Possesso:
-Gave Possesso's Hostless form a Berserk attack which does not cost health. This attack is just a basic ranged attack which allows him to use switches, etc. when he has no host available or can't get into melee range. Addition inspired by Crumpets Map01.
-Added little visual effects to all of Possesso's attacks which didn't have them. They aren't miraculous and stunning, they just give flavor and a little touch of fancy to his actions, which were previously mostly just the same thing your enemy did, which looked lame. The overall effect now, combined with the previously done offset animation smoothing, makes Possesso feel a heck of a lot more professional and flashier, in line with his compatriots.
-Improved the Stunning visual effect by sizing it up just a little and giving it a fade. Especially since it's gonna be more prominent now, being used for the universal stun feature and all.
-Implemented a flag allowing Possesso to crouch in all his morph classes. Have fun squeezing that Cyberdemon everywere.
-Implemented a property allowing Masterminds to use switches and such despite their size.
-This same property has been used to ensure all morph classes can reach beyond their own radius as much as the Doomguy can so as to not break any puzzles, etc.
-The Imp Host's Ugly face works the same in practice, but now interfaces with the universal stunning system.
-Imp fireballs take away Ice markers from monsters
-Made the Pinky Demon host able to toggle its Spectre status on and off, costing health to turn it on each time.
-Caco's Berserk attack, Imp fireballs, and Mancubus fireballs take away Icyness from monsters which have accumulated it.
-Caco's Lightning ball inflicts shock.
-Mancubus fireball damage raised from 1D3*18 to 36-54.
-Mancubus Fart altered to interface with the universal Stunning system. It now has a set radius of 128 units outside the radius of the Mancubus itself (so 176 units). As a result it will be much more useful and give the Mancubus a much better fighting chance.
-Baron melee damage raised from 12 to 14.
-Revenant missile damage lowered from 16 to 14.
-Revenant rocket direct damage lowered from 15 to 14, but explosive radius raised from 72 to 84.
-The Arachnotron Host's Berserk attack is no longer the loudest sound ever produced by man. It's only maybe the fifth loudest, now. Seriously, iD made those things a little too raucous.
-Made Archvile attack tracer more responsive and therefore a better indicator of where the attack is going to land.
-Increased the accuracy of the resurrection actor.
-Added a vertical spread of 2 to the Mastermind's attack so it can hit Lost Souls without it being some weird trial and error aiming effort. Seriously it was odd.
-Raised Mastermind ammo from 1000 to 1200. Because wow that's a lot of ammo consumption.
-Cyberdemon ammo lowered from 300 to 200. I trashed almost the entire last level of Crumpets (that's like 6 Spider Masterminds at least) because I had so much ammo.
-Cyberdemon rocket blast radius reduced from 156 to 148.
-Easter Egg ammo increased from 200 to 300.
Zharkov:
Got a whole new massive wave of Zharkov changes, mainly about ensuring his playability. Now that I've finally nailed down a good playstyle for him (rampant nutso), I'm ensuring his weapons are each actually useful for something and he isn't frustrating to play!
-Added a new Zharkovision effect which will be a rare thing to see. Yes, I just add them when I have an idea for something. This one is super silly and you'll reaaaaally have to try for it or get comically lucky. 'Grats to whoever actually sees it!
-Made a couple Zharkovision effects less common.
-Made a couple Zharkovision effects slightly more common!
-Edited a couple of Zharkovision effects to be zanier. Scary, right?
-Weaponslots rearranged to be more intuitive as far as what weapons they replace and their functions.
-Forcebeam, as a chainsaw type claustrophobia-fallback weapon, is on slot 1 for quick panic-access.
-KungFu is on slot 2 now along with the Uzi, since it is an excellent and quick fallback weapon for most anything. Also, Slot 2 will have a weapon still if playing in Doom 1.
-RicoChotGun is a good ole' standard and the Rockslinger is a rough SSG equivalent so they share slot 3.
-IcePlasma exists on slot 4 still, being a good spot considering its power and the fact that it, duh, replaces the chaingun.
-Chimneysweep, being a rocket launcher equivalent, is on slot 5.
-The Ricegun, as a high level assault weapon, is on slot 6 like the Plasmagun. Also, it replaces the plasmagun, so yeah.
-The Raynor, being a mass destruction weapon, is on slot 7. Also, it replaces the BFG, so duh.
-The Fate Device is on slot 8.
-The Demonsphere variants of all melee attacks now heal Zharkov for a higher proportion of their damage.
The Forcebeam is a weird niche weapon, but it's altfire was useless, so it's been updated to make the weapon much better at the claustrophobic conditions it's intended for.
-Forcebeam Altfire radius raised from 150 to 172.
-Forcebeam Altfire attack now hits five times in a row, for a 5 hits of 12 damage (60 total, compared to the previous single hit for 50 damage). This will cause it to have a very brief stunlock effect to protect Zharkov while he uses the weapon.
-Forcebeam Altfire ammo consumption reduced from 4 to 3.
