v0.12.7d - 3/30/25
-Most Melee weapon damage has been increased.
-Frost Snap Ammo adjustments have been made, such as increased spawns and increasing the ammo pickup amount by 4.
-Removed coin spawns from ammo spots.
v0.12.7c - 3/30/25
-Fixed Frenzy Ravagers L3 alt-fire effect not activating consistently.
-Fixed VM Abort related to enemy health.
-Fixed an extremely situational tic-perfect VM abort when previewing costs for items on the ground.
-Edited STARTUP graphic slightly. Mainly making the elements larger.
v0.12.7b - 3/24/25
-Reduced amount of Energy Screen Layers granted from Energy Screen pick ups.
-Fixed VM Abort when stepping on damaging floors with an Energy Screen.
v0.12.7 - 3/23/25
=WEAPONS=
--GENERAL--
-Added new AREA weapon.
-Melee weapons now have slight knockback.
-Added countermeasures to prevent many Weapon Capsules from spawning in one area, such as Machete Map 03.
-Increased damage of most POWER weapons slightly.
-Increased damage of some RAPID weapons slightly.
-Increased damage of all SUPPORT weapons. The original idea was for them to be more multiplayer oriented, but that is not the focus of the mod, and it seems multiplayer gameplay is very rare anyway.
-Removed bonus chance that enemies would drop their weapons if the player was carrying one. This is no longer needed since the drops are added to the overall weapon pool once found.
--BULLET-EYE--
-The Bullet-Eye bar will now flash at the default maximum energy, meaning it will more easily indicate it can be used earlier when max energy upgrades are in possession.
--FROST SNAP--
-Now uses ammo, but can still fire weaker shots without it. The damage has been increased to compensate.
-Alt-fire shoots slower when at 0 ammo. Could have sworn I did this change two times already...
-Now has the free shot chance of other RAPID weapons.
-Now always fires a precise projectile on its first shot.
--BLAZE STREAM--
-Increased range.
--CRUSH BLAST--
-Magazine size increased to 6, up from 4.
--DOGFIGHTER MISSILE--
-Fixed magazine base max capacity being lower than intended. It can now fire one extra shot as opposed to before.
--ELECTROCUTIONER--
-Increased projectile radius of tasers and reduced volume of jolt sounds.
--FLAME BLOOM DARTS--
-Effect now expires, but the duration can be extended with further darts or even other fire weapons.
--FORCE WAVE--
-Now does area damage on impact with terrain at L1, rather than only at L2 and up.
--FRENZY RAVAGERS--
-Increased damage.
--HUNTING LASER--
-Increased damage slightly.
-Projectiles now only attempt to track enemies within a certain distance. This will make aiming for certain enemies easier rather than the lasers auto homing as soon as they are shot out.
--MAG SHURIKENS--
-Reduced damage slightly.
--QUICK STRIKE--
-Damage and range has been reduced. However, the weapon now works slightly differently and can unleash fast combos.
-Increased range slightly.
-Fixed issue with parry mechanic persisting indefinitely unless certain actions were taken.
-Fixed L3 meter display.
--SCATTER BOMBER--
-Reduced primary fire projectile bounce intensity.
--SCRAP LAUNCHER--
-Slightly reduced chain cooldown for both successful and missed hits.
-Slightly increased firing speed.
--SNIPER CANNON-
-Fire rate reduced slightly.
--SPITFIRE--
-Fixed L3 semi-auto mag refill effect not functioning at L4.
--STORM MINE--
-Mine detonation can now be activated during a reload.
--VAMPIRIC GAUNTLETS--
-L3 can now be triggered with Reload, and no longer requires the player to look up.
--VOID COIL--
-Improvements such as detection range, L2 reposition effect being made a baseline mechanic, and tighter radius after uncoiling.
--WINGED REAVER--
-Weapon has been reworked and has also been given a weak melee alt-fire as a last resort attack.
=EQUIPMENT=
-Added new equipment items.
-Added 6 new equipment bonuses.
-All equipment tiers can now drop at any time, rather than the previous iteration: the highest tier based on your current score, with a chance of being one tier lower.
-Equipment item upgrade costs are now based on tier.
-Fixed equipment items that focus on Energy Screens to grant a larger amount, due to recent Energy Screen changes.
-Arm Shield equipment items no longer have special drop rules and are now added to the general equipment item drop pool.
