Satanic Redux V10.8 Released! 5/31/12

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amv2k9
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Satanic Redux V10.8 Released! 5/31/12

Post by amv2k9 »

Image
What is It?
An Open GL-enhanced version of M@@@H!aK & Guest's "Satanic", a challenging weapons mod that puts you in the role of a necromancer that uses dark magics and enchanted weapons. Satanic Redux adds new attacks and functionality to existing weapons, new abilities to master, and new enemies to wage your unholy war against.

Watch Satanic Redux in action @ Twitch.tv!
SancutaryCrew plays Satanic Redux

Screenshots (New Screenshots Added 5/31/12):
Spoiler:
What I've Added/Changed (Gameplay-wise):
Spoiler:
What I've Added/Changed (Cosmetic-wise):
Spoiler:
In Future:
Spoiler:
Important Note:
Satanic Redux requires a recent subversion (SVN) of GZDoom, as it uses features added since the last official GZDoom release. As of this writing, r1397 is the newest version, and that will be sufficient to run Satanic Redux. Go here for the GZDoom SVN repository.

Download:
Satanic Redux - Version 10.8

Credits:
Spoiler:
Feedback is appreciated, as always!
Last edited by amv2k9 on Sat Jul 13, 2013 4:23 pm, edited 52 times in total.
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wildweasel
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Re: Satanic Redux

Post by wildweasel »

I'm not in a position where I can try this mod yet, but I'm sure it'll be awesome. Satanic was pretty cool!
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.+:icytux:+.
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Re: Satanic Redux

Post by .+:icytux:+. »

I don't really know what to say to the changes you've made as i've never played the original. But I must say this mod is pretty great, and evil... (jeebles its hard too)

One thing I sort of disliked was how worthless the shotgun was :/ The pistol was way stronger than the shotgun was, I think the shotgun should be much more powerful than the pistol considering the very slow reloading and the fact that there exists so little ammo and you can only carry so little. The shotguns "charged up" sprite was also pretty horrible compared to the other stuff in the mod. The walljumping and doublejumping also was maybe a bit unneccesary, but this is obviously a matter of opinion. It just felt like it was there for practically no other use than breaking maps.

Also when mindcontrolling a monster, it dosn't seem to be able to do any damage to other monsters?

anyway i liked it, fix this and the mod is pretty good to go, I'd love heretic support! although don't really know how well the satanism fits the heretic world and its colors and stuff.
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esselfortium
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Re: Satanic Redux

Post by esselfortium »

What are the screenshotted maps from?
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PillowBlaster
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Re: Satanic Redux

Post by PillowBlaster »

The first one I dunno, but I guess the next two ones are from Genesis of Descent, if I am correct.
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amv2k9
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Re: Satanic Redux

Post by amv2k9 »

esselfortium wrote:What are the screenshotted maps from?
Magban724 wrote:The first one I dunno, but I guess the next two ones are from Genesis of Descent, if I am correct.
You are correct. The first is from "Of Demons and Men".
.+:icytux:+. wrote:One thing I sort of disliked was how worthless the shotgun was :/ The pistol was way stronger than the shotgun was, I think the shotgun should be much more powerful than the pistol considering the very slow reloading and the fact that there exists so little ammo and you can only carry so little.
Agreed. It has to be balanced out so that:
-it doesn't feel like a clone of the pistol
-it doesn't make the pistol obsolete, or become obsolete because of the pistol
-its primary fire doesn't make the secondary fire useless, and its secondary fire doesn't make the primary fire useless.
The shotguns "charged up" sprite was also pretty horrible compared to the other stuff in the mod.
Yeah, I'm not real happy with it either :/
The walljumping and doublejumping also was maybe a bit unneccesary, but this is obviously a matter of opinion. It just felt like it was there for practically no other use than breaking maps.
Also when mindcontrolling a monster, it dosn't seem to be able to do any damage to other monsters?
Most monsters do fire-type damage, and most monsters have resistance, or are immune, to fire. I'll admit, it does make controlling monsters less useful; that, and the fact that they can't move up steps and short ledges that would be no proplem for the player normally.

Version 2 is now out! Check the first post for the download.

V2 Changelog:
-New menupic.
-New casing sprites.
-New sprites for Mind Control Gauntlets.
-New Mana Ritual immolation sequences for marine corpse, pistol zombie & sergeant.
-Blood Fiend made more agressive, and is now immune to health-stealing attacks (such as Blood Magic and some raised spirits), as well as the Staff of Suffering's primary attack. You can still ritual its corpse for Mana restoration, however.
-Warrior Imp's shield & mace sprites (while posessed) greyscaled in keeping with the noir palette.
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TheMistress
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Re: Satanic Redux V2 Released! 7/6/11

Post by TheMistress »

The download link takes me to a Picture..
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amv2k9
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Re: Satanic Redux V2 Released! 7/6/11

Post by amv2k9 »

TheMistress wrote:The download link takes me to a Picture..
It's fixed now.
Funky Gnoll
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Re: Satanic Redux V2 Released! 7/6/11

Post by Funky Gnoll »

This is fun and challenging, but there are a few things I'd like to pick at...

