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Videos:
(Removed the video links until I can get an updated video released)
Screenshots:
Spoiler:
Summary:
Scavver's Paradise is a survival horror mod with focus on high difficulty combat, simple but satisfying weaponry, resource scarcity and management, loadout building, and oppressive atmosphere through sound design, gameplay mechanics, and optional storytelling through text logs. The player is pitted in the shoes of an average person trying to survive in post-apocalyptic Earth. You are not a big meaty action hero. You are but a mere mortal, soft and squishy and fighting against insurmountable odds.
Gameplay is slower paced than vanilla, requiring much more thought for things outside the primary loop of shoot the baddies. Equipment load, what weapons to bring, what type of armor you need for the next encounter, how much cover you have, what equipment you can use to your advantage, what enemies are you about to face. A skilled or well equipped player can run in guns ablazing, but doing so is very high risk.
Combat can be pretty frantic and chaotic if you're ill equipped or unprepared for the challenges hell throws at you. You can dodge attacks by jumping left, right, or backwards, but keep in mind the more you carry, the worse your dodge becomes. You also begin to move slower with a higher equipment load, and your jump is reduced as well. Your inventory is limited by how much you can fit in your pockets and backpack. You can still bring more than your equipment limit, but your agility will be so low that you'll need an hour to cross a street. Balancing your equipment load to the encounters you face is just as important as killing the baddies, if not more.
Resources will be hard to come by, as every ammo, medical, and armor spawn has a chance to spawn nothing instead of goodies. Don't be afraid to break out a pipe wrench or fire axe when you can, as every bullet you save is a bullet that can save your life in later levels. Your weapons, however, are heavily damaging by design to make up for this scarcity, and you will be a glass cannon until you can find some good armor. Even a basic 9mm pistol (15-21 damage per shot) is stronger than Doom's starting pistol (5-15 damage per shot.) Enemies, however, also deal large amounts of damage, so make certain you don't get hit in the first place.
The mod has a complex series of many damage types to emulate a semi-realistic approach to how attacks damage you and how your armor defends from those attacks. Submachine guns can do a lot of damage, but are negated quite well by body armor. Ex-military zombies wear combat armor, so you'll need a rifle or armor-piercing handgun/PDW to knock them out effectively. Shotguns are BRUTAL against unarmored targets, and next to useless against anything wearing more than police vests. Ballistic armor provides little protection against fireballs and plasma, but thermal armor is often of poor quality for physical attacks.
Your body is merely human, and taking damage is more than just losing HP. Bullets, knives, and claws can induce bleeding injuries which need bandages. Hellish fireballs and plasma can burn you to a crisp, requiring medical gels to mend or at least painkillers to temporarily relieve pain. Combat is fatiguing, and if you find yourself tired jab yourself with adrenaline. Every affliction has a cure, and many have multiple ways to be treated.
Make sure you read the PDA you start with, as included is an assortment of useful information about gameplay, basic tips, knowledge about your weapons, armor, and equipment, etc. This can really help first time players out since there's more to this than just "shoot the bad guy."
If at any point you feel that the mod is too difficult for you, check out the Difficulty tab in the Scavver's Paradise menu! Damage taken/dealt, resource spawn rates, and Afflictions can be modified at any time.
Most of my testing has been done in singleplayer, though this mod is fully doable in multiplayer as long as you and your partner(s) cooperate and split resources evenly. I recommend you adjust item spawn rates in the options menu if you're playing Coop. Recommended spawn rates have been provided.
Scenario:
It's the year 2208, and demons have been ravaging the planet for most of your life. Some fourteen years ago the UAC had experimented with teleportation technology, and by a freak accident accidentally opened portals to another dimension where horrific monstrosities began invading their research bases on Phobos and Deimos. On the Phobos base there was a lone marine, awaiting his court martial for assaulting his CO, who was destined to fight back against this demonic threat and become the legendary Doom Slayer.
The problem, however, is that he never made it to Earth. At some point during his Martian encounters he perished. The details behind his demise never left the moon bases, and with his death mankind was destined to inevitable extinction. Since then the demons of Hell had located Earth and invaded. What was once a population of 10 billion has since been reduced to a mere few hundred million souls remaining on Earth. Resources are rapidly dwindling as the survivors use up whatever they can find so that they may live to see the next day. Weapons are falling into disrepair, medical goods are rarer and rarer, ammunition is hard to come by. The world itself is being mutated by the presence of demonic activity, and will likely never recover.
