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Captain Ventris wrote:The portal is stupid hilarious, haha. It's not supposed to explode if you just shoot it to death. You've got to jump into it (or kill it with one of the special items) to cause the splodey death. Well, unless I screwed it up!
I poked around in the code and I think I figured out the cause:
The portal goes nuclear in its XDeath sequence, and as it turns out, nearly every single time I killed it, I just happened to be using a weapon that forces extreme deaths. Whoops?
Huzzah! I'll get that fixed, then. I'm more than a little impartial towards that thing (can't think of too many other enemies that are more like a natural disaster), so I'd like it functioning like it's supposed to!
In case it isn't clear yet, the portal will drag down anything flying above the spiders, and the spiders will totally consume all other enemies. And no, it will never stop making spiders, ever.
Edit: teeny update to main Doomvengers.pk3 to ensure weapons do not force XDeath.
legendrodrigo wrote:I found an odd bug with Posseso, using alt-fire to possess enemies through their corpses, wouldn't work, is there something wrong that i did?
Might need more specifics. Any modules on? Any other mods running? Did ya kinda wiggle back and forth over the center of the corpse to be certain you got it?
Possesso seems to force a crash back to the title screen whenever dying by using up your health using Berserk attacks. Same applies for the original PossessMe mod, so I assume it has something to do with gzDoom updating.
Prologue-9 wrote:Possesso seems to force a crash back to the title screen whenever dying by using up your health using Berserk attacks. Same applies for the original PossessMe mod, so I assume it has something to do with gzDoom updating.
Dang nabbit I was hoping he had fixed that. Oh well, sorry for leading ya wrong there.
Prologue-9 wrote:Possesso seems to force a crash back to the title screen whenever dying by using up your health using Berserk attacks. Same applies for the original PossessMe mod, so I assume it has something to do with gzDoom updating.
Dang nabbit I was hoping he had fixed that. Oh well, sorry for leading ya wrong there.
Ah, no problem. ^^
If it can't be fixed, it's at least simple enough to try avoiding.
Captain Ventris wrote:Oof! Weird! I’ll have to look into that. Wouldn’t be surprised if it’s just a deprecated feature or something silly.
Sweet! It would be greatly appreciated, PossessMe has always been one of my favorite little gameplay mods, and having an updated version of it, alongside fun stuff like the Necrosuit makes for an awesome package.
After 2 years I finally did it! Doomvengers once more runs! Enjoy!
Links in the first post!
Might end up doing some other balancing or minor stuff. We’ll see! Was just wanting to run up D64 for Doom II (worth it just for the music of the first level) and was finally fed up with the mod not working, uhhhh two years later.
So with some time I've completely renovated Doomvengers, making a MASSIVE number of improvements, and adding a brand new gameplay module (details in the changelog). This changelog is HUGE, and the results are excellent. As always, links in the first post, aaaaand 1 hour until it's Christmas day for me, so Happy Holidays!
The Doomvengers: Gunfinity War Update Changelog:
Spoiler:
Additional Credits:
-Mor'Ladim for Swarmer
-DavidRaven for Airstrike Marker
-Salahmander for the Chaos Sphere
-Captain Toenail for the Giant Bat
-Doomedarchviledemon for the Devil Worms
General Changes:
-ALL Characters that need them (Necrosuit, Freerunner, and Possesso) now use the same 2 keys for ALL special actions (including reloading). Yeah, it's a lot better.
-Commented out Possess Me's Keyconf and a bloodsplatter replacement to clean up something, so replace ALL files!
-Commented out Necrodoom's keyconf, so replace all files!
-Blood effects look better.
-All Melee attacks have had their damage divided across multiple tics. This means that with Legions on, when monsters are stacked up, your attack can strike and push back multiple enemies. A couple attacks were already like this (Necrosuit melee and Super Chicken's beak), so I've really just unified this effect. Makes for better painlocking as well!
-Fixed a bug where Cacodemons only A_Chased in half their frames!
-Zombiemen changed sprites when Slowed.
-Cleaned up erroneous stuff in SNDINFO.
-Adjusted some music volume values.
Necrosuit:
-Updated Necrosuit to Necrodoom 1.0! This means a widescreen HUD, and Backpacks give an arm-gun item that lets you swap your altfire attack from the Fist to a ranged explosive shot.
