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'Creature Feature'
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04/12/2021
+New: Dimensional Instability Mode: A randomiser spanning three games!
==> DOOM ELITES ADDED <==
+New: Osseomancer is the Elite for Doom's Cacodemon and Pain Elemental. It
is able to spit out grusome decapitated heads, which bounce around for
a short while before settling in place. If you come close to a head,
it will explode in a shower of corrupted blood. The 'mine-heads' last a
while and often attempt to fling themselves around as well, seriously
restricting where you can safely step in a fight, making this floating
menace a priority target before it controls the battlefield.
+New!: Hell Chevalier is the Elite for Doom's Hell Knight; he is faster with
more HP and more RED. He flings three Green Fireballs in quick succession
each of which are mildly more damaging than standard Baronballs.
+New!: Ufetubus is the Elite for Doom's Mancubus. Sporting a black and purple
theme, he fires two purple missiles that explode into deadly purple
gas clouds that linger for a few seconds. Several of them together can
provide some quite terrible area denial.
+New!: Hellion is the Elite for Doom's Demon/Pinky. Also sporting a fetching red
colour scheme, his main feature is his relentless short-range lunging.
Unlike regular pinkies which you can often dance around even up close,
if you let this variant get the jump on you he can be quite dangerous.
+New!: Pyre-Master is the Elite for Doom's Archvile. Also in blazing red, his
Fire Attack requires you to keep moving (or find cover as usual) as all
areas affected by the initial flame in their vicinity will soon erupt
into a MIRV-like cloud of death. He can also still resurrect like a normal
Archvile. He has slightly less HP to compensate for his attack, and if
used smartly, he's easy to goad into setting fire to his allies with
it due to its AOE nature, like a Cyberdemon.
+New!: Magicaco is the Elite for Doom's Lost Soul. This Cacodemon has much
less HP and no ability to fire projectiles, but instead gains a mastery
of illusion. He can create static Cacodemon Illusions, reduce his
own appearance to just a mouth, and teleport around to charge at you
from lots of annoying angles. And his bites are painful!
+New!: Special Forces Zombie is the Elite for Doom's Sergeant Zombie. He can
strafe, and often crouches when firing (reducing his hit-box). Also, if
you remain close to him, he will repeatedly fire at you. Also has a
spiffing Level 3 helmet. Which makes absolutely no difference to you,
since you're not using guns anyway (lol).
+New!: Cybercommando is the Elite for Doom's Chaingunner Zombie. He's upgraded
his chaingun for a Heavy Laser Cannon, of course. Though slightly slower
moving than the normal version, his suppression fire has little equal.
+New!: Pistol Zombie is the new standard version of the Basic Zombie in Doom.
The old Rifle zombie that was previously the default is now the Elite
version, and has slightly more HP. Pistol Zombie only fires a single
shot rather than a triple burst.
==> HERETIC ELITES ADDED <==
+New!: Black Drakahn is the Elite for Heretic's Weredragon. He's tougher and
fires three fireballs in quick succession. Walks slightly slower, but
the already dangerous Weredragon shots are made far worse by this guy.
+New!: Gorgon is the Elite for Heretic's Ophidian. I edited the standard sprites
that are typically used by this to be darker and scaled. Its most notable
feature is it supporting other monsters by using a monster version of
the Hebiko-Sceptre's Charm Beam. If it gets you, are briefly paralysed
and frozen in place, halting your movement (but not attacks) entirely.
+New!: Stygian Imp is the Elite for Heretic's Flying Imps. He is extremely
evasive, and hard to get a bead on. He fires blue magic missiles and
uses his agility to harass you, though he's still not super dangerous.
NOTE: Also see New Monsters below; as some Heretic Spawns now include them.
==> HEXEN ELITES ADDED <==
+New!: Magma Serpent is the Elite for Hexen's Green Serpent; he can shoot
small meteors from afar, and up close will breath flames, making him a
dangerous ranged support monster.