You are one of the last humans remaining. You are not a trained soldier, nor are you a hero. You are just human, soft and fragile and longing for normalcy. Your mind is sharp, your reflexes quick, and you're resourceful, but your body is merely mortal. If you want to survive your journeys across Earth you'll have to take things slow, carefully plan out your attacks, and learn how to effectively utilize your dwindling resources.
Gameplay Changes:
=> Enemies are tougher and more varied. Dozens of new monsters with unique sound effects to crank up the difficulty and keep you on your toes. Mind the armor that armed zombies wear, especially the combat grade armor worn by zombified soldiers.
=> Weaponry! 78 different weapons are available for use, ranging from the humble lead pipe, to the reliable 9mm SMG, to the beefy 20mm anti-materiel rifle, and a good variety of energy weapons as well!
=> Magazine-based reload system: Ammunition is stored in magazines. If you reload your handgun prematurely, the remaining bullets in that magazine are lost. Tactical reloads can make several weapons reload quicker as long as you keep one in the chamber.
=> Weight System: Weapons, medical goods, consumables, equipment, and armor all adds weight. The more you carry, the slower you move. Find bigger backpacks if you wanna carry more.
=> Afflictions: Each time you take damage there is a chance to be given a debuff which negatively affects the player. These need to be cured with a wide variety of medical goods. Check your PDA to learn what cures your afflictions. If you do not enjoy the Afflictions system each individual Affliction can be disabled in the Scavver's Paradise Afflctions menu.
=> Complex Damage System: Different attacks deal different types of damage, each having their benefits and drawbacks. Eg: Blunt attacks aren't effective against armor, but can easily stun enemies from the pain induced. BFG weaponry excel against biological targets, but skeletal and mechanical monsters aren't as affected by the destabilizing energies. Large caliber weaponry can pierce armor effectively, but tend to be heavy, cumbersome, and hard to stock ammo for.
=> Varied armors: 19 different types of armor, each with different stats and uses, ranging from a simple jacket with kevlar woven into it to custom made ballistic fire suits to advanced military combat armors. Some armors have special passive functions, such as making stimpacks more effective, or even having an energy shield.
=> Dodging: Press jump while moving left, right, or backwards to perform a brief step dodge to avoid incoming attacks from your foes.
=> Scarcity: Weaponry, ammunition, health supplies, etc. have a chance to be replaced with an empty, unusable version of itself, forcing the player to more intelligently plan out their battles. To make up for this scarcity, health pickups are much more effective, and weapons dish out serious amounts of damage.
=> Varied Medical Equipment: Bandages, various kinds of stimpacks, blood packs, adrenaline shots, pain killers, and more are available to treat your wounds with a variety of effects.
=> Multiple Loadouts: Twelve different loadouts with unique player skins and different weapons and gear that you start with. Check out the Challenge loadouts if you find the mod easy!
=> Ingame Encyclopedia: Each loadout spawns with a PDA filled with helpful information about your weaponry, your gear, and general information about your adversaries, among other bits of handy info.
=> Lore: 64 data logs can be found throughout playthroughs providing details about the world at large, ranging from stories from other survivors to happenings during the beginning of the apocalypse. This lore is entirely optional and does not inherently disrupt the flow of gameplay unless you're willing to sit down and read these logs.
=> Equipment: In place of backpacks, invisibility spheres, and infrared pickups, various bits of equipment are available to help the player out. Temporary bits of equipment include chaingun turrets, packs of sawblade-wielding razor drones, and more, while more permanent upgrades including nanoweave armor to wear under other bits of armor, powered greaves, and reinforced boots are available as well as other types of upgrades.
Known Issues:
=> The player can unload a weapon completely, drop it on the ground, and scrap it for free ammo. To fix this would require I convert every weapon from DECORATE to ZScript, which is an enormous task that I can't be assed into doing. Not right now, at least.
=> Expect weirdness with the AEGIS Powered Assault Armor Suit. I'm not good with ACS scripting, but in my testing it is functional largely as intended.
