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Forlorn Future V1.2.2 + weapons/monsters only

Posted: Sun Sep 08, 2024 6:05 am
by Obyrith


"After the first invasion of earth was foiled by a lone marine, demonkind decided it was best to retreat to hell to prevent further losses, collecting whatever technology they could find in their wake to bring back to their homeworld. Through centuries of engineering the demons developed their own brand of cybernetic implants powered by argent at the cost of diminishing their magic prowess.
As the first demon emerged from the hell portal they saw that humanity had advanced along with them, yet this didn't deter them to march onwards into war and vindicate their fallen ancestors."

A complete tonal shift after my debut mod, Dark Passenger, Forlorn Future is a partial conversion which aims to overhaul the game with a new cyberpunk coat of pain.
Every weapon and monster has been altered to better reflect this aesthetic while also adding new functionalities to make them more deadly, basically you kill fast and you die fast.

In addition a new item has been added called "Argent Canister" which can be acquired by collecting a special resource dropped by enemies, this item will empower your equipped weapon in unique ways at the cost of preventing you from switching to other weapons while active.

FULL DOWNLOAD
WEAPONS ONLY
MONSTERS ONLY

For more information on argent weapons click the box below:
Spoiler:
SHREENSHOTS
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CREDITS
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CONSOLE COMANDS
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Re: Forlorn Future, a futuristic gameplay mod.

Posted: Sun Sep 08, 2024 12:45 pm
by BLSZDOOM
hey there,just tried the mod and i love it!i particulary like the fact that enemies are kinda cybernetic plus the grenades on alt fire are great too.

Re: Forlorn Future, a futuristic gameplay mod.

Posted: Sun Sep 08, 2024 5:24 pm
by Matt Eldrydge
Hello and welcome back! I wasn't sure I was going to record a showcase for this mod so quickly, but it's so good it definitely deserves the shoutout. :)

I'm not sure if I good all the information right, so I do apologize if I'm missing something or made a mistake.

Here it is:


Keep your eyes peeled, I'll definitely play through something with Forlorn Future soon!

Re: Forlorn Future, a futuristic gameplay mod.

Posted: Mon Sep 09, 2024 9:52 am
by Skrell
Please consider making a weapons only mod ! Would love to use these weapons in other mods

Re: Forlorn Future, a futuristic gameplay mod.

Posted: Mon Sep 09, 2024 4:31 pm
by BLSZDOOM
and also consider making a monster pack too!those cybernetic monsters are very cool.

Re: Forlorn Future V1.2

Posted: Fri Dec 20, 2024 8:21 am
by Obyrith
20/12/2024, Forlorn Future V1.2

-Mod options are now divided into sub-menus.
-Increased the player plasma damage from 20 to 25.
-The provision backpack now also increases the max ammo capacity by 10%.
-Seeker missiles will detonate upon the Carrion death.
-Bosses now have a chance to drop an argent canister.
-Updated the Overmind sounds.
-Updated the attack animation on the Steel Knuckles.
-Reworked the code for the guns recoil effect.
-Improved the kick animation for all weapons.
-Added notifications for completing level objectives.
-Added an XDeath animation for the Watcher.
-Added a new armor pickup, the Demonic Aegis, has a chance to replace the blue armor.
-Decreased the speed and damage of the Commando special shot.
-Overhauled the Carrion sprites.
-Reworked the Carrion attack behaviour, it will only randomly choose between the normal missile and seeker missile upon spawning and then alternate in a predictable pattern after firing the first projectile.
-Overhauled the Plasma Reaver sprites.
-Overhauled the Shapeshifter Minigun sprites and Sentry gun sprites.
-Overhauled the Phased Plasma Rifle sprites.
-Changed the sprites for the Argent Chaingun slightly.
-Sentry gun shots can no longer damage the player.
-Added a new weapon, the K9 PDW, which spawns in place of the chainsaw.
-The D800 will now spawn on map pickups of the shotgun, while Sargents will drop the regular shotgun.
-Updated the Fiend gib sprites.
-You can now chose between two distinct movement styles at the beginning of a game.
-Added a hologram above the Sentry gun that will display its current health.
-Added new SFX for monster deaths and gibbing.
-Added new enemy, the Argent Drone.
-Added new enemy, the Argent Interloper.
-Player homing missiles will now only target enemies within the player field of vision.
-Increased the fire speed of the phased plasma rifle and increase the cost from 1 to 2 cells per shot.
-Argent BFG shots have a wider spread, can rip through enemies and have its cell cost decreased from 5 to 3.