+New!: Ash Serpent is the Elite for Hexen's Brown Serpent; he's a support
creature that will vomit up extremely annoying ash clouds that will
inhibit player vision for quite some time, covering his group from
attacks. In the rare case you do get hit by him directly, the shot can
also cause some nasty damage, though.
+New!: Fetid Geist is the Elite for Hexen's Wraith; he moves quicker and spits
out balls of venomous power. A direct hit will do some severe damage.
+New!: Wyvern Whelp is the Elite for Hexen's Afrit. As you might imagine, its
a small version of the Wyvern boss, with a recoloured sprite, and acts
like a more powerful Afrit, firing a salvo of four firedarts and having
more HP and mobility.
NOTE: For Centaurs and Ettins, see new monsters below.
==> BRAND NEW MONSTERS <==
+New!: New Monster: The Jaegar, added. This is a resprited and recoloured version
of the Hexen II Undead Archer. He will spawn in place of Heretic Ghostly
Nitrogolems, and sometimes in the place of Hexen Slaughtaurs, to give more
variety to the cast of these games. His normal green shots are fast and
powerful, and his blood-red shots have erratic but sometimes unnerring
homing properties. Be careful of them suddenly hitting you from behind!
+New!: New Monster: The Blackguard, added. This skeleton knight will spawn in
the place of Heretic Ghostly Skeleton Knights and sometimes in the place
of Hexen Centaurs. He has a good melee attack, and can also fire vorpal
slashes similar to the Myrmidon, but in sinister red.
+New!: New Monster: The Lizard Warrior, added. He can spawn in the place of the
Hexen Stalker Serpents. He can submerge and stay low profile in water,
before leaping out to attack you (sometimes onto land as well).
+New!: New Monster: The Necromancer Cultist, added. He can spawn in the place
of Wraiths rarely in Hexen, and in the place of Beasts rarely in Heretic.
He can endlessly summon skeleton minions like a Doom Pain Elemental, and
can also raise dead enemies like a Doom Archvile, making him a scary
supporter. Fortunately, he's not too fast nor tough, and will avoid
summons in favour of shooting you with weak shots if you're too close.
+New!: New Monster: The Skeleton Minion, added. He is normally only summoned
by the Cultist, but Dimensional Instability mode can occasionally throw
him out as a fodder unit. He only has a slow melee attack and doesn't
move too fast, but has above-average HP and if you're not careful, alot
of allies marching with him!
+New!: New Monsters: The Satyr Warrior & Satyr Gladiator. These guys are made
to give some more variety to Hexen's usual rank and file: the Ettin, and
will appear in the place of them half of the time, with the Satyr Gladiator
appearing in place of the Ettin Sergeant when an elite spawn occurs.
In general, they have slightly less HP than their counterparts, but
move and attack somewhat faster in compensation.
==> OTHER MONSTER RELATED CHANGES <==
+New!: Burning to Death Animations added for all standard monsters from Doom,
Heretic, and Hexen. Some elites don't have them yet, will come soon.
+New!: {The Great Monster Projectile Revision}
In all cases, I've tried to keep a similar feel with the new projectiles!
>> Cyberdemon gets new rockets and effects. They're mildly more
dangerous than before since they also blast you away like a big
rocket should! It also has a new remixed sound-effect that mixes
the classic Doom one with a more modern one.
>> Skeleton Knight's Axes get a makeover with better directional
frames of animation and sparklies.
>> Iron Lich gets new sprites for all of his attacks to make sure
they look up to standard with other projectiles we have now.
The column of flame is especially impressive, IMHO. :D
>> D'Sparil Disciple's (Floating Wizards) purple ring shots get
updated, along with a new shooting noise.
>> Weredragon (Beast) gets a new Fireball, with very impressive trail
that still evokes its old smokyness but now makes it awesome.