Recommended Mods:
Droplets) Great looking blood and gore mod. Immerse) Lovely camera mod that just looks and feels damn nice. Also includes a lean feature that helps players shoot from cover. DarkDoomZ) If nothing else, grab this so you can use that sweet, sweet flashlight. Gearbox) A combination of a snazzy weapon wheel for new Doom fans, as well as a weapon selector bar for the Half-Life fans!
Recommended Maps:
If you folks have any recommendations on what would play well with Scavver's Paradise, please feel free to post about it in the comments below! If I agree I'll add 'em to the list.
Dark 7) An old classic. Not too terribly difficult, with just enough resources that you can get by on most playthroughs. Some encounters can be gnarly depending on the random drops and enemy replacements. Its expansion, Dark 7 Mission Pack 1, also plays well, though with both maps resources can be hard to spread evenly in coop. Ashes 2063) Both it and its addon Dead Man Walking have gameplay-mod friendly versions and work insanely well with Scavver's Paradise, particularly the early parts of DMW. Ammo and health are TIGHT unless you compulsively secret hunt, but enemy encounters very heavily lean towards imps and zombies and not too much else. Darkstar Low) Nonlinear map where you're on board a star ship that had been invaded by demons. Metroidvania-like backtracking from location to location gives the feel of having a mission to complete, rather than just aimlessly traversing maps for the sake of a gunfight against demons. Dark Universe: Part 1) Hurt Me Plenty is a fair challenge, but Ultra Violence is an endurance test, requiring a good bit of secret hunting to ensure you've got enough ammo to survive encounters. Last level is insanely difficult and may not be beatable due to a massive hoard to fight off followed by a cyberdemon fight in a large arena FULL of critters. You have been warned. Dimension of the Boomed) Great amopshere and level design that's very faithful to Quake. Ammunition is easier to come by here than in certain other maps I've played, but encounters are BRUTAL. Possibly not beatable without luck being on your side if played on UV. Recommended you pick one of the elite loadouts (Demolitionist, Exterminator, Huntsman, Veteran) to give you the edge you need. Includes custom monsters based off those in Quake that won't cause any conflicts with Scavver's Paradise. Flashback to Hell) A fair challenge overall. Maps are fun, well laid out, and have enough familiarity to them that you know what they're based on, yet are fresh enough to feel new. Supplies aren't too hard to come by, and if you're good at hunting for secrets you'll be able to keep a fresh supply of high quality armor for much of the later levels. Genesis of Descent) A sprawling set of levels, almost Metroidvania-y with how wide the levels are and how they progress. Ammo is relatively generous, though do be sure to focus on melee combat whenever possible, and save your explosives as best as you can. Health, however, is a rarity, and how boned you are will depend on the luck of the dice, as if the health items aren't spawned in your favor you're going to find yourself save scumming. Ends with a fairly difficult cyberdemon boss fight that may not be beatable without cheesing. What helps in this map's favor is the lack of chaingunners, being a Doom 1 map set. Hellbound) Early levels can be a bit annoying given how you don't find a backpack until map06, but the constant need to scrounge for ammo is great. Map07 is a forced pistol start (You'll start with your chosen loadout's starting gear,) and the next few maps from there are a damn blast, IMO, though be sure to hoard your high caliber ammo and explosives as much as physically possible. Map07 features many high-health monsters and a limited amount of explosives, and map08 has even more high-health monsters, including a spider mastermind that is guarded by two barons of hell. Map15 is the turning point where it goes from a fun, if brutal, romp through infested facilities into an absolute bloodbath. Gets almost slaughterfest-y later on. May not be beatable. Lost Civilization) Supplies are quite plentiful and often times by the end of map02/into map03 I find I'm flush with ammo. Even when I jack the ammo despawner to 80% despawned and health to 75% I am loaded with supplies. It is very much needed given the HIGH enemy counts. Keep a scoped weapon handy given how wide and massive environments can be, and be prepared for lengthy sessions as certain maps can take upwards of an hour to beat if you're secret hunting and scrounging for resources. Struggle: Antaresian Legacy) Insanely well designed levels with great action, though this is what you should play if