-Necrosuit speed raised veeery slightly, mainly to help with timed switches and doors and such.
-The Reload Key will now enter or exit the suit. The Special Action button shared with Possesso and Freerunner will detonate it when double-tapped.
-Added kickback to the laser cannon. This makes it better at holding off HK swarms and other groups of mid-tier foes who should be more vulnerable to it.
-Laser minimum damage raised from 14 to 18.
-The Laser can now stun enemies.
-Cannon refire rate increased by 5 tics.
-Doubled the full damage radius of Scorcher Missiles (from 64 to 128) so they'll be less sad against mid-tier enemy groups.
Super Chicken:
-Lowered thresholds for Chaos Condenser to award a weapon.
-When hit, Super Chicken becomes unshootable for a slight moment, reducing the chance of getting insta-splatted by multiple attacks and making chaingunners, etc. easier to deal with.
-Added Love to 2 spawn points, and Wave to 1.
-Beak attack range doubled.
-Doubled Bullet Punch ammo.
-Missile damage increased from 10 to 14.
-Ice ammo reduced from 115 to 80.
-Ice projectiles will now pass through frozen corpses.
-Ice breath now properly slows monsters.
-Doubled Needle ammo.
-Rifle ammo increased from 150 to 180.
-Sped up single click shockweed attack speed.
-Raised shockweed stunning and ensured it always applies.
-Raised single projectile shockweed attack damage from 5 to 10.
-Raised single projectile shockweed radius from 16 to 32.
-Shockweed ammo decreased from 280 to 220.
-Lowered shockwhip damage from 20 to 16.
-Raised shockwhip radius from 2 to 5.
-Will O' Wisp icon wasn't showing in the HUD.
-Acid ammo increased from 160 to 200.
-Acid damage increased from 4 to 5.
-Egg radius raised from 128/84 to 172/128.
-Wind ammo reduced from 300 to 200.
-Holding down the fire button on wind makes Super Chicken reflective until you let go.
-Phoenix ammo increased from 50 to 75.
-Meteor ammo increased from 340 to 400.
-Love explosion projectile damage raised from 9 to 12.
-Wraith ammo halved.
-Instant Discharge Cannon wasn't working.
-Instant Discharge cannon icon wasn't showing in the HUD.
Style Guy:
-Whenever Style Guy is below 25 Style points, he will generate one point a second up to 25. This makes long battles and bosses actually possible instead of a chore.
-Tech Laser projectile speed raised from 50 to 60.
-Tech Laser Style Attack is now slightly more narrow so its usable at a longer range.
-The Pistol now has a slightly higher chance of generating Style Points.
-Added Kickback to the Neutron Disruptor so its better at holding back hordes.
-Triple Shotgun Style Attack now has less horizontal spread, so it's more focused on single targets.
-Shades now grant 50 Style points, up from 25.
-Shellbox and Clipbox spawners now have a slight chance of spawning a Techlaser/Disruptor in case a map only provides shotguns/chainguns via zombie drops.
Freerunner:
-Freerunner's dash now grants a brief invulnerability and reflection effect, so you can use his superior maneuverability to Dark Souls your way through fights. This also just makes him distinctly more speed-oriented than the others.
-Slowed down Freerunner's reload speeds.
-Raised the Kickback of the twin shotguns. It's pretty funny now, and makes it an excellent crowd control tool.
-Max damage for the double shotguns lowered from 10 to 8.
-Right shotgun erroneously had 1 higher minimum damage than the left. Whoops!
-The plasmagun's primary fire is now icy, and can therefore slow enemies.
-Max pistol damage lowered from 20 to 15.
-Shotgun max damage lowered from 12 to 10.
-Chaingun grenade radius increased from 158 to 168.
-Super Rocket Launcher altfire explosion damage raised from 32 to 36.
-Slowed Super Rocket Launcher firing speeds.
-Super Chaingun damage lowered from 15-20 to 5-10. It's still absurdly powerful, it just kills a Spider Mastermind in like 25 shells instead of 5.
-Added a windup to the Super Chaingun's primary fire.
Possesso:
-Did something really obvious. Berzerk attacks are now simply triggered with altfire, no need to go into Berzerk mode and THEN attack. Much more flexible and sensible. Hosts are discarded, and new hosts are gained, by hitting/holding Reload. No more spastic accidental De-Hosting (was that just me?).