Re: Forlorn Future V1.2.1

Posted: Thu Jul 03, 2025 4:25 am
by Obyrith
03/07/2025, Forlorn Future V1.2.1

-Restoration unit now grants a passive health regeneration when picked up.
-Salvation Device will now create an explosion upon activation.
-Resurrected enemies no longer add to the kill count.
-Added two new weapon upgrades for the argent chaingun and howitzer which are dropped by bosses.
-When an Argent Harbinger enters its pain state it will drop the brand from the player.
-Various monster projectiles have had their damage reduced to compensate for their increased aggression.
-Added a new attack pattern for the Argent Arsonist.
-Increased the damage of the player Argent Flamethrower.
-Increased the damage for the argent blaster projectile.
-Altered the sprites for the K9 PDW.
-Added brightmaps for enemies.

Re: Forlorn Future V1.2.1

Posted: Fri Jul 04, 2025 4:59 am
by Turin Turambar
seems a pretty good mod, but I think stuff like the Argent Interloper should be a toggleable option. You don't know how hard is whatever wad the player is using, nor in what moment it appears, so a new boss in the worst place can be unbalancing.

Re: Forlorn Future V1.2.1

Posted: Fri Jul 04, 2025 6:30 am
by Obyrith
Turin Turambar wrote: Fri Jul 04, 2025 4:59 am seems a pretty good mod, but I think stuff like the Argent Interloper should be a toggleable option. You don't know how hard is whatever wad the player is using, nor in what moment it appears, so a new boss in the worst place can be unbalancing.
You can disable the interloper by setting the "corpse replacement" option off in the gameplay section of the mod settings.

Re: Forlorn Future V1.2.1

Posted: Sun Dec 14, 2025 9:40 pm
by Clayman_Colony
Just wanted to say thank you for making this mod, it is excellent! I'm just starting to explore it now and it is quite awesome. Merry Christmas.

Re: Forlorn Future V1.2.2 + weapons/monsters only

Posted: Tue Dec 23, 2025 4:26 pm
by Obyrith
23/12/2025 Forlorn Future V1.2.2 + weapons/monsters only
Merry Christmas everyone, a new version of Forlorn Future has been released for you to enjoy during the holydays with the addition of a weapons only and monsters only branch.
-Argent Bruisers will now drop Minor Argent Residue.
-Argent Canister count will reset to 1 between levels.
-Improved the recoil animation for the Grenade Propeller, PDW, Reaver, Phased Rifle and Chaingun,
-Increased the damage of the Grenade Propeller.
-Decorations can now be destroyed.
-Increased the duration of the night visor.
Bear in mind that the monsters only version does not have additional menus to ensure compatibility with other mods so you need to consult the console comands section above to enable/disable certain aspects such as the Argent Interloper spawn.

Re: Forlorn Future V1.2.2 + weapons/monsters only

Posted: Thu Dec 25, 2025 3:17 pm
by BLSZDOOM
hey,can you make it so the decorations also comes with the monster pack?

Re: Forlorn Future V1.2.2 + weapons/monsters only

Posted: Mon Jan 05, 2026 7:23 am
by Shatter-Thought[V-4]
Hello, I wanted to thank you for such a cool mod, and more so for splitting the monsters and weapons apart so people can mix and match them. This is one of my favorite mods of all time!