you want to just have fun with the monsters and guns. Ammo, health, and good armor are in PLENTIFUL supply, to the point that by map06 I was spending more time trying to figure out what guns I want to use than I was spending time finding ammo, and you will never have to worry about your armor breaking with how many repair batteries spawn. Despite this abundance, encounters can be difficult with how enemies are used and how the levels are designed. Neodoom: Gold Edition)NOTE: You will have to make some major modifications to this to remove all of the custom weapons, monsters, and items. I looked into if there were ever any uploads of a mod compatible version of this map set but haven't been able to find anything. Might make an upload myself if I can do so with Daniel's permission. REGARDLESS. The maps are relatively standard in design and may feel a bit dated, but the usage of custom textures alongside themed maps lend this map set to have the feeling of progression, like you're partaking in an adventure through demon infested Earth rather than a set of sprawling maps that aren't very connected environment-wise. Certain encounters can be absolutely brutal, but you're usually stocked with enough supplies and enough room to navigate and avoid damage. Keep an eye out for secrets, as certain encounters absolutely require these secrets (the last fight in Map07 is downright insane without abusing health, damage resistance items, and the secret invulnerability sphere.) Upgrade items will be found in plentiful supply, so this is a good map set if you want to play around with those. Oblige, enhanced with ObAddon) A random map generator. ObAddon builds off the last build of Oblige and adds TONS of cool shit to it. Maps with ObAddon are surprisingly well detailed, though you'll have to work with the program to make sure you don't get too many or too few supplies. Enemy encounters, being random, are not guaranteed to be fair and work with Scavver's Paradise's style of gameplay. Obsidian) A fork of ObAddon which has since had its development stopped. Obsidian builds off what ObAddon put on the plate and is offering more. Haven't tested it much just yet.
Changelog:
Spoiler:
2.3.1 Quick Fixins! Released 4/5/23
WEAPON Changes:
* Many weapons have had their firing frames spruced up to look nicer. No functionality changes here, just nicer muzzle flashes.
* 7.62mm Carbine now drops 7.62mm magazines when you're full of 7.62mm ammo and scrapping a spare carbine.
* KS-20 Riot Shotgun has new sprites! Functionally the same, just looks more interesting while not using overused sprites.
ITEM Changes:
* Exploit with LLSC where multiple spheres could be contained with one LLSC has been patched.
* The chance for a random explosive ammo box to spawn huge bunches of goodies has been reduced.
MONSTER Changes:
* Void Beasts now have a rare chance to drop Void Spheres on death.
2.3 RESURRECTION, Released 18/3/23
Note: There have been so many changes made to balancing that I've probably forgotten to list some of them. Just know that a LOT of changes have been made to ammo distribution, weapons, armor, and items.
SWEEPING Changes:
* REVAMPED WEIGHT SYSTEM) Weapons, inventory items, and armor all add weight. Hard limit of 180 kilograms of weight. The more you carry, the slower you move. Four tiers of backpacks allow for better carrying capacity. The KGs display on the HUD will look a bit weird at times, I couldn't find a good way to make the decimal point follow the numbers well.
* Afflictions DECORATE code on all player classes has been cleaned up. Better organized, code improvements, better documentation. I tried to make it so that you don't have to copy/paste changes across all 12 loadouts, but I couldn't find a way to make that work, sadly.
* SO MUCH ITEM SPAWN BALANCING, OMG
PLAYER Changes:
* Marksman loadout uses a 6.5mm rifle now, with a 9mm mini pistol for a sidearm instead of the .45 magnum.
* Huntsman loadout now carries a 7.76mm machine pistol instead of a 9mm handgun.
* Bleeding Chance is the same, but Bleeding Intensity has been reduced. When you receive Bleeding debuffs it'll be less intense.
* When Irradiated, radiation finally reduces over time. Before it wouldn't remove the debuffs. Natural radiation reduction is much slower to promote the usage of rad pills.
* Player receives up to 50% extra rads per tic of Slime damage. Radpills reduce this down to 1 Rad per tic of Slime damage.
ITEM Changes:
* NEW ITEM: Lead-Lined Sphere Container) Wanna carry hellish spheres around with you? Stuff 'em in one of these! Hope you don't mind the back-breaking weight.
* Spare armor can be carried in your inventory.
* Armor can no longer fully prevent an affliction from occurring, only reduce the chance.