-Dread Trooper Mail can now only convert Dread Troopers into allies initially, rather than a small chance at any point. The chance to convert has been increased.
-Bastion Grips (Gloves) now has an additional effect.
-Nethervoid Cloak damage reduction while using a melee weapon further increased.
-Bomb Dispensers (Shoulders) effect now activates at 30% health or below, up from 20%.
-Superior Deflector (Arm Shield) effect now activates at 30% health or below, rather than at 8 health or below.
-The Frozen Guard (Arm Shield) duration increased to 12 seconds, up from 8, ice shard damage increased slightly, and now has an indicator for when the effect is active.
-Fixed The Frozen Guard (Arm Shield) not actually increasing ice weapon damage.
-Fixed Drain Kick not recovering the intended amount of health due to older code usage.
-Fixed Protein Analyzer (Helmet) not recovering the intended amount when the player was between 21% to 30% health.
-The Radiator (Helmet) no longer destroys breakable objects, such as capsules.
-Elimination Squad Visor enemy count requirement reduced to 300, down from 400.
-Onslaught Great Helm effect increased to 8 seconds, up from 5.
-Ethereal Armor Coating (Accessory) cooldown reduced to 35 seconds, spread increased.
-Fixed Orb Charm (Accessory) dropping Equipment Capsules too often.
-Added extra effect to Thundercrash Gauntlets.
-Belt of the Veterans changed to C tier, up from D tier.
-Defender Ammo (Accessory) now grants ES Shards instead of an Energy Screen layer, but the chance to trigger has been increased slightly.
-Fixed Bullet-Eye mode starting burst dealing very high damage while Belt of the Veterans is equipped.
-Focus equipment bonus now reduces item cooldowns for items over 12 seconds, down from 15.
-Slightly improved firing speed gained from Hunting Laser: Hyper Conversion equipment bonus.
-Changed Quick Strike: Quantum Blade equipment bonus.
-Fixed Energy Stealer equipment bonus only giving one ES Shard no matter how many stacks of the bonus the player had.
-Reduced Area Mag Cap bonus to 5, down from 7.
-Added new equipment bonuses for elemental weapons, and split non-elemental damage bonuses into "solid" and "energy".
=PLAYER/ABILITIES/HUD=
-Energy Screen has been changed from units to a normal bar. This should give the player more room for error, but also make equipment items that grant Energy Screen Layers less overpowered.
-Energy Screen Shards indicator should no longer be hidden by the low health warning.
-Fixed Shield Shards HUD offsets.
-Fixed low health warning HUD offsets.
=ITEMS=
-Added new inventory items.
-Collecting full Energy Screen Shards now grants 3 shield layers, up from 1.
-Chests now have a chance to drop Energy Screens and ES Shards.
-Energy Screen Shard L now grants 3 ES Shards, up from 2.
-Defense Strike Orb duration is now the same as the other two Strike Orb types, which is 30 seconds.
-Added info to certain inventory items stating that they are usable during the item cooldown.
-Skill Manuals, Upgrade Kits, and normal Ammo Eaters no longer have a cooldown and can now be used during the item cooldown.
-Reduced damage of Corrosive Throwing Blades (inventory) slightly, but reduced GP cost and cooldown.
-Fixed Ammo Eaters being usable regardless of current ammo.
-GP Eater use cost increased, but now no longer has a chance to drop GP items.
-Flash Grenade cost and cooldown has been reduced.
-Fixed issues with Elite Signets while an item was on cooldown.
-Ammo dropped from weapon chests no longer decays.
-Reduced amount of bonus health gained from Crystallized Hearts.
-Berserk Pack spawns are now replaced with a proper, singular item.
-Adjusted Power ammo spawn weights.
-Reduced ammo drops from Item Capsules.
=ENEMIES=
-Added new spawn system for extra enemies so they will be replaced with a different enemy if they become stuck while spawning. This also allows extra enemies to count towards the kill tally.
-Changed special enemy spawn logic, which has reduced or outright eliminated FPS issues on maps with larger enemy counts. They should also no longer cause other enemies to become stuck.
-Added new enemy spawn options: Remix, Randomizer, Remix Chaos, and Randomizer Chaos. These can be found in the "Enemy Difficulty/Spawn Options" category.
-Enemies have been given a longer wind up for their melee attacks in most cases.
-Enemy Health Boost option now increases enemy health after every 5 maps, up from 3. This will make enemy health pools less intense.
