
What Is Mutation?
A weapons mod and monster randomizer that uses NO new graphics. Time permitting, I'd like to integrate the planned RPG features, which will allow you to upgrade your weapons and gain perks that modify certain aspects of your character by killing monsters.
The Reliquary:
Spoiler:The Armory:
Health Potions:
These come in standard, strong, and super varieties. Standard (blue) grants one supernatural health, strong (green) grants two, and super (red) grants five.
Armor Shards:
As with Health Potions, these now come in standard, strong, and super varieties. Standard blue adds one armor point, strong green adds two, and super red adds five.
The following items are all stored in and used from your inventory. You can carry only one of each between levels.
Stimpak:
Replenishes ten health, and is used from inventory. You can carry up to five at a time. As with the vanilla Doom Stimpack, it won't be used up if you have 100 or more health, but will if you have 99 or less.
Medkit:
Replenishes twenty-five health. You can carry up to two at a time.
BerserkStim:
Replenishes ten health, and gives you the melee-damage-boosting of a Berserk Pack... but only for thirty seconds. The upside is you can carry one between levels. You can only carry one at a time in the current level.
Double Damage:
For thirty seconds after activation, this powerup give your bullets explosive properties, increases the splash damage radius of explosive weapons, and boosts the effects of plasma weaponry, doubling the damage you deal out. May spawn in place of a BlurSphere. Only one can be carried at a time.
Halve Damage:
For thirty seconds, this powerup halves the damage you take from enemies. May spawn in place of a BlurSphere. Only one can be carried at a time.
Spoiler:Screenshots:
Fist:
No changes in this version.
Pistol:
Now the Machine Pistol. Pirmary fire has an improved rate of fire. The altfire is a 4-shot automatic burst.
Shotgun:
Now the Assault Shotgun. Primary fire is unchanged. Secondary fire launches a grenade that can be banked off walls. Costs 1 rocket ammo.
Super Shotgun:
Now the Quad Shotgun. Primary fire is unchanged. Secondary fire shoots four shells. Exercise caution with the secondary fire, as the attack will push you back, and reloading time is longer.
Chaingun:
Now the Chainsawgun. Primary fire is unchanged. Secondary fire activates the twin chainsaws mounted on each side of the barrel.
Rocket Launcher:
Now the combination Rocket Launcher/Flamethrower. Primary fire launches rockets at a increased rate of fire versus the standard launcher. These rockets also have increased splash damage radius. Secondary fire launches flame, depleting Cell ammo.
Plasma Rifle:
Now the Mark 2 Plasma Rifle. Primary fire launches three plasma bolts, at a costof 3 Cell ammo. Secondary fire activates a zoom mode. Tap primary fire while zoomed to launch an plasma shot. The resulting bolt will travel much faster and deal more damage, but will cost 5 Cell ammo. WHile zoomed mode has a good rate of fire, shooting too much in this mode can cause the gun to overheat.
BFG9000:
Now the BFG9500. Primary fire is unchanged, secondary fire launches a more powerful projectile.
The Bestiary:Spoiler:Warp Demon:
(Not all of the monsters present are mentioned here. Play the wad to see 'em all!)
Infected Zombies:
If you see any zombies with green goo on their clothes, watch out! These are zombies that have been infected with a bioagent that has turned them into walking bombs. They can't use their guns, but when they take too much damage or get close to their target, they violently explode. The bioagent has made their tissue spongy; as a result, bullets and pellets whiz right though them, doing less damage in the process, and not stunning them. Rockets and plasma are more effective.
Freezer Imp:
A chilling Imp variant that throws ice projectiles that shatter into frozen shrapnel on walls.
Spirit Imp:
Semi-translucent Imp that launches homing spirit skulls.
This speedy, dark grey Demon variant has somehow gained the ability to interfere with UAC teleportation technology, allowing it to warp out of the current timespace when hit.
Cacorancid:
It may look like a Cacodemon, but this thing must've been tutored by an Archvile, because it can do a similar (albeit less-damaging) flame attack and resurrect enemies. And it hasn't forgotten how to fly.
Plasma Elemental:
This Pain Elemental Traded in the Lost Soul-spitting powers for some good old high-grade plasma. Getting in this thing's face to keep it from attacking is a very bad idea.
Decedent:
This green Revenant relative has traded in the homing launchers for twin plasma cannons.
Spoiler:Download:
The Quad Shotgun, a real gibbing machine.
Keep healthy with new kinds of potions.
Some new imps.
New Screenshot! Added 6/6/12
Nazi variants.
Mutation - Version 2.1