* Many armors have had their protection values changed. Lower tier armor has largely had protection values lowered to make up for how light they are compared to high tier armor (Police Vest weighs 2.7 kilos, Combat Armor weighs 10.5 kilos for roughly double the physical protection.) Not to mention many Thermal/Plasma oriented armors were the obviously better pick in most circumstances before this rebalancing.
-> Imp Leather Coat: Overall Protection dropped from 20% to 15%.
-> Police Vest: Overall Protection dropped from 20% to 15%. Small Caliber from 40% dropped to 30%.
-> Flame-Resistant Police Vest: Overall Protection dropped from 15% to 10%. Small Caliber from 35% dropped to 25%.
-> Security Armor: Overall Protection dropped from 25% to 20%. Small Caliber from 50% dropped to 40%. Large Caliber dropped from 30% to 25%. Pellet dropped from 65% to 60%.
-> Fireproof Armor: Overall Protection dropped from 20% to 15%. Small Caliber dropped from 35% to 30%. Flame protection dropped from 85% to 75%.
-> Energy Vest: Small Caliber is now 30%. Large Caliber is now 15%. Pellet is now 45%. Without shield, Flame is 15%, Plasma 10%, Laser 5%. With shield, Flame is 50%, Plasma is 75%, Laser is 50%.
-> Marine Armor: Flame increased from 75% to 85%. Plasma increased from 65% to 70%.
* Combat Armor's sprite has been edited for more detailing.
* Flame Vest no longer reduces chance for Burn affliction.
* Marine Armor now reduces Burn chance, not negates.
* NEW ARMOR: Makeshift Armor) Thick, kinda heavy, and pretty protective against physical attacks! Shame that it burns good.
* NEW ARMOR: CBRN Suit) An armored alternative to the HEV suit. Needs frequent maintenance, but protects against radiation and infection!
* NEW ARMOR: Speed Suit) Stretchy! Comfy! Makes movement easier, at the cost of receiving more plasma damage.
* NEW ARMOR: Combat Medic Armor) Not quite as good as the standard Combat Armor, but makes stims more healy!
* NEW ITEM: Koag Injector) Preemptively combats bleeding! Minor healing, minor bleed cure, with a major increase to bleed resistance. Stackable.
* Backpack has been split into two Item Types: Ammo Harness and Backpacks.
* NEW ITEM: Ammo Harness) Functionally identical to the backpack of old. Adds 50% extra ammo carryinng capacity.
* NEW ITEM: Common Backpack) Adds a bit of weapon/equipment carrying capacity.
* NEW ITEM: Travel Backpack) Adds a good amount of weapon/equipment carrying capacity.
* NEW ITEM: Combat Backpack) Adds a lot of weapon/equipment carrying capacity.
* NEW ITEM: Assault Backpack) Adds a shit ton of weapon/equipment carrying capacity.
* Military Medikits also include a Koag injector. Because of this, they weigh 1.9 kilos rather than 1.6.
* Megaspheres, rather than giving spiritual armor that cannot be repaired or removed, simply grants the ShieldSphere's protection on top of your currently worn armor. Also grants a permanent health boost.
* Ammo Boxes now have tags to let you know to kick them.
* Civilian Ammo Boxes can now drop .357 rounds and speedloaders.
* New Random Explosive Ammo Box!
* Both defensive turrets are now much more durable.
* Blast Suit's natural lowering of player movement speed has been removed. It weighing 21 kilos has a similar effect.
* Bandages can be applied up to 6 times at once to prevent issues where Bleeding affliction procs after third Bandage use leaving you no way to treat it.
* Zerk Injector now lasts for 90 seconds rather than 60 and heals 30 HP over 30 seconds.
* Painkillers can no longer be stacked with Morphine. Taking painkillers with morphine active will deny you. If you've got pain killers and morphine is injected, it'll remove your painkillers' protection. This is done because if you stack Morphine, Painkillers, Adrenaline, AND the Zerk Injector, with sufficient armor you'd be nigh indestructible.
* Bandages now only heal 5 HP over 5 seconds rather than 10 HP over 10. With how often bandages can be found in many mapsets they used to be able to be be used as a primary means of healing, resulting in hoarding of everything else.