-Are you sure that the Vengeance and the Leech are cheat-only? I keep finding "rune-covered rockets", and occasionally the Leech itself will spawn in place of the Megasphere.

-Shadow Cacodemons are not worth the health it takes to raise them, IMO. They spend too much time strafing and not enough attacking.

-Shadow creatures in general could use some attention; the Void and Cacodemon shadows seem really fragile and don't give a lot of mana for things that they kill, while the Shadow Revenants are incredibly powerful and give lots of health, which is already covered by the spirit spiders. The floating explosive corpses are cool (and amusing!), but I haven't really found a use for them yet.

-I'm okay with mind controlled creatures being unable to harm others of the same species with fireball attacks, but I should be able to at least melee them to death.

-The Shadow, as in the one you can only summon once, seems really weak. I've killed it entirely by accident, even. Am I using it wrong?

-The flames from a successful Mana Ritual hurt other things, even Stone Imps... intentional? Sucks when I accidentally off one of my spirit spiders or something.

-Like others have said, the shotgun is really weak, and the alt-fire's increased strength is not enough to justify the incredible drain on mana and ammo.

-The Hellfire Cannon... is PERFECT. Please don't change a thing. :lol:
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amv2k9
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Re: Satanic Redux V2 Released! 7/6/11

Post by amv2k9 »

Funky Gnoll wrote: -Are you sure that the Vengeance and the Leech are cheat-only? I keep finding "rune-covered rockets", and occasionally the Leech itself will spawn in place of the Megasphere.
I'm debating whether to add the Vengance into normal play; right now, the Megasphere has a low chance of spawning either a Vengance or the Leech, and a much higher chance of spawning a Book of Shadows.
-Shadow Cacodemons are not worth the health it takes to raise them, IMO. They spend too much time strafing and not enough attacking.

-Shadow creatures in general could use some attention; the Void and Cacodemon shadows seem really fragile and don't give a lot of mana for things that they kill, while the Shadow Revenants are incredibly powerful and give lots of health, which is already covered by the spirit spiders. The floating explosive corpses are cool (and amusing!), but I haven't really found a use for them yet.
The resurrected spirits are getting an overhaul, either for version 3 or 4; it's gonna take some time to sprite everything.
-I'm okay with mind controlled creatures being unable to harm others of the same species with fireball attacks, but I should be able to at least melee them to death.
I'll see if I can add some melee attacks to posessed monsters.
-The Shadow, as in the one you can only summon once, seems really weak. I've killed it entirely by accident, even. Am I using it wrong?
I'll look into improving the Shadow.
-The flames from a successful Mana Ritual hurt other things, even Stone Imps... intentional? Sucks when I accidentally off one of my spirit spiders or something.
Wierd. This should not be happening; Stone Imps are supposed to have 100% fire resistance.
-Like others have said, the shotgun is really weak, and the alt-fire's increased strength is not enough to justify the incredible drain on mana and ammo.
This is being worked on; the new shotgun fires more pellets and has added kickback to improve use in close quarters.
-The Hellfire Cannon... is PERFECT. Please don't change a thing. :lol:
I won't :)
Thanks for trying and replying!
JustGabriel
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Re: Satanic Redux V2 Released! 7/6/11

Post by JustGabriel »

Code: Select all

Execution could not continue.

R_InstallSpriteLump: Bad frame characters in lump TRXX^0
This makes me a sad cookie >:
Edit: Sorry, I was trying to run it in zdoom x_x
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amv2k9
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Satanic Redux V3 Released! 7/13/11

Post by amv2k9 »

JustGabriel wrote:

Code: Select all

Execution could not continue.
R_InstallSpriteLump: Bad frame characters in lump TRXX^0
This makes me a sad cookie >:
Edit: Sorry, I was trying to run it in zdoom x_x
Yeah I need to fix that. G/ZDoom only complains about that image when its inside a wad, not in a folder :?
Funky Gnoll wrote: -The flames from a successful Mana Ritual hurt other things, even Stone Imps... intentional? Sucks when I accidentally off one of my spirit spiders or something.
I looked into this... The flame actors do DamageType "NoDamage", and StoneImps have DamageFactor set to 0 for that damage type. So I don't know how the flames could be hurting the Stone Imps. I did set PainChance to 0 for that damage type, so now they shouldn't even be stunned by the flames.

Version 3 is now out! Check the first post for the download.

