Changes:
Hell Knights now function like their -fastmonsters counterpart, they move faster, shoot more and the projectiles are a faster. Simple yet effective
Barons of Hell are don't just stand still and spam you, the fire a volley of 3 projectiles, pause/reacquire target then fire a volley of 1 projectile. I find them a lot more balanced now. I also find them sufficiently different to Hell Knights.
Lost Souls were totally redone, no longer translucent and they do infight. I halved their painchance (128 vs 256) and lowered their health by 25% (75 vs 100). I had to make them a bit weaker to compensate for the buffed Pain Elemental.
Pain Elementals once again infight. I think the most significant changes are that I slightly lowered their painchance (96 vs 128). You can still keep them in their painstate with a chaingun/chainsaw/plasmagun but they have a slightly better chance to get off one more lost soul in certain situations. I don't think you will ever consciously notice this (at least that's the plan) but they will overall spit more lost souls throughout your game. More significantly I lowered their mass (275 vs 400) so when you spam them with the chaingun or give them a solid SSG blast they will fly back more, opening up space for them to spit more Lost Souls.
All changes can be found in the changelog
Download v1.1
Hey guys,
I started playing around a bit with decorate and decided to make a mod that makes monsters harder to get to start learning decorate but more importantly exploring game design. I pretty much kept the monsters at their default health (only the revenant has increased health, 350 vs 300) as to keep maps balanced for ammo. I also tried to keep monsters similar to their originals in terms of aesthetics as I wanted to avoid the mod feeling 'ZDoom-y' (only aesthetics changed are blood color - including tan blood for the PE! - and the chaingunner's attack sound)
I tried to make the monsters more difficult by adding variables and not having them behave as expected instead of purely buffing stats (such as imp fireballs being able to bounce once, mancubii have a different attack pattern etc) while buffing some stats slightly. I really like fast monsters so it's kinda similar but with a whole lot more spice :]
If anybody has a few minutes to spare or wants to play a harder version of Doom that still feels like Doom (no railgun zombies!) I would love some feedback.
Download link v1.0
Complete changelog - I personally recommend playing it for a bit then reading this as it has every change listed (bar blood color)
Thanks you guys and keep on Doomin'