-Avatar of Agony laser projectile can no longer be deflected. It can still be blocked, however.
-Bounders no longer get stuck on top of obstacles.
-Monitaur has new sounds and visual effect added to its death charge. Homing weapons won't track it either in this state.
-Rad Terror radioactive aura will no longer deal damage if the player has a Rad Suit or other similar item.
-Fixed Mirage Wizard having no stun states.
-Adjusted score values for vanilla Doom enemies.
-Fixed Cyberdemon and Spider Mastermind missing pain threshold property that other high tier enemies have.
-Fixed Cacodemon graphical issues on death.
-Fixed some enemies initiating special attacks while poisoned.
-Fixed enemies activating early or not triggering Tag 666 (Map07 special, for example) if certain spawn settings were chosen.
=MISC.=
-Increased kill count threshold required for each Treasure Level point.
-Barrels can now be launched forward by kicking them.
-Added new trap.
-Fixed land mine traps not dealing damage to the player, and also reduced their damage due to using a different damage formula.
-Added options related to enemy damage sounds, such as volume and being played on all hits.
-Added options to reposition HUD elements. Not fully complete, but nearly everything can be moved.
-Added option to toggle player portrait.
-Added option to display marker for the initial starting point, under General Options.
-Added "Score Tracker" as movable HUD element. This was separated from the Score offsets, and are the numbers that appear when an enemy is killed.
-Added "Music Info" as movable HUD element.
-Added "Only Show Equipment Trackers When Relevant" option found under the "HUD Edit" category.
-Replaced the 2 Star Cruiser songs with Comix Zone songs because they did not sound correct with any zmusic.dll file released after the year 2020. (Nothing done since 2021:
viewtopic.php?t=72469)
v0.12.6b - 7/10/24 (Changes in blue made on this day (7/10), while the rest were made over time since the last update.)
-Essence Stealer kill requirement reduced to 3, down from 5.
-Changed Bullet-Eye energy regen to every 8 seconds, rather than every 5.
-Increased Force Wave damage.
-Fixed Quick Strike and Grind Halberd not forcing enemies to flinch.
-Fixed some map special actions not triggering due to being set on weapon pickups, which were unable to function from weapon capsules. This change allows the specials to trigger via weapon capsule destruction.
-Fixed rare bug with dummy item being granted.
-Adjusted Power ammo spawns slightly.
-Made some "fixes" for issues with the Flash Guard where projectiles can sometimes get stuck and cause the effect to linger. It will be reworked properly in the future.
-Fixed missing sprites for Riveting Grenadier and Riotous Riveter projectile impacts.
-Fixed Defender Ammo granting ES Shards instead of an Energy Screen layer.
-Increased Metal Monstrosity damage slightly and added visual indicator to weapon to better aid players in using the weapon.
-Brutalizer now has limited damage reduction.
-Ammo Lockboxes and Item Capsules can now be opened with the <USE> key.
-Added "Start with Frost Snap Upgrade Kit" option to Overrides. Allows the player to start with an upgrade kit on a new game, specifically meant for maps with rough starts.
-Improved Frost Snap alt-fire sounds.
-Frost Snap Alt-Fire had its projectile damage reduced, but the area damage has been increased. This should deal the same amount of damage to primary targets as before, but will now deal slightly more damage to secondary targets.
-Bullet-Eye Mode kills now sometimes cause enemies to drop ammo. This ammo is magnetized towards the player.
-Item Capsules now always drop some tiny ammo pickups.
-Adjusted ammo drop rates from enemies.
-Fixed explosive barrels not damaging the player.
-Crystallized health and shields are now magnetized towards the player no matter where they are. This can be toggled under "General" options.
-Separated Crystallized Health/Shields map markers from Survivor markers option.
-Reduced amount of projectiles spawned on Dread Visage deaths.
-Fixed Cycloptic Brute blocking player when dead.
-Added extra measures to prevent enemies from getting stuck in out of reach areas due to special spawn enemies.
-Scrap Launcher projectiles now sometimes cause enemies to flinch regardless of damage dealt.
-Fixed Blaze Stream causing Flash Guard visual to disappear.
-Blaze Stream L3 nova can now trigger at any point when taking damage, rather than when only firing the weapon. The damage has been reduced slightly to compensate.
v0.12.6 - 6/20/24
=WEAPONS=
+GENERAL+
-Added 1 new SUPPORT weapon.