-Zharkov's KungFu now projects a number of puff-less, 1 damage hits that serve to help keep monsters stunnned while he swings his fists, making it less hazardous to deal out those rad combo punches (and kicks!) against monsters.
-In addition, though this slightly slows down the Kung Fu combo, the period during which you need to click again to keep the combo going has been lengthened just enough that using the Kung Fu is VASTLY easier.
-The KungFu altfire now alerts monsters.
-The Uzi's second bullet deals 6 damage instead of 5, and its fourth bullet deals 6 damage instead of 4.
-Ammo received from a dropped Uzi raised from 60 to 100.
-Uzi now only uses 3 bullets per fire cycle, down from 4.
-Uzi now will not switch away to another weapon when it runs out of ammo, since it has a melee attack you might want (or even need) to use to regen and painlock.
-Demonsphere Uzi uses the same amount of ammo per fire cycle.
-Demonsphere Uzi altfire resumes its normal saw attack after the rail attack fires off when held, so you can still regen health and painlock things with it.
-Demonsphere Uzi saw damage increased from 2 to 3.
Zharkov has very few ways to engage at a decent range, so I have adjusted the Ricochot gun to help him with those times where a map has you up against Hitscan snipers.
-Reduced the width of the Ricochot gun's spreadfire mode by 2.
-Ricochot projectile bouncefactor changed 0.7 to 0.6 (that means it loses less momentum when bouncing, and thus can bounce more).
-Reduced Ricochot gun's altfire spread from 8,4 to 5,3.
-Ricochot altfire now fires 3 bullets instead of 2.
-Removed offset for Ricochot projectiles.
-Ricochot projectile height and radius has been reduced to 2 so you can fire them near a wall without effect.
-Added a small chance for a Shotgunner to drop a Ricochot gun, to aid Zharkov in levels where the Author relies on Shotgunners to give the player a Shotgun.
The Rockslinger was useless before. Its damage was so unpredictable it couldn't be counted on, and in any normal hallway firing it often resulted in killing yourself rather than the Demons. So I finally rehauled the thing to be useful and allow Zharkov a much needed weaponslot.
-ROckslinger refire sped up by 7 tics.
-Rockslinger recoded to no longer use the weird A_SpawnDebris for the damaging bits.
-Big rocks now split into two forward-angled small rocks when bursting.
-Big Rocks no longer fire at angles from each other, just straight ahead offset from one another.
-Rockslinger rocks now bounce once before detonating, allowing you to shoot the ground and have the projectiles fan out ahead of you.
-Rockslinger primary fire projectile offset reduced by 2.
-Rockslinger altfire angle reduced by 4 (the spread is tight enough to be focused on a group instead of having the edges bounce back and kill you).
-Rockslinger big rock damage changed from 1D3*15 to (30).
-Rockslinger big rock explosion damage changed from 1D3*85 to (50).
-Rockslinger small rock damage lowered from 1D3*15 to (20).
-Rockslinger small rock explosion damage changed from 1D3*35 to (20).
-Big rock speed reduced from 50 to 40.
-Small rock speed reduced from 50 to 40.
-Ammo consumption increased from 2 to 3. Altfire ammo consumption remains at 5.
-Demonsphere firemode now fires 1 Big rock and two small ones, instead of 3 small ones, and has an accelerated refire.
-Demonsphere Altfire ammo consumption reduced from 5 to 4.
-Big Rock radius reduced from 24 to 8 and height reduced from 48 to 8. Yes, seriously, they were that big before.
-Small rock height and radius reduced to 4.
-The smallest type of rock debris no longer deals damage. It's just there for decoration!
-Icy Plasma now will not switch away to another weapon when it runs out of ammo, since it has a melee attack you might want to use to regen health.
-Slightly raised the amount of health gained using the freezy punch from 10% to 12% of the damage dealt.
-Enemies struck by the Icy Plasma can now be slowed. Do note that the Icy Plasma is still the only weapon that can shoot through frozen corpses. That's a unique thing, not an ice damage thing.
-Scaled down Icy Plasma balls by 20%. It's just visually nicer, especially considering the massive blue area around them
The Chimneysweeper's primary fire wasn't particularly reliable before. Overall the weapon is much more useable and able to be relied on for clearing crowds.
-Chimneysweep Altfire radius raised from 160 to 200.
-Altfire bomb speed raised from 50 to 55.
-Altfire ammo consumption reduced from 4 to 3.
-Chimneysweep shard explosive damage raised from 1D3*10 to (70) and direct damage raised from 5 (1 in the case of the up and down shards) to 6.
-Chimneysweep shard radius raised from 16 to 48.
-Altfire now checks for the correct amount of ammo, and the Demonsphere variant has identical ammo consumption (since its the same thing with doubled cooldown).
-Raynor Rainer speed reduced from 25 to 20, so the bombardment spends more time over an area.
-Raynor Chimneysweep shard direct damage raised from 5 to 6, and explosive damage raised to (70).
-Improved the homing abilities of the Fate Device's projectiles.