>> Revenant Rocket gets a new sprite. It already had new effects, but
these are now attached to a rocket rather than a mystic 8-ball.
>> Arachnotron Plasma and Hexen Bishop Plasma now use a new, shared
and updated sprite.
>> Hexen Slaughtaur gets to re-use a blue bolt sprite also made for
the New Stygian Imp in Heretic.
>> Hexen Afrit and Brown Chaos Serpent shots get slight revisions.
+Tweak: Heretic Mummy gets new sprites that look more like a Mummy, less yellow.
+Tweak: Doom Shotgun Zombie now has a animation for cocking his shotgun.
+Tweak: Doom Chaingun Zombie now has a rev-up animation for his chaingun.
==> NON-MONSTER NEW STUFF <==
+Tweak: All Doom, Doom II, Plutonia, and TNT intermission and ending text
has been re-written from the perspective of your Walpurgis character,
who at this point is assumed to have cleared at least Hexen and hence
achieved demi-godhood with the Chaos Sphere.
This joins the earlier text already added for Heretic and Hexen.
+Tweak: Footstep sounds for {ALL} OTEX Flats added. Since its being used in a
fair few levels now. I might get around to CC4 and others later.
+Tweak: Keeping up with the Joneses, I created a brand new sexier base set of
sprites for Fulgurs lightning, so it looks better than ever. Also
slightly improved the primary's tracking once again; you should now
always be able to move forwards at full speed whilst zapping enemies
without bolts dissappearing. Though going all Leroy Jenkins with the
Magister is generally still ill-advised anyway. :D
+Tweak: Firestorm Font's Secondary got some new flaming burst graphics so it'll
look less spiky and more like I always wanted it to look. This also
affects some other flames like Aestus' Meteor and Hammer's Shockwave.
+Tweak: Terrain splash definitions added for all Doom, Heretic, Hexen, OTEX flats.
+Tweak: A bunch of new GLDefs/Dynamic Lights for projectiles were added.
+Tweak: Updated Split Status bars with new sprites to improve their looks.
+Tweak: New Animated Menu Logo.
+Fixed: Blood colours for Walp monsters set so that gore mods paint the correct
gib colours (i.e. Green Baron blood, Blue Caco blood).
+Fixed: Sounds that were previously .wav have been remuxed to .ogg to reduce
their filesize. This has resulted in a 20~ish Megabyte saving, though
this has then been eaten back up with lots of new content (lol).
+Fixed: Tradactus' double burst fire had the wrong explosion animation. It wasn't
too noticeable in that frenetic fight so I didn't see it in test. Fixed.
Also tweaked his ability to summon Wraiths, which should now be more
reliable rather than failing about 80% of the time.
+Fixed: Kraters of Might would sometimes show their old sprite. Fixed.
+Fixed: Removed the 'Zap' sound produced on Electric Pain. Its not very noticable
and if a monster was in an Electric Pain state and then died to another
type of damage (usually from infighting), that noise would persist in
a rather annoying fashion after death.
+Fixed: The Elite spawning system broke the A_BOSSDEATH action used by iwad
levels to lower and raise floors. A workaround has been put into place
to prevent this issue, so these levels will work properly again! (along
with any pwads that also use this feature)
+Balance: Primary Fire of Druid's Dagon Cane cost increased by +1 Aether Mana.
It does a similar amount of damage to the Lightbringer, but was
33% cheaper before, so this puts it on a similar balance.
+Balance: Gas clouds from Druid's Hebiko Staff Tertiary and Flechette made
around 15% less powerful as they were super-strong for the cost.
+Balance: Tertiary Fire of Aestus for Magister (Whip) cost reduced to 10, and
made the animation another 2 frames faster.
+Balance: Thrown Baselard Hitbox tweaked slightly to be closer to its sprite.
+Balance: If you don't like the change to Revenant Missile Homing in Walp, you
can now always spawn classic revenant shots with the Menu Option.