-Enemy weapons (such as the Stinger from Dread Troopers) will now appear in weapon capsules once they have been found, similar to Elite weapons.
-Level 4 weapons now only increase a weapon's damage by 30%, down from 40%.
-Weapons with the MELEE weapon sub-type now have the ability to cause enemies to always flinch when damaged.
+ASSASSIN VULCAN+
-Weapon has received a partial rework.
+BLAZE STREAM+
-Increased L3 nova radius.
+BLOODLETTER MAGNUM+
-Now has the sweep attack mechanic of MELEE weapons.
-Increased damage gained from Blood Orbs, as well as radius of L2 area damage effect.
+CRUSH BLAST+
-Alt-fire now uses 2 ammo.
+DECIMATOR+
-Effects changed. Rocket brass casings are now launched from free shots during Decimation instead of only at L3, as an example.
+DOGFIGHTER MISSILE+
-Increased damage slightly.
+ELECTROCUTIONER+
-Damage has been adjusted for the main projectile and taser.
+GRIND HALBERD+
-Fixed L2 flame trail not working.
+METAL MONSTROSITY+
-Weapon has received a minor rework.
+PLASMA SPIDERS+
-Fixed bug related to refreshing spider duration.
+REDLINE+
-Firerate increased at L2.
+SCATTER BOMBER+
-Fixed L1 not actually allowing bounces on enemies from a previous update.
+SPLINTERGUN+
-Now an elite weapon. The nova damage has been increased due to this change.
-Reload can no longer be held to repair the weapon.
-L3 novas have slightly increased damage, but a shorter duration. Their alpha has also been reduced slightly.
-Fixed L2 super shot missing visual trail.
+VAMPIRIC GAUNTLETS+
-Increased damage slightly.
=EQUIPMENT=
-Added new equipment items.
-Alpha equipment items can now have 6 bonuses. (Up from 5)
-Belt of the Veterans now consumes more energy when canceled early. No longer heals the player from kills.
-Added new equipment bonuses.
-Multiple instances of a stackable equipment bonus can now be placed on the same piece of equipment.
-Equipment item reroll cost increased.
-Sell price of equipment items has been increased slightly.
-Fixed Bloodletter Magnum: Blood Drive equipment bonus being marked as stackable.
-Fixed Hunting Laser: True Shot equipment bonus not working.
-Fixed Shotwave: X Marks Death equipment bonus not working.
-Fixed Storm Mine: High Density Casing bonus not working at L2.
-Fixed Electrocutioner: Supercharged bonus causing the weapon to fire a taser with every shot instead of after every 15 shots. How did this happen?!
-Increased power of Unstoppable equipment bonus.
-Essence Stealer equipment bonus now only triggers after every 5 kills.
-Fixed issues with Onslaught Great Helm.
=PLAYER/ABILITIES/HUD=
-Reduced amount of Bullet-Eye Energy gained from kills slightly, but Flash Guard blocks (Deflects or not) now grant some Bullet-Eye Energy.
-Detection radius when kicking any items that can be sold has been made more consistent.
-Some mechanics with thrust should no longer affect the player. (May have missed some)
=ITEMS=
-Small Energy Screen pickups now function differently. They add to a bar that grants one Energy Screen layer once 10 units have been collected.
-Added new inventory items.
-Increased costs of using inventory items by roughly 80%.
-Fixed some inventory items not being able to pass through Flash Guard.
-Weapon Upgrade Kits now only increase a weapon's damage by 20%, down from 40%.
-Ammo Eaters have an increased chance to drop from item safes when a certain ammo threshold has been met.
-Reduced health tonic cooldowns by 25% and reduced health recovery, but they also provide bonus health. (Medium and Large only)
-Inventory items now include a Skill Manual upgrade note in their description after one has been used. This will be displayed the next time an applicable inventory item has been activated or picked up.
-Elite Signets can no longer be sold.
-Elite Signets are now auto picked up and used once the first one collected has been activated, except every fifth.
-Weapon chests have been added back in and have a chance to spawn in secret areas. These can be opened by being shot at or with the <USE> key.
-Adjusted Power Ammo spawn rates.
-Reduced max GP provided by coin bags by about 10%-15%.
-War Spoils now grant some GP when obtained.
-Crystallized Hearts now also grant +1 bonus health.
=ENEMIES=
+GENERAL+
-In order to add difficulty, higher tier enemies now have a pain threshold. This means that an attack must deal a certain amount of damage in order for them to flinch, unless they are hit with a certain attack that bypasses this defense, such as from MELEE weapons.