-Rewired how weapons work to fix a crash bug involving self-damage.
-Substantially lowered the amount of ammo given by Hosts with limited ammo. Don't waste a good host!
-Substantially raised the mana consumption of all hosts. No more spam!
-The majority of Possesso's assistive corpse drops (Which occur on certain weapon spawns) were broken. Fixed them and balanced spawn rates. Spectre corpses now have a chance to spawn on Shellboxes.
-Possesso could pick up some innappropriate items in Coop.
-Ghost shot damage raised from 1 to 2, so it's nominally useful in weird scenarios where you don't have ready access to a corpse.
-Demon Host's Stealth ability is now just 30 seconds of stealth. And it actually works.
-Spectres now have silent attacks, far and away boosting their value over normal Demons.
-Spectres weren't dropping the right corpse!
-Added Kickback to the Mancubus Host's weapon. This helps the Manc with crowd control.
-Health cost for Arachnotron and Mastermind Berzerk raised from 5 to 6.
-Health cost for Cyberdemon berzerk raised from 10 to 15.
-Toned down Cacodemon stunning.
-Ammo cost for Easter Egg Special raised from 25 to 75, and Berzerk from 1 to 2.
Zharkov:
-All Zharkovision monsters have been buffed. They're a real threat now!
-Increased gap between attacks in melee flurry. This makes it easier to combo, and with split attack calls the attack will still stunlock and occupy foes. Overall its more viable to use this to regain health now.
-Slightly upped the damage of a few main hits in the melee flurry.
-Slightly raised damage of melee flurry mid-swing hits in order to keep the DPS high enough.
-Raised the damage of the thrown hand's explosion from 15 to 18.
-Reduced direct damage of thrown hand from 25 to 10.
-Thrown hand explosion radius lowered from 80 to 72, but deals full damage across its radius. No longer great against larger targets, but still helps paste small stuff when you can't get to grips for Ka-Ra-Tehhhhh.
-Added Kickback to the Ricochot gun, giving Zhark a reliably available ranged crowd control option in the early game.
-Ice Plasma now uses 2 cells per shot, instead of 1. It was ludicrously ammo-efficient before.
-Fixed incorrect ammo use when tap-firing the Uber Ice Plasma.
-Chimney Bomb (altfire) explosion radius has been increased from 200 to 256, fully twice a default rocket.
-Chimney Bomb ammo consumption raised from 3 to 5. It can one-shot A cluster of Revenants, so yeah.
-Chimney Missile explosion radius increased from 150 to 172.
-The shards trailing the Chimney Missile in all directions have been increased from 6 to 8 damage. This also buffs the Raynor's altfire.
-Riceshots now deal a flat 3 damage rather than a randomized 1 Doom damage. Much better value proposition!
-Rockslinger main projectile damage increased from (30) to (40).
-Rockslinger ammo use raised from 3/5 to 4/6. The altfire can one-shot Hellknights, so trust me, that's not crazy.
-Raynor energy projectile damage increased from 6 to 7.
-Uber Raynor energy projectile damage increased from 5 to 7.
-Fate Device primary fire damage raised from 3 to 4.
-Fate Device explosions now force radius damage.
-Demonsphere now awards 100 health, up from 50.
-Fate Device health leech was rewired to avoid the same crash bug Possesso was encountering.
Compatibility Patches:
Major Doomvengers Compatibility Patches:
Beyond Reality, version 1.0
-Updated for Villains changes.
Valiant/Sawdust, version 0.3
-Updated to accommodate Possesso's new lovely control scheme.
-Health cost of Pyrodemon and Cybruiser Berzerk raised from 8 to 15.
-Health cost of Arachnorb Berzerk raised from 5 to 6.
-Updated for Villains changes.
-Enabled the Arachnorb as a Host for Possesso.
-Removed files that would be redundant with the addition of Gunfinity War code.
PSX Doom TC, version 0.2
-Updated for Villains changes.
Chex Quest 3, version 0.2
-Corpse Markers for Possesso now exist and work correctly. They're just small spinny pics showing what corpses are where.
-Updated for Villains changes.
Minor Doomvengers Compatibility Patches:
-ALL have been updated for the way the Gunfinity War module handles things.
