Champions is a gameplay mod that adds 17 new variants of each monster and is cross-iwad compatible!!
Spoiler: Screenshots
Spoiler: Champion and Mutation types (spoiler alert!)Download hereCode: Select all
Champion Types: Red: Spawns with 2x health. Dark Red: Will resurrect after a short while if the corpse is not destroyed. Orange: Will explode upon death. Yellow: 2x movement and projectile speed. Green: Can teleport around randomly. Dark Green: Leaves a trail of green creep that deals damage to players. Projectiles also deal small damage over time. Light Blue: Causes a wind effect that will thrust players around. Projectiles will also push players on impact. Blue: Explodes into many projectiles, depending on health and size. Can also fire rings of projectiles when hurt. Indigo: Spawns multiple clones upon death, these clones are much weaker. Violet: Fires homing projectiles at the player randomly. Pink: Resurrects nearby foes, but at a cost of its own life-force. Black: Deals 2x damage, but is slightly less resistant to damage. Grey: Will attempt to dodge the player's attacks. White: leaves a trail of white creep that will slow the player upon contact. Projectiles also cause a slowness effect upon impact. Bronze: Highly resistant to pain and damage, but incredibly slow. Silver: Will pull the player in with a strong magnetic force Gold: Buffs nearby foes with damage resistance. Mutation Types: Floating: Will spawn with an balloon attached, allowing non-flying monsters to fly at will. Ethereal: Phases in and out of reality, projectiles can pass through when it is most transparent. Hybrid: Will spawn with a secondary Champion effect. Undying: Can not die, unless the guardian heart is destroyed. Titan: Very rare boss variant. Much larger, stronger and can fire multiple projectiles. They will buff nearby enemies to make them more aggressive. Nearby buffed enemies in turn buff the defense of the the Titan.
(requires GzDOOM 4.5.0 or later.)
Spoiler: changelogCode: Select all
~2.9.1 - bug fixes - Fixed issue where bundle drops count towards the items tally. - Fixed Blue Champion Fireball vm abort (for real this time) - Fixed very minor issue where Hybrid Champions blood colour would not change. - Replaced level.time modulo operation in baseclass with a custom variable instead - instead of dividing level.time which can get very large (and very slow) a custom integer has been added which increments every tic, and is reset to 0 every time the tick effect is called. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v2.9~ Bundle Tweaks - Tweaked Item bundles weighting & drops: - In general: - Monsters drop double items when gibbed. - Drops are increased based on DamageFactor & DamageMultiply values - Doom: - Now have a chance to drop 2 clips & 1 shell pickup per tier. - Heretic: - Now drop custom armour bonuses. - Hexen: - Health pickups are dropped from tier 0 upwards now. - Custom mana1 & mana2 pickups dropped per tier (only give 2 ammo per pickup) - Fixed issue with Bundles not dropping for "tier 0" enemies. - Added option to toggle Bundle Health Bonuses visual style for Doom (food or vials) - Added debug option for forcing exclusive champion type - Added visual trails to Grey Champions when they perform a dodge. - Fixed issue with Legendoom's "Legendaries over Time" feature. - Fixed VM Abort with Blue Champion Projectiles. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v2.8~ The big boi. - New Mutation: HYBRID - will have a secondary Champion Effect - at the moment can spawn with any combination of Champion Effects, including duplicating effects. - I've decided to leave it at this "wild west" mode where anything goes for the time being - I have plans for a Hybrid blacklist if things are too hectic and/or broken. - Titans now have much more health - this stacks with other health giving champion effects, so watch out! - the health boost effects weaker enemies more than stronger enemies - enemies in the range of the Titan will be more aggressive - Pink champions have been reworked - They now resurrect fallen monsters for 20% of their health. - I felt like Pink Champions were a bit weak, so this makes them a priority target when they spawn - Originally they could resurrect infinitely, in testing this is very broken - Once below 20% health they will no longer resurrect. - Violet Champions projectiles now home slightly - I feel like Violets weren't much of a threat, especially if you can position yourself well this might combat that weakness a little. - Blue Champions burst into more projectiles, which are also slightly faster - Again Blues were also a bit weak, and it was very easy to dodge their death attack. - Projectile spawning is based off of Monster height & radius, and their "Boss" status. - Height determines the amount of tiers spawned, taller enemies spawn more tiers - Radius determines the amount of fireballs per tier. - Indigo Champions have been tweaked slightly in multiple ways - The clones now have a Damage Multiplier of 0.75 to match their size change. - Clone projectiles have also been shrunk & their speed scaled by 25%. - Spawning has been cleaned up & turned into an efficient loop, to allow for future tweaks. - Now spawn 4 clones when Legendoom Boosted Champions is enabled. - Silver Champions have been reworked - Their new effect is Magnetism - will suck players in close with a strong magnetic field - They still retain their increased stats, but to a slightly less OP degree - Dark Green & White Champions have been tweaked slightly - Creep has been re-written to a more flexible, inheritable base class - Green Creep now deals 5 damage, but can only deal 1 tick of damage every second - Dark Green & White champion's projectiles can leave creep - disabled by default, it's a work in progress feature and can be quite intense - enabled in under the Experimental Settings menu - Green champions now have a 3-5 second cooldown after performing a teleport. - Tweaked bundles slightly - They now drop more ammo & bonuses for each "tier" - Champions resurrected now no longer occasionally shuffle their mutations - The mutation system still needs a more thorough implementation outside of the base class. - Icons have been redesigned, slightly - I added a shaded effect & drop shadow to help boost icon visibility for those that use them. - Option to disable flat sprites for Dark Green & White champion creep. - This is based on an older request, and for those that use the software renderer. Sprites are from Hexen. - Added option to enable friendly Champions - A recently requested feature, off by default, but for those that want the option, it is there. - New under the hood Legendoom Compat changes by worldendDominator - Nothing really changes, but this helps to account for Legendoom's "Legendaries Over Time" feature. - Fixed a minor issue where Monsters would bleed rainbow blood when Legendoom is loaded and compatibility enabled. - Fixed all orange console warnings. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v2.7~ The Update That Took Even Longer - Champions now emit the correct colour blood! - This means Champions is now compatible with your favourite gore mods! - Added a new Mutation; Airborne! - Given the ability to float around at will, watch out below! - Tweaked Undying Mutations - Now can take damage, but will not die unless the Heart is vanquished. - Minor Colourful Hell Compatibility - CH's Colourblind setting now neatly arranges the type-icon next to the Champion's Identifier Icon (instead of a spam of actors just flying out of it) - Embers of Armageddon Incompatibility! - For some bizarre reason, EoA really messes up the Undying Mutations, so they are disabled when EoA is loaded Apologies!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v2.666~ The Update That Took Way Too Long - Certain Champions will now deal a secondary effect, such as: - Dark Green Champions poison you with their melee or ranged attacks - Cyan Champions will knock you back with their melee or ranged attacks - White Champions will slow you down with their melee or ranged attacks - Tweaks to the Silver Champion - Will warn you when it is about to shield - Becomes stationary when shielded - Visual Tweaks - Projectiles now have a Champion Coloured - Can be disabled in the options menu - Audio Tweaks - Indigo Champion clones have a higher pitched voice - Titan Mutations have a much deeper and intimidating voice! Issues Resolved - Fixed a crash related to the bundles system ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v2.5~ The Bundle Update - Bundles have been altered massively - Support for Doom, Heretic, Hexen and Strife! - Also support for Guncaster! When the mod is loaded, Champions will now drop Gold, Gems and even Tomes - Food! - Food drops from slain champions, it heals 1% health and comes in several varieties - Silver Champions now have a warning before their sheild is raised - Some other things (that I can't remember) Issues Resolved - Fixed issue with Guncaster Sprite name conflicts ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v2.2~ The Performance Update! - New options settings - Projectile/Blood inherits Champion Colour - New Ice translation - All setting modifications will take change AFTER map change. - Pink champions now heal more HP/s and will heal nearby enemies - Violet champions have 2 new patterns to attack with - Bundles have had an overhaul, will now drop better items - Drops are split into 6 tiers. Tiers are based on the dropping monster's StartHealth - Currently bundles are only available for DOOM based games. Raven, Strife, Chex and Square to come later! Issues Resolved - Performance - the previous versions made extensive use of expensive CVAR checks - I have reduced the amount of calls per tic on each champion and icon class - This has greatly reduced the numbers reported in the "stat vm" ccmd - One small caveat is that all CVar changes will only take effect after a map change. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Quick Fix 2.1~ - This fixes a bug present in 2.0 in which Undying Champion's hearts do not alter the Champion if the heart is frozen, this renders the champion unkillable - Fixed a few minor visual glitches in Hexen featuring ice deaths ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v2.0~ - 4 new champions! - White - Slows the player down with a trail of white creep - Light Blue - causes a wind effect pushing away anything nearby - Bronze - will never flinch and takes reduced damage - Silver - can generate a reflective shield occasionally - Gold - will buff other nearby monsters, turning them golden - Mutations! - rare variants of champions, each mutation has a different effect - there are three so far! - Legendoom Compatibility! - Only Legendary Monsters become champions! - Exclusive Legendoom champion behaviour and boosted abilities - Set the Legendoom Compatibility Toggle in the menu - Icons and Particles - new visual effects to identify the champions - can be toggled on and off in the Champions Option menu Issues Resolved - Champion Spectres are no longer un-identifiable - Dark Red champions now drop items correctly - Whole champion system ported over to Thinkers - this should be a more lightweight system compared to the original Actor based solution ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v1.3~ - This is a bugfix update Issues Resolved - Fixed a critical bug that causes VM Execution Abort involving resurrection - Fixed a small issue with Grey Champions' sight checks not working properly ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v1.2~ - 2 New champions! - Pink - regenerates 8hp/s - Titan - 3x Health and Damage, 1.5x slower movement speed - when killed gives the player a "fear" powerup for 30 seconds - Bundles! - very early bonus drops. Champions will drop bundles on death - drops small ammo pickups and health/armour bonuses - stronger monsters drop more items in their bundles. - Spawn Menu - you can alter the weight of the monster spawns - this means you can remove certain champs from the pool completely - Colourless Champions - removes the colourisation of champions to allow greater compatibility with other mods. - Champion colours have been altered slightly in some cases (mostly orange, indigo, blue and violet) Issues Resolved - Added new sprites from Freedoom for the Blue, Orange, Dark Red and Violet Champions - Resurrected Champions now retain their effect - Indigo clones no longer mess with the kill count and cannot be resurrected. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~New Features in v1.1~ - New options menu! - Override global spawn chance and colour! Issues Resolved - fixed "hidden" corpses from being autoaimed (hopefully) - fixed white corpses being shootable - fixed multiple mod incompatibilities such as - Brutal Doom - Quakestyle Unbound - Russian Overkill