Should be going up soon.
http://www.moddb.com/groups/doomdb/addo ... -doom-v112
b26 & addon v34:
* Arachnotron has less health (600 to 460), DarkArchvile (1000 to 800) and DarkCacodemon (400 to 320) as I generally aren't a fan of meatshields apart from Barons & Mancubus.
*Archon of Hell and HellsFury move faster than HellKnight now, since they are taller & therefore take larger steps, with Archon of Hell being faster than the DarkBaron.
* Hellsfury's homing skulls move faster and do more damage, Archon's comets do less damage so you have a chance of surviving 2 and a 50/50 of surviving all 3.
* Hellsfury bleeds dark red and attacks alot more often but he has less health.
* Shotgunguy now has the same attack as ZspecopsShotgunner, also both their attacks fire 5 pellets as opposed to 7 reducing their ranged effectiveness and bringing the damage output to max of ~30 on middle difficulty.
* Quadshotgun zombie singleshot fires less accurately now compared to the shotgunners but does slightly more damage, also now reloads faster than before. Karasawaguy has delay before firing and his projectile moves slightly slower, does less damage and bounces only once (however when he fires offaim, its alot more unpredictable now). * Made AutoSGGuy and QuadShotgunZombie drop 4 shells instead of 2, and sometimes drop a bit extra.
* Dark Devil now has less health than a spirit imp (240 to 170, takes 3 accurate shotgun hits).
* Defiler now is more like his name, spits out slightly poisonous blood and vomits out creatures, has less than half of his original health but moves slightly faster.
General changes: When blood hits the floor it makes a sound. DarkSpiderMastermind pain sounds are working now. BaronofHell has a different pain sound than HellKnight. BurningSoul attack sound is now working. Fixed issues around mancubus spawns when using nightmare addon related mutators.
Added NeoCore compatibility patch, which when used with Neocore and creature replacement mods (like this one), makes NeoCore marines show up instead of zombies (when doing this don't use the zombie related mutators otherwise they will override the changes).
Future versions will be to around adding variety to bosses. I'll probably add more compatibility related things like for wads that add weapons:
http://forum.zdoom.org/viewtopic.php?p=813198#p813198
https://flic.kr/p/rnSff4
https://flic.kr/p/qKbUfA
https://flic.kr/p/rpEEGW
https://flic.kr/p/tuZZtj
https://flic.kr/p/tyqHhh
edit- b26a & v32a:
Made the UndeadMarine take longer to fire, and added a delay after his burst fire. Fixed fixed issue with AutoSGGuy/QuadShotgunZombie zombie shotgun shells not showing up with custom mods.
edit- b26a & v32b:
* ZspecopsRailgunner now coolsoff his railgun before firing it so there's a visual and audio cue before firing with a slight delay. Autoshotgunner has a longer delay before firing, but still quite fast compared to other zombies.
* Made ShadowBeast only spawn monsters when hes in your line of sight.
* The Satyr spawns (from the ShadowBeast) can now lunge at you, but they aren't as tough as before (slightly weaker and slower than the Dark Beast, but much more aggressive).
General changes: Simplified keycard/skull sounds so its not incompatible with wads that modify actor key names in lockdefs.
Added compatibility patch for Zero Tolerance marines and added minigunner as a chance to spawn in place of a plasmazombie with that wad (run dark creatures first, then ZT, and lastly the compatibility patch).
edit- b27:
ChaingunMajor has a longer build up to firing (still fires faster than default chaingunguy), fixed lingering deathstate bug with DarkSpiderMastermind, can see Nightmaredemon (Spectres) with Infrared, DarkCacodemon will now lunge at you when it gets close enough.
b27a: Included credits, changed name of compatibility patches to prevent the mutators from overwriting the changes when you drag and drop them.
New thread:
http://forum.zdoom.org/viewtopic.php?f= ... 9&p=844566