Module: Legions of Noobs:
-Lost Souls spawned by Pain Elementals should no longer multiply. Phew!
-Archviles will no longer multiply in single player unless in Doomvengers difficulty, and multiplies less with all player counts. They're a LOT more potent with so many more enemies around them!
-HKs and Barons multiply substantially less, as do many mid-tier monsters in all compat patches. It got really silly before, frankly. Danger proportions should be better preserved in levels now.
Module: Tools of the Trade:
-Added a couple new Massmouth dialogue messages since you'll be seeing him more.
-Music scripts cooperate with one another much like the Villain music scripts.
-Added the new Ammo in a Bottle Tool, which very noisily spews out random ammo (or a corpse/monitor depending on class) when deployed. Appears rarely with Shell and Clip boxes.
-Added the new Recovery Point Tool, which warps you back to where you place the item whenever you would otherwise die. The item blows up in the process. Very handy and, if you play as Possesso, it does indeed preserve your current host! Appears rarely alongside megaspheres.
-Added Violet the Barrel. The item immediately makes Violet appear next to you and begin following you around. If you get far enough away, she will try to teleport behind you. When you are near her, you will regenerate health, but don't let her get blown up! That said, if she blows up she gives a bunch of health to all nearby players. Up to you, you sadist. Appears rarely with Blue Armor.
-Added the Chaos Sphere. It can do many things, so USE it and maybe run. Appears VERY RARELY near Megaspheres.
-Added Kickback to the Instant Discharge Cannon because it looks hilarious.
-The most important music cue in the game was broken.
-The Instant Discharge Cannon will now be rarer because it really is an instant Boss-Kill button.
-The Instant Discharge Cannon now forces pain and will now always successfully damage (i.e. super-maim) Villains.
Module: Age of Villainy, version 1.1
Big balance and bug fix pass. Villains feel better and everything works smoother.
-Completely rewrote the boss spawners and fixed numerous bugs, because A_BossDeath wasn't working right. Whoops.
-Bosses are now rarer. In Bad Dreams, you can reliably get 1-2 bosses, sometimes 3, for example, rather than like 5.
-Boss Music will now get more dramatic if multiple bosses are active, and will de-escalate as they die. Victory music will end, then resume music at an appropriate boss tier level.
-Nerfed boss health growth per player substantially.
ADDED 4 NEW BOSSES:
-Archivist (Cyb, T1): A new, 9-part entity held together through the magic of A_Warp. It's shooty and flies, so good luck!
-Grand PITA (Cyb, T2): Irritating, flies through walls, but not super deadly. You'll hate it regardless.
-Crusher (SM, T1): Does what's in the name. It's a cube! Kind of.
-Meta-Parasite (SM, T2): Six linked beings, and all have to be dead within the same two minute time frame, or they all get up.
-Raised Dog Pope's health by 1500.
-Removed Dog Pope's Cheesy rail attack.
-Made Dog Pope less spazzy.
-Raised the health threshold for Dog Pope summoning the Dog Swiss Guard.
-Dog Swiss Guard were hilariously small for some reason.
-Fixed the Cyberjumper repeating his intro.
-Majorly toned down Setetienegateben's ability to quickdraw the player. Much more manageable now, even in tight quarters.
-Raised the Derpmolisher's chance of doing its more advanced attacks.
-Slowed down The Jerk, because he's rude when you're in a restrained space. Also greatly lowered his melee range because it was cheesy. He's now more of a moving hazard like he should be.
-Slowed the Magnasoul's charge speeds, fixed a bug with his attack sprites, weakened his max size homing a bit, AND fixed that the game friggin' crashed when he died. Much better.
-Raised Magnasoul's health by 1000.
-Raised Jitterskull's health by 500.
-Reduced the volume of Jitterskull's death and attack sounds. Eesh.
-Fixed Mother Demon's lack of sound! Whoops!
-Raised Mother Demon's health by 1000.
-Buffed All Mother Demon's spawns.
-Mother Demon spawns will now inherit her target.
-Fixed Cyber Mastermind's bullet sound effect, lowered its chance of overheating, and made its secondary rockets home like they're supposed to.
-Lowered the melee range of the Flembomination substantially, and lowered its chance of spawning flem spores.
-Reduced the health of Common and Bipedal flemoids.
-Weakened the Lost UAC Machine's machinegun attack.