* All stims now cure more bleeding. Stims cure 2 tiers of bleeding, Military Stims 3 tiers, and Super Stims cure all bleeding regardless of severity.
* Radiation Pills' rad resistance has been boosted from 50% resistance to 75%. Rads accumulate more slowly while RadPillz are active.
* Rad Pills, rather than removing ALL rads in one go, now reduces your radiation poisoning slowly over the span of 30 seconds.
* ShieldSphere, RegenSphere, ReflectSphere, and InvulSphere HUD elements have been improved. If you have multiple sphere effects present, their HUD elements no longer block each other.
* Energy Vests can now be repaired. However, the shield mechanism must be charged. With the Repair Tool you can use Compact Cells and Armor Repairer Batteries to recharge the shield by 50% and 25%, respectively.
* Energy Vest's reduction of Burn chance only applies with an active energy shield.
* Hellish Spheres' spawns have been modified. Spheres that buff the player (Soulsphere, Shieldsphere, Regensphere) spawn on Soulsphere spawns. Shields that give time-limited buffs (Invulsphere, Drainsphere, Reflectsphere) spawn on the InvulnerabilitySphere spawns. Logic being that in the base game Soulspheres are often placed in areas hidden away from combat, but Invulspheres are placed when you're about to enter combat. Makes sense for the time limited spheres to be placed when you're about to enter combat, dunnit?
* Flame Turret has been changed into a Plasma Turret. Slow, weak projectiles, but quite useful nonetheless.
WEAPON Changes:
* Finally learned how to do muzzle flashes good. I've applied better muzzle flashes to some weapons, and more will come in future.
* New sprites for the .357 Lever Rifle. Now it looks like an actual lever action rifle instead of a trench shotgun.
* SEVERAL weapons have had their reload sequences updated. Many reloads look a bit nicer, but the biggest change is the addition of bolt pulls on several weapons without them, adding to the importance of tactical reloads.
* .22 WMR Caliber ammo has been removed.
* .22 WMR Stealth Pistol has been removed.
* .22 WMR Rifle has been removed.
* 10mm Pistol ammo has been removed.
* .45 Magnum ammo has been replaced with a beefier 12.7x34mm magnum round. More damage, but you carry less of it than .357.
* 9mm Auto Pistol has been modified into a standard non-automatic handgun, and is now more common.
* 9mm Pistol has been modified into a lower accuracy compact pistol, and is now more rare.
* 10mm Pistol has been modified into a heavier weight 9mm auto pistol.
* 5.45x39mm ammunition has been removed completely.
* All 5.45mm weapons have been rechambered for 5.56x45mm box magazines. There REALLY isn't a reason behind having two types of .22 caliber rifle ammo.
* 5.56mm Magazine looks nicer.
* 5.56mm Drum Magazines have been removed.
* 9mm SMG Magazines have been replaced with a new 7.76mm Caseless magazine. Mostly a cosmetic change to allow the addition of a machine pistol using an SMG mag.
* 10 Gauge ammo has been removed. All 10 gauge shotguns have been rechambered for 12 gauge.
* 12 Gauge weapons deal slightly more damage to make up for the lack of the beefier 10 gauge shells.
* 10mm SMGs have been rebranded to 9x23mm SMGs. They deal slightly less damage than before, equal to 9mm pistols, but this was done for if I can ever manage a bullet-based ammo manager system like in HDster.
* NEW WEAPON: 9mm Stealth Pistol) Lightly damaging low volume assassination option.
* NEW WEAPON: 7.76mm Caseless Machine Pistol) Insane rate of fire, check. Overheat mechanic, check.
* NEW WEAPON: 12 Gauge Compact Shotgun) When you need your high grade shotgunning fun to be as lightweight as possible while still having a pump. My personal favorite shotgun.
* NEW WEAPON: 7.76mm Caseless Police SMG) Replaces the old 9mm SMG. Not that much different really.
* NEW WEAPON: 4.6mm PDW) Remember the old PDW from the beta? Basically just that! A lightweight alternative to the heavier, verstaile, shotgun-toting 4.6mm SMG.
* NEW WEAPON: 5.56mm Surplus Rifle) Fully automatic, reasonably accurate, nice ammo supply, but weaker and a bit on the heavier side.