-Mass of enemies has been increased. This means they will not be knocked back from effects as far as they previously were, but will take more damage when colliding with enemies or walls as a result.
-Added new special spawn enemy, "Plaguebringer".
-Adjusted GP drops from enemies.
-Adjusted projectile heights for some enemies so they can better attack players behind cover in certain mapsets where such a tactic was intended.
-Enemies spawned with the "DM Spawns" option will no longer spawn next to the player.
-Enemy Replacement option can now spawn both Bullet-Eye and vanilla Doom (Modified) enemies if desired.
+ARACHNOTRON+
-Fixed movement.
+DREAD VISAGE+
-Now has a new attack.
=MISC.=
-Updated some help screens with more info/tips.
-Added option to reset equipment items after X number of maps. Good for mapsets with more than 32 maps.
v.0.12.5b - 3/5/24
-Fixed Support weapon ammo/Health Augment drop items spawning at the original weapon's pickup spot instead of from the enemy.
-Increased firing speed of Triple Wyvern and gave the first barrage a small damage boost.
-Fixed Void Coil not working correctly, and it now has the limited rebound ability at L1 rather than L3. Reduced damage slightly to compensate.
-Void Coil L3 has an additional effect.
-Increased Void Coil droprate further.
-Dogfighter Missile will activate its L3 effect if hitting a wall, rather than being outright destroyed.
-A food item's tag now changes to reflect if it has been eaten before or not.
-Increased rates for some items in chests.
-Fixed explosive barrels causing issues on certain mapsets.
v.0.12.5 - 3/4/24
-Added 1 new RAPID weapon.
-Triple Wyvern has been reworked.
-Plasma Spiders now have their duration refreshed when pressing fire at the maximum deploy count. A visual indicator has been added to provide a rough estimate on the duration of the first spider thrown.
-Reduced Repeaters L2 damage.
-Grind Halberd L2 effect now only activates while at 60% heat or above.
-Support weapons now cause enemies to have an extra chance to drop tiny ammo and Health Augments when slain.
-Added new equipment bonuses.
-Increased GP cap.
-Added small visual to indicate when the player has the Bullet-Eye Emblem powerup's infinite ammo activated. An audio cue has been added to indicate when the effect ends.
-Changed Crusher Scrap Shield destruction sounds.
-Crusher Scrap Shields now have a varied duration so that they are randomly destroyed instead of in unison.
-Fixed Frost Snap not benefiting from Steady Aim Gloves.
v0.12.4 - 2/13/24
-Elite items now have a very rare chance to drop regardless of Treasure Level. The original drop mechanic still remains.
-Void Coil weapon has a slightly higher chance to drop.
-Added indicator to inventory item frame for Elite Signets.
-Reduced rate that Grind Halberd L2 effect deals damage.
-Increased costs of upgrading/rerolling equipment items, but increased the cap of Old World Manuals and made them more common.
-Increased power of Duel Buckler.
-Reduced damage resist of Reactive Shield.
-Rending Ammo now deals its damage at a slower rate.
-Enemy weapons now have a chance to spawn from red treasure chests or better.
-Fixed being able to acquire equipment bonuses that should not stack.
v0.12.3 - 2/3/24
=WEAPONS=
+GENERAL+
-Added 1 new weapon. 1 AREA (Enemy drop)
-Scaled down dynamic damage on weapons.
-The RAPID weapon free shot sound effect volume can now be adjusted under Weapon options.
+BLAZE STREAM+
-Flame range has been reduced.
-Changed L2 effect and altered ammo consumption.
+FLAME BLOOM DARTS+
-Increased projectile damage slightly, decreased radius of projectile, and added an additional burst when an enemy is slain.
+FRENZY RAVAGERS+
-Increased damage slightly.
+HUNTING LASER+
-Visual effect has been applied to critical hits.
+HYPER BURST+
-L3 orbs can now only be triggered by direct shots and not explosions.
+METAL MONSTROSITY+
-Increased damage slightly and reduced ammo usage. Now pulls in enemies when the fear is triggered.
+QUICK STRIKE+
-Reduced damage slightly.
+RIOTOUS RIVETER+
-Now has a slightly updated appearance.
+SCATTER BOMBER+
-Reduced damage of Scatter Bomber, but the shots are no longer destroyed on enemy impact, which was previously an L3 feature.