-Slowed the charge up for Lost UAC Machine's time freeze slightly.
-Slowed Lost UAC Machine's flamethrower projectiles so it's not so overwhelming.
-Perdition's Gate's rez spirits will only live for so long before vanishing.
-Fixed a bug where the Cacoraiden could be rezzed.
-Halved the number of King Bloatous' spawns. Was waaaay too much before.
-Nerfed basically everything about the Spider Emperor. Sheesh.
-The Spider Portal no longer floats, so it'll be reliably reachable in case you're in co-op and someone wants to make the sacrifice of leaping into it.
-Reduced Spider Portal's health by 1500 because it is straight up catastrophic.
-Halved the damage of spawned spiders so a ball of them isn't instant death.
-Lowered Leetman's health by 500.
-Doubled the windup time for Leetman's attack.
-Removed the rail attack from Leetman's attack cycle because it was cheesy.
-Chilled out the secret Tier 5 SM boss a little. But just a little!
-Reduced secret T5 SM boss health by 2000.
-Made a change to make the secret Tier 5 SM boss better at in-fighting other bosses.
-Made secret T5 Cyb boss less prone to pain-locking in its first stage.
-Made secret T5 Cyb boss' attack rip through mid-tier monsters.
-Made secret T5 Cyb boss' more likely to upset nearby monsters, as it should.
Module: Gunfinity War, version 0.1
Gunfinity War allows you to swap out Vanilla enemies for alternate monster sets on any map. Currently, you can use either the cast of Valiant, or the approximated behaviors of Doom 64. Or, of course, just set it to Vanilla monsters. Like always, this option can be changed at any time, and given that monsters only spawn when within a certain distance, hearing range, or sight range of a player, this can totally result in monsters from multiple sets spawning in the same map if you change it mid-level. Up to you!
Gunfinity War will not work properly with Compat Patches.
-Vanilla: You know e'm, you love e'm. No changes.
-Doom 64/PSX: Adds in Nightmare Imps and Demons, adjusts some existing monster behaviors to mimic that of Doom64 (so dont get up in PE's faces), and with Age of Villainy loaded, the Mother Demon will rarely spawn in place of a Spider Mastermind. All Spectres become Nightmare Demons, but Nightmare Imps merely spawn alongside their normal compatriots.
-Valiant: The monster crew from Valiant shows up. Spectres are replaced by Arachnorbs, Super Mancs can spawn alongside normal Mancubi, and suicide bombers sub in for a couple corpse decorations. Masterminds are vulnerable to radius damage like in Valiant, and will rarely be replaced by the Final Boss if Age of Villainy is loaded.
KNOWN BUGS:
-With Legions of Noobs, monsters who should be Dormant will, uh... not be Dormant. Last I checked, I was told there's no way to check for that in ACS, so tell me if I'm wrong! Cuz it really messes with the last episode of Beyond Reality.
-The trail particles on Freerunner's BFG primary fire are incorrect since Necrodoom v4. I can't find the reason why.
-One of Possesso's HUDs is not operating.
-Stun and Frost only take effect once an enemy hits their Pain state, and I don't know why.
EDIT: Patched in new menu coloring, startup text, and menu theme music for Gunfinity War. Logo and titlescreen update will follow.
EDIT Dos: Oops! Necrodoom 1.0 had improved player sprites so the redundant ones have been removed from the core file now.\
EDIT Tres: Okay, Titlescreen sans logo is in place. Adorable.
EDIT quattro: Wow, Style Guy's Style gen didn't actually work. Fixed! I am good coder!
FINALLY, a gameplay mod compatible with Valiant!! I've been waiting for this for quite awhile, and I intend to play through every episode with one hero each, counting Sawdust as a sixth episode.
However, it seems Possesso doesn't quite jibe with Valiant in full. I seem unable to possess anything that isn't one of the three former humans. Demons are just an absolute no-go for some reason. Am I doing something wrong, or is this a certifiable bug? If the latter, no worries, it seems like it takes a lot of effort to put all pieces of the Doomvengers in place. Keep up the great work!
sotenga wrote:FINALLY, a gameplay mod compatible with Valiant!! I've been waiting for this for quite awhile, and I intend to play through every episode with one hero each, counting Sawdust as a sixth episode.
