does not fire in 2 shot bursts unlike the chainguns (very easy to control)
-Uses bullet ammo and fires at a rate of 5 shots per second (exactly half the fire rate of the chainguns)
-12 damage per bullet (60 DPS)
Shotgun:
-Vertical spread has been added (half as much as the super shotgun)
-Pellet count increased from 7 to 10
-12 damage for 8 of the pellets, 8 damage for the other 2 pellets (112 DPS)
Chaingun:
-Can now only be found by killing chaingunners and picking this weapon up off their corpse
-Horizontal spread accuracy increased by 25%, Vertical spread has been added (25% more accurate than the shotgun vertical spread)
-Perfectly accurate tap-firing has been removed (This change was made to keep the machine pistol relevant)
-Fire rate increased from 8.75 SPS to 10 SPS
-12 damage per bullet (120 DPS)
Super Shotgun:
-12 damage for 16 of the pellets, 8 damage for the other 4 pellets (224 DPS)
Super Chaingun (
NEW WEAPON):
-Replaces chaingun drops placed by level designers
-Horizontal and vertical spread is 25% more accurate than the super shotgun, and is double that of the regular chaingun
-Fires and uses 2 bullets per shot, has the same fire rate as the chaingun (amazing stunlock potential)
-Possesses a cool down animation after firing that lasts 10 frames (compared to the plasma rifle's 20 frames)
-12 damage per bullet (240 DPS)
Rocket Launcher:
-Fire rate increased from 1.75 SPS to 1.95 SPS (roughly 2 shots per second)
-Splash damage has a full damage radius of 2/8th of the total splash radius (32 out of 128. This is mainly so that rocket damage is entirely consistent on direct hits)
-104 direct damage, 128 splash damage (232 per rocket, 464 DPS)
Plasma Rifle:
-Projectile speed increased from 25 to 30
-32 damage per plasma ball (352 DPS)
BFG9000:
-Ammo usage increased from 40 to 50
-600 damage per BFG ball, 65 damage per BFG tracer (2600 total tracer damage, 3200 DPS)
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MONSTER CHANGES---------------------------------------------------------------------------------------------------------------------------------
Note: Damage values described here are taken from the base damage of each monster and doesn't taken into account difficulty damage scaling
Zombieman:
-A_Chase frame decreased from 4 to 3 (more aggressive)
-6 damage per bullet
Shotgun Guy:
-Health increased from 30 to 40
-Pellet count per shot increased from 3 to 4
-6 damage per pellet (max damage is 24)
Heavy Weapon Dude:
-Health increased from 70 to 80
-6 damage per bullet
Imp:
-12 damage per projectile/melee
Demon/Spectre:
-Movement speed increased by 25%
-Attack speed increased by 25%
-24 damage per bite
Cacodemon:
-Projectile speed increased by 25%
-24 damage per projectile, 36 damage per bite
Lost Soul:
-Health decreased from 100 to 40
-A_Chase frame decreased from 6 to 3 (much more aggressive)
-12 damage per bite
Pain Elemental:
-Increased attack aggression (using "MISSILEMORE" flag)
Hell Knight/Baron Of Hell:
-Attack speed increased by 8% (now has the same attack speed as the imp)
-36 damage per projectile, 48 damage per melee
Arch-vile:
-Health increased from 700 to 800
-Increased pain chance from 3.13% to 12.89% (from 10 to 40)
-Removed splash damage and radius from attack (attacks only deal direct damage now. This change was made to make arch-vile damage entirely consistent)
-60 damage per blast
Arachnotron:
-Projectile speed increased by 20%
-24 damage per plasma ball
Mancubus:
-36 damage per projectile (72 damage per volley)
Revenant:
-Missile attack speed increased by 10%
-Reduced melee dead-zone size by 25% (from 196 to 147)
-48 damage per projectile, 36 damage per melee
Cyberdemon:
-Attack speed increased by 9%
-Decreased pain chance from 5.47% to 3.13% (from 20 to 10)
-Splash damage has a full damage radius of 3/8th of the total splash radius (48 out of 128. Same reason as the player's rockets but the full damage radius was increased for cyber rockets so that he can deal more consistent splash damage to monsters during infighting)
-76 direct damage, 96 splash damage (172 per rocket)
Spider Mastermind:
-Health increased from 3000 to 4000
-Decreased pain chance from 12.89% to 5.47% (from 40 to 20)
-Pellet count per shot increased from 3 to 4
-6 damage per pellet (max damage is 24)
Icon Of Sin:
-Health increased from 250 to 300
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ITEM CHANGES--------------------------------------------------------------------------------------------------------------------------------------
Health Bonus:
-Health gain increased from 1 to 2
Soul Sphere:
-Health gain increased from 100 to 200
Armor Bonus:
-Armor gain increased from 1 to 2, damage protection increased from 33.335% to 50%
Green Armor:
-Damage protection increased from 33.335% to 50%
Guard Sphere (
NEW POWERUP):
-Replaces the partial invisibility sphere
-Grants 50% damage protection when picked up, colors the screen a gold tint (similar to the radiation suit)
-Lasts 60 seconds
Bullet Ammo:
-Max ammo increased from 200 to 300 (without backpack) and 400 to 600 (with backpack)
-Clip ammo gain increased from 10 to 15 (level designer drops) and 5 to 7 (monster drops)
-Super Chaingun ammo gain is 30, Chaingun ammo gain is 15
-Bullet box ammo gain increased from 50 to 75
-Backpack ammo gain increased from 10 to 15
Cell Ammo:
-Max ammo increased from 300 to 375 (without backpack) and 600 to 750 (with backpack)
-Cell ammo gain increased from 20 to 25
-Plasma Rifle/BFG9000 ammo gain increased from 40 to 50
-Cell pack ammo gain increased from 100 to 125
-Backpack ammo gain increased from 20 to 25
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DIFFICULTY CHANGES----------------------------------------------------------------------------------------------------------------------------------
Note: There are some changes that aren't listed here, mainly because they are so insignificant that they don't really matter in the grand scheme of things
I'm Too Young To Die:
-Player takes 66% less damage
-Health gains from health items doubled (only applies to health items that don't full heal)
-Removed double ammo
Hey, Not Too Rough:
-Player takes 33% less damage
Hurt Me Plenty:
-Unchanged
Ultra-Violence:
-Player takes 34% more damage
Nightmare:
-Player takes 68% more damage
-Increased monster aggression (using "aggressiveness" flag, which only makes monsters more likely to attack)
-Removed respawning monsters, fast monsters, double ammo, and the "Disable Cheats" flag
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CREDITS-----------------------------------------------------------------------------------------------------------------------------------------
Machine Gun:
-Submitted: Captain Toenail
-Decorate: Captain Toenail
-Sprites: id Software
-Sprites Edit: Captain Toenail
-Sounds: Id Software
-Idea Base: Quake 2 Machinegun
Resource found on realm667
Heavy Chaingun:
-Submitted: Z86
-Decorate: Z86
-Sounds: Raven Software (Quake 4)
-Sprites: Eriance
-Sprite Edit: Z86 (In-between frames)
-Idea Base: Quake 2 and Unreal Tournament Chaingun
Resource found on realm667
Guard Sphere:
-Submitted: Ghastly_dragon
-Decorate: The Skulltag Team
-GLDefs: The Skulltag Team
-Sprites: The Skulltag Team
Resource found on realm667