* NEW WEAPON: 6.2mm Bullpup Carbine) Do you want a lightweight rifle using a heavy cartridge? Hope you like heavy recoil!
* NEW WEAPON: 20mm Double Barreled Rifle) Where the HELL did these come from?
* NEW WEAPON: 6.5mm DMR) Intermediate cartridge pinpoint headhunting, at your service.
* NEW WEAPON: 7.62mm Carbine) The power of the battle rifle in a lightweight package!
* REPLACED WEAPON: 10 Gauge Single -> 12 Gauge Pistol) Functionally very similar. Lighter in weight, slightly slower to reload, but worth it for how little it weighs.
* REPLACED WEAPON: .45 Magnum -> 12.7mm Magnum) Holy STINK this thing hits hard.
* NEW CALIBER: 6.5x48mm: A perfectly balanced long range rifle cartridge.
* RECHAMBERED WEAPON: .22 WMR Pistol -> 4.6mm Auto Pistol) Lightweight fully automatic armor piercing goodness!
* RECHAMBERED WEAPON: 9mm SMG -> 10mm Compact SMG) Sacrifice accuracy for lighter weight.
* RECHAMBERED WEAPON: 9mm Rifle -> 6.5mm Checkpoint Rifle) Dependable semi-automatic ranged weapon.
* RECHAMBERED WEAPON: 5.56mm Bolt Rifle -> 6.5mm Hunting Rifle) Insane accuracy, solid damages, reasonsble weight.
* RECHAMBERED WEAPON: 5.56mm SAW -> 5.7mm LMG) I HOPE YOU APPRECIATE THE FACT THAT I ANIMATED THE AMMO BOX EMPTYING AS YOU RUN OUT OF AMMO, THAT WAS A PAIN IN THE ASS.
* RECHAMBERED WEAPON: .45 Stealth Rifle -> 12.7mm Stealth Rifle) Yeah it's probably unfair for a weapon this strong to be silent lol.
* 10mm SMGs now have a max ammo capacity of 36+1 rounds. Having 48+1 rounds per magazine is a LOT of ammo, making these a bit overpowered in terms of ammo management.
* SMGs now have a maximum magazine carrying capacity of 6/9, like rifles. Being able to carry SHIT TONS of ammo for those things made them incredibly powerful for ammo management.
* 5.56mm Weapons now have magazine capacities of 36+1.
* Plasma Pistol now actually fires the proper projectile. Before it was using the Plasma Carbine's projectile.
* Plasma Pistol now has a three shot burst fire alt fire. Each shot is individually weaker than a standard bolt, but combined deals more damage than two standard shots.
* Finally fixed the lack of idle noises on the Chainsaw.
* 84mm Launcher with HEAT rounds loaded actually fire HEAT rockets when scoped.
* 12 Gauge Coach can now swap ammo when both barrels have been spent.
* 5.7mm Chaingun now requires batteries to operate. One battery will last you a long time, worry ye not.
* Plasma Carbine has a larger magazine, and weighs less than before.
* Machete is slower to swing, but deals a bit extra damage per hit. Before, the Machete was absolutely overpowered from very high damage and fast swing speeds, making it more useful than any other non-powered melee weapon.
MONSTER Changes:
* .22 WMR Pistol and Rifle zombies are gone.
* 9mm Pistol zombies rarely drop lead pipes.
* NEW MONSTER: 5.56mm Surplus Rifle Zombie) Watch out for her rapid fire attacks!
* NEW MONSTER: 10mm Compact SMG Zombie) These hurt even more, youch!
* NEW MONSTER: 12.7mm Magnum Zombie) Holy FUCK that's a big pistol.
* NEW MONSTER: 7.62mm Carbine Zombie) GIMME GIMME GIMME GIMME.
* REPLACED MONSTER) Tortured Soul -> Defiler: Oh fuck these things spit out WHAT?
* Icon of Suffering has been removed. Very phoned in enemy, not really fitting as a Pain Elemental replacement.
* 4.6mm SMG zombie now drops 4.6mm PDWs instead, since the 12 gauge underbarrel shotgun on the SMG is super useful.
* 5.7mm Chaingunner now drops Energy Cells.
* Zombies now have a rare chance to drop consumables such as Swarmer pods and Shield Generators.