However, it seems Possesso doesn't quite jibe with Valiant in full. I seem unable to possess anything that isn't one of the three former humans. Demons are just an absolute no-go for some reason. Am I doing something wrong, or is this a certifiable bug? If the latter, no worries, it seems like it takes a lot of effort to put all pieces of the Doomvengers in place. Keep up the great work!
Are you running it with the Compat patch? Remember: Valiant first, all the normal Doomvengers stuff in the middle, and the Compat patch last. Possesso has custom hosts for all the Valiant monsters. If you’re loading Gunfinity War, be sure it’s set to Vanilla, also.
Heck, since I know someone is actually playing this, I can push out a minor update for some issues and effects improvements I’ve already got down. Nothing huge, but it’ll be more polished.
Sorry, Vent, but I ran it in the order you specified with the patch on top and I STILL can't possess any non-human enemies. I even took out the villains and gunfinity add-ons and still no dice in Valiant. Sorry.
Also, on a lesser glitch, StyleGuy's Tech Laser roars like a lava baron every time it's fired. I want to say that keycards floating around as Zharkov tries to grab them to no avail but them suddenly showing up in his menu anyway is also a glitch, but... I wouldn't be surprised if that's just Zharkov, haha.
Haha that's definitely just Zharkov. The keys aggressively try to give you ... well, Keys.
Ha yeah Styleguy's weapons depend on some default sounds I should make duplicates of some day.
Re-download the compat patch, should work now.
Also, redownload Doomvengers.pk3! Tiny update.
EDIT: Manual updated, aside from Necrosuit's Armgun. Gunfinity War now also has its logo and finished title screen.
Version 1.21
Spoiler:
General Changes:
-Fixed a frame error with Imps and Megaspheres.
-Gore effects will no longer appear if out of sight or far from players.
-New menu option to toggle gore effects on and off.
Necrosuit:
-Laser stunning raised.
-Laser will no longer gib.
-Added a quake effect to the missiles' detonations.
Super Chicken:
-Ice breath ice effect raised.
-Shockweed stunning raised, particularly the single-click shot.
-Shockweed secondary projectile stunning fixed.
-Shockweed will no longer gib.
-Acid breath damaged lowered from 5 to 2, but now inflicts poison.
-Added quake effects to the meteors and Love explosion.
Style Guy:
-Techlaser will no longer gib.
-Adde quake effects to the Overkill cannon's holdfires, and the Seeker missile altfire's missiles.
Freerunner:
-Adjusted fist altfire timing to feel better.
-Fist will no longer gib.
-Plasmarifle primary fire ice amount raised.
-Charged plasmarifle altfire can now stun, making it the only weapon that can do both.
-BFG primary fire's main projectile can now stun.
-Added Quake effects to chaingun, super chaingun, and cyber RL.
Possesso:
-Possesso now gets a minute of full invisibility at the start of each level, giving him a better chance of nabbing a host.
-Caco ball stun raised by 1.
-Shrank head bomb sprites some.
-Added pitch effects to Imp, HK, and Baron melee, and improved effects on Demon, Spectre, and Revenant. All of them now take your pitch into account instead of locking it.
-Imp melee will no longer gib.
-Added Quake effects to Cyberdemon and Mastermind attacks.
Zharkov:
-Fixed a broken Zharkovision effect.
-Ricegun altfire now costs 2 shells.
-Ricegun altfire wasn't dealing the intended amount of damage.
-Made the Uzi's ammo consumption unreliable. It will now consume from 3 to 5 bullets per burst.
-Icy Plasma ice effect raised.
-Icy Plasma now animates a little more when firing.
-Tractorbeam altfire can now stun.
-Tractorbeam altfire now animates a bit more.
-Added some more dynamism to the Ricochot gun's animations.
-Added Quake effects to the Chimneysweep and the Rockslinger's altfire.
Module: Tools of the Trade:
-Massmouth wasn't always spawning.
-Refined Massmouth effects and timing.
-Ammonado and Recovery Point icons were not aligned properly.
-Recovery Point spawn chance lowered slightly.
-Increased the duration of the Instant Discharge Cannon's firing quake.
Excellent, Possesso works as he should. Thanks, man! Now, a stupid question: If I want to beat every chapter of Valiant with a different Doomvenger, can you recommend who best fits with each chapter? If not, no problem, this is a ridiculous question.