+SCRAP LAUNCHER+
-Fixed L3 being accessible at L1.
-Increased Scrap Launcher projectile count by 2.
-Received a slight rework.
+SPREAD SHOT+
-Slightly increased damage and improved split projectile so that they hit targets more often than not.
+TOXIC STORM+
-L3 spread chance reduced and also fixed the multiply effect.
+BULLET-EYE+
-Fixed VM Abort related to Status Panel and Bullet-Eye Mode.
-Reduced damage done by Bullet-Eye Mode to high tier enemies.
=EQUIPMENT=
-Equipment items are now color coded to signify their tier level. D = White, C = Green, B = Yellow, A = Blue, S = Red.
-Added new equipment bonuses.
-Barrier Gauntlets explosion resistance no longer requires an Energy Screen to function, and now also resists some fire damage.
-Iron Jaw Helm of Massacre sound now only plays when closer to an enemy, and it has been given a visual effect.
-Reduced damage resist of The Howling Guard (Shield), but slightly increased block chance to compensate.
-The Howling Guard (Shield) now has a short cooldown before the fear can trigger again when taking damage. It will still always fear on a block.
-Icewrath War Boots effect changed.
-Orb Charm (Accessory) effect improved.
-Bomb Dispensers (Shoulders) now trigger their effect when at 20% health, up from 10%.
-Essence Stealer equipment bonus now grants 1 health per kill, down from 2.
-Separated Scrounger equipment bonus into GP/Ammo Scrounger. (Will ruin saves due to obsolete bonus, if a player currently has the bonus in their save)
-Made the Luck Plus equipment bonus affect more items - mainly from containers.
-Fixed Electrocutioner "Electric Justice" equipment bonus not working.
-Fixed bug with Frost Snap: Frozen Wrath equipment bonus being permanently active in a map once the 1 health requirement has been reached.
-Fixed Surplus (Ammo capacity) equipment bonuses using the incorrect text.
-Fixed text of element related equipment bonuses.
=PLAYER/ABILITIES/HUD=
-Added Stat Sheet icon to display total equipment bonus amounts the player has when hovered over.
-Fixed bug where Treasure Level would be acquired from deflected shot kills.
=ITEMS=
-Added new inventory items.
-Wood chests no longer evolve, and can be opened immediately. They now contain nearly the same loot as red chests, but at lower rates and reduced amounts. The evolve mechanic will return later in the form of an equipment item.
-Increased push back of Groundbreaker Bomb (inventory item).
-Eating food items for the first time will now increase your max health by 10% of the item's base max healing value, or another bonus depending on the item.
-Reduced damage and radius of Spark Mine, but it now triggers only while an enemy is near, making it more of a semi-permanent trap until it runs out of charges.
-Increased range of magnetize effect on score items.
-GP should no longer be crushed and lost from doors and etc.
-Crystallized health/shields are now magnetized towards the player like score items.
-War Spoils now grant a Treasure Level.
-Made large ammo pick ups spawn on large ammo spots. Why was this removed?
-Elite items sell for slightly less, but now also spawn 2 Elite Signets when sold.
-Opening Weapon Capsules no longer grants a Treasure Level.
-Fixed reusable inventory items not playing their activation sound.
-Fixed Wild Tonic restoring 10 less possible max health than displayed.
-Fixed Blight Tonic not benefitting from Offensive Item Power.
-Fixed Refreshing Flask granting 5 extra max health simply while carrying it. This was a carry over from and older concept.
=ENEMIES=
+GENERAL+
-Special spawn enemies can now pass through other enemies. This should eliminate the need for "unstuck" mechanics and should mostly prevent them from getting stuck in the first place.
-Adjusted attack/projectile speed for some enemies.
-Damage done by mid and high tier enemies has been increased by 1 point in most cases.
-Adjusted GP drops from enemies.
-Enemies that are stunned should no longer enter their pain state, which cancelled the stun.
-Increased duration of stuns in general for enemies. Bosses still receive a reduced duration.
+BRUTALIZER+
-Will now react to damage taken if it has not yet see a player. Once it sees a player, it will revert to its original pain immunity.
=MISC.=
-Added new map music tracks.
-Treasure Level no longer fluctuates, but the value needed for certain drops has been increased.
-Added new Map Options to reduce certain spawns for added difficulty, such as weapons.
-Adjusted kill requirement to gain 1 Treasure Level.