I really dig this mod a lot, it's an interesting and chaotic twist on the classic Doom enemies! However, I apologize for sounding like a badger, but have you given any thoughts to possibly altering the Cyberdemon any? I'd be interested to see what you come up with in changing them!
Re: Legion of Bones [1.05]
Posted: Sat Mar 07, 2020 3:11 pm
by EddieMann
Will there be compatibility for Hideous Destructor in the future?
Re: Legion of Bones [1.05]
Posted: Sun Mar 08, 2020 2:48 am
by Jarewill
EddieMann wrote:Will there be compatibility for Hideous Destructor in the future?
I doubt that, considering how much HD changes monsters.
But I did see one mod called "Universal Destructor", which apparently makes monster packs compatible with HD.
It might be worth looking into.
Re: Legion of Bones [1.05]
Posted: Thu Mar 26, 2020 7:00 am
by IDKrisis
I'd like to suggest a cyberdemon replacement - the amalgam.
The amalgam is a huge collection of bones from countless other demons fused together into a single creature. It is weaker than the cyberdemon, but can heal itself by absorbing the remains of other demons. It is equipped with two shoulder-mounted grenade launchers and a plasma cannon which fires larger plasma balls than the plasma rifle, but at a slower rate. When killed, its remains break apart and re-form into a few skeleton imps, skeleton demons and a single slayer knight.
Re: Legion of Bones [1.05]
Posted: Thu Mar 26, 2020 2:50 pm
by openroadracer
Just downloaded this mod today, and started a run on DooM II The Way id Did with Trailblazer, using FreeDOOM Phase 2 as .IWAD just for fun. It's pretty cool seeing enemies change from their FreeDOOM sprites into their Legion of Bones sprites that are based on id's sprites. Pretty interesting and fun monster mod in general.
But the main reason I'm here is because I have Random Deaths & Decorations and I know it has a death animation for the Pain Elemental where it doesn't explode and leaves a corpse. Would you feel up to speaking with RD&D's creators and maybe including that Pain Elemental death anim in this mod? I know PEs aren't exactly liked to begin with, and having them resurrect into an arguably more dangerous form would make already tough encounters harder; but this would allow regular PEs to appear on Double Death mode and be able to revive as their LoB version. It would make the mod feel just a bit more complete.
Apologies if anyone's posted about this before me.
Re: Legion of Bones [1.05]
Posted: Thu Mar 04, 2021 1:45 pm
by Void Warrior
Hello, SpacemanStrife! I played with your bestiary in several wads, and I think your project is one of the most interesting mods for DOOM. But I have only one question for you: "How is the process of updating your mod progressing?" It's already 2021 in the yard, and we haven't seen the Bone Cyberdemon aka Amalgam for about 4 years. Can you at least take a screenshot of the new monster to see that you haven't abandoned your mod? I would very much like to see this bestiary finally finished.
Re: Legion of Bones [1.05]
Posted: Fri Jun 11, 2021 8:36 am
by UTNerd24
Probably one of the Best Monster Mods i've used in a long time. Might I suggest having the option to make the resurrection time random? As in between x and y seconds determined by the user
Re: Legion of Bones [1.05]
Posted: Sun Oct 30, 2022 10:54 pm
by Rex705
I love this mod and have used it in a few of my videos it goes well with spooky maps.
My latest Bones vid
It would be nice to have the option to turn off the ghost versions of demons so I can enjoy the boney ones more.
Re: Legion of Bones [1.02]
Posted: Mon Oct 31, 2022 12:00 am
by Shatter-Thought[V-4]
ValeriePalerie wrote: ↑Fri Aug 23, 2019 9:41 pm
Works like a charm with High Noon Drifter, thematically and mechanically; the extra ammoless attacks you get are kinda perfect for dealing with extra monsters in DD mode.
OOoh I LOVE THIS! That's a perfect combo! <3
That said, I really love this monster pack, it's very creative and one of the most entertaining ones you can find, giving you a nice unique challenge and feel that can push you well and make things all around more freaky.
Re: Legion of Bones [1.05]
Posted: Sat Jan 14, 2023 5:30 pm
by vidumec
very cool, but tanks performance at large monster counts (500+), turning some maps into slideshow
Re: Legion of Bones [1.05]
Posted: Mon Jan 01, 2024 12:38 pm
by Trashbag
Loving this WAD as a substitute for Nightmare. I only wish the options were a bit more robust.
I would have liked to have some more randomness in my playthrough. A set respawn timer is too easy to plan around. A random chance for enemies to revive, a variable time for them to revive within, maybe a random chance for certain enemies (maybe specifically non-respawn enemies) to spawn as normal or Boned.
I want the CHAOS.
Re: Legion of Bones [1.05]
Posted: Thu Jan 04, 2024 12:18 am
by stainedofmind
Trashbag wrote: ↑Mon Jan 01, 2024 12:38 pm
Loving this WAD as a substitute for Nightmare. I only wish the options were a bit more robust.
I would have liked to have some more randomness in my playthrough. A set respawn timer is too easy to plan around. A random chance for enemies to revive, a variable time for them to revive within, maybe a random chance for certain enemies (maybe specifically non-respawn enemies) to spawn as normal or Boned.
I want the CHAOS.
While I don't have everything you're wanting, I made a mod to randomize the respawn time. It does add that touch of unpredictability to it! Just a note, since all it does is randomize a CVAR every tick, if you kill more then one enemy in a single frame, they will all have the same respawn time. Either way, have at it, and do what you wish!
Re: Legion of Bones [1.05]
Posted: Sat Jul 19, 2025 12:56 am
by R3dbox
I can't really try this mod out bc Everytime I try to extract it a folder of this mod does not extract I try to retract it but no dice
Re: Legion of Bones [1.05]
Posted: Sat Jul 19, 2025 11:04 am
by stainedofmind
R3dbox wrote: ↑Sat Jul 19, 2025 12:56 am
I can't really try this mod out bc Everytime I try to extract it a folder of this mod does not extract I try to retract it but no dice
You don't have to extract it. You just run it as is.