V3 Changelog:

Gameplay changes/fixes:
-The Infrared powerup is now an ability: Necrovision! Select it from your inventory (its icon is an eye). It'll always be in there ready to use, but the catch is, it costs 30 Mana and lasts sixty seconds (half the standard Infrared duration) each use.
-The RadSuit powerup is now an ability: Necrobarrier! As with Necrovision, it costs 30 Mana per use and lasts sixty seconds.
-Shotgun damage increased, and kickback effect added.
-Pistol now has a Hold state; continuous fire is slightly faster, but reduces accuracy.
-Mana cost for pistol secondary attack increased from 4 to 5.
-Trajectory for shotgun shell casing reversed to be consistent with the shotgun's shell ejection port being on its left side.
-BloodFiends are now immune to all blood-based attacks, but their corpses can be consumed in Mana Ritual. They can still be harmed by ballistic, explosive, and fire based attacks, they can be posessed, and their corpses can be reanimated with the Staff of Suffering's altfire.
-Chaingunners now raise as explosive totems like other former humans (but they do more damage).
-Already-dead actors like marine corpses and impaled humans no longer count towards the kill percentage.

Cometic changes/fixes:
-HUD sprites for Staff of Suffering secondary attack greyscaled in keeping with the noir palette.
-New episode end texts for Doom 1, and cluster end texts for Doom 2.
-Difficulties renamed, and confirm texts added for difficulties 1 & 5.
-Changed dimcolor.
-New cursor.
-New Mana Ritual immolation sequence for Chaingunner and BloodFiend.
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amv2k9
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Re: Satanic Redux V4 Released! 7/25/11

Post by amv2k9 »

Version 4 is now out! Check the first post for the download.

V4 Changelog:

Gameplay Changes/Fixes:
-Stone Imps & Spider Spirits being erroneously damaged by Mana Ritual flames has been corrected.
-Damage resistance of the Shadow increased.
-+MISSILEMORE added to cacodemon spirits to make them more likely to attack.
-The Shadow now uses more weapons. At close range, it may use a shotgun, and at long range, the Staff of Suffering.

Cosmetic Changes/Fixes:
-Dyn. lights for standard bullet puff.
-New cast call for Doom II, featuring the new enemies.
-TERRAIN lump for splashes.
-ANIMDEFS lump for warping nukage, lava, blood and water.
-Colormap changed for Necrovision powerup.
-HUD will show messages indicating when Necrovision and/or Necrobarrier are active.
-Pickup sprite for shotgun changed.
-Dark Chaos pickup no longer clips through floor.
-New reload graphics for Defiler Shotgun.
-New Mana Ritual immolation sequences for the following enemies:
Wolfenstein SS guy
Both types of Dark Imp
Warrior Imp
Fast Imp
Evil Demon
Baron of Hell
Revenant

Feedback is appreciated, as always!
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EksFaktr
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Re: Satanic Redux V4 Released! 7/25/11

Post by EksFaktr »

Always thought this was an under-appreciated mod. Have to give this a try when I get home from work.
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amv2k9
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Re: Satanic Redux V5 Released! 7/30/11

Post by amv2k9 »

Version 5 is now out! Check the first post for the download.

V5 Changelog:

Gameplay Changes/Fixes:
-The Maledictory Eagle has a new ability: Third Eye. Assign a key to it in the "Customize Controls" menu. Press the assigned key while the Eagle is equipped to change the view to that of an enchanted gem mounted on the front of the gun. You'll have a 4x zoomed view of the action, allowing you to pick off targets from long range, but firing of the pistol is slower in this mode and rapid-fire is unavailable. After firing, a pair of three bars will appear to the left and right of the sight. When these bars all disappear, the gun will be ready to fire again. Tapping the key again will exit zoom mode. This function can also be used to quickly change to the Eagle when any other weapon is selected.
-New enemy added: Death Whisper. They randomly spawn in place of Lost Souls, and while they're not terribly resistant to weapons, they're speedy and will drain the player's Mana at an alarming rate if they get close.
-In an effort to reduce any possible confusion, the Book of Shadows is now contained in the inventory bar, rather than have a seperate icon on the HUD. Raising shields works the same as it did before, but to summon the shadow, select the Book's icon from the inventory bar and press Use Inventory. Once the summoning is performed, the book will disappear from inventory, leaving in its place a gem that you use to call the Shadow to your position.
-Necrovision and NecroBarrier can be deactivated early, by selecting their respective icons and pressing Use Inventory.
-+CANBOUNCEWATER added to Deadman Heads; they won't be removed when falling into the drink.

Cosmetic Changes/Fixes:
-Kindred Genesis HUD sprites now use an ungloved hand, for greater visual consistency between weapons.
-Glowing flats
-Messages for active abilities now disappear at death.
-Colormap for Necrovision changed.
-Dynamic lights added to Deadman Head explosion, barrel explosion, and M.Eagle's altfire puff.
-Decals added to monster attacks.

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