* Chaingunguy class zombies have stronger armor, but less health, leaning on the importance of armor-piercing weaponry.
2.1.1 Quick Fixin's, Released 17/7/22
ITEM Changes:
* Medical Harness now makes callouts for afflictions affecting the player. If bleeding, will warn player of lacerations. If infected, will warn of unknown biohazard. Etc.
* Super Stim now ACTUALLY cures burns properly.
* Demonic Spheres now properly cure Fatigued and Burned afflictions.
WEAPON Changes:
* 10 Gauge Pump was missing a firing frame due to typo. Fixed.
* 4.6mm Assault Pistol now has a speedy 2-shot burst mode. Especially handy against armored military zombies.
* Laser Repeater now gives Compact Cells when scrapped for ammo.
MONSTER Changes:
* NEW MONSTER: 10 Gauge Double Shotgunner) Double the gun, double the pain.
* All shotgun zombies have had their chance to drop slug shells doubled.
2.1 Armory Expansion, Released 15/6/22
WEAPON Changes:
* NEW WEAPON) Charge Rifle: Pinpoint accurate laser sniping!
* NEW WEAPON) .22 WMR Stealth Pistol: Not very strong, but lethally silent.
* NEW WEAPON) Plasma Pistol: Micro sized plasma goodness.
* NEW WEAPON) 5.56mm Scoped Carbine: Scoped automatic goodness.
* NEW WEAPON) 12 Gauge Semi-Auto Shotgun: The speed of the auto shotgun with the weight of the pump shotgun! Just be mindful of the jamming.
* NEW WEAPON) AER14 Laser SMG: Would make an Ork proud.
* NEW WEAPON) UAC Type 9 Sticky Plasma Rifle: Let's be real, you're probably gonna kill yourself with this.
* NEW WEAPON) UAC Type 14 Stun Rifle: Stops 'em in their place, makes 'em weaker!
* NEW WEAPON) UAC-20 20mm Cannon: Semi-automatic explosive fun.
* Several weapons have had their firing sequences edited for more camera shaking and better handling of recoil.
* Shotgun Calibers have been renamed: 20 Gauge to 12 Gauge, and 12 Gauge to 10 Gauge. Just a cosmetic change.
* NEW AMMO) 12 Gauge Slug: Highly accurate with better penetration!
* NEW AMMO) 10 Gauge Pulse Slug: The Perfect Tool For Frying Cybernetic Bastards.
* NEW AMMO) Compact Cell: Smaller profile, less charge, but larger carrying capacity!
* Laser Repeater now uses the Compact Cell instead of the UAC-B Energy Cell.
* Laser Repeater now has an alternative firing mode, reducing damage per shot but with the added ability to pierce through up to 6 targets.
* Laser Repeater's magazine has been reduced from 60 to 50.
* .45 Stealth Rifle and Shrapnel Cannon's PDA logs now remove properly when dropping the weapons.
* Scoped damages for the 7.62mm DMR and Sniper Rifle have been fixed.
* New world sprite for the 9mm auto pistol.
* 84mm Heavy Launcher has a slightly faster firing sequence.
* Power Fist now uses Compact Cells rather than UAC Energy Cells.
* BFG3000 now weighs 16 pounds instead of 18.
* Player can carry more explosives now!
-> 40mm Grenades: 24/32 -> 32/48
-> 84mm Rockets: 12/18 -> 24/32
-> 20mm Cartridges: 32/48 -> 48/72
-> Frag Grenades: 6/9 -> 8/12
* Dark Matter Gun's Black Hole has been buffed.
* Player can carry more shotgun shells!
-> 12 Gauge: 32/48 to 40/60
-> 10 Gauge: 24/32 to 32/48
* 6.2mm Carbine and Shrapnel Cannon PDA logs now remove properly when the weapon in question is dropped.
PLAYER Changes:
* Afflictions system can now be enabled and disabled to your liking! Each of the 6 afflictions can be enabled or disabled at any point. You can have just bleeding enabled, or even disable all afflictions entirely.
* Recruit loadout has one additional .22 WMR magazine, one fewer 5.56mm rifle magazine.
* Scavenger has six additional .357 magnum rounds and eight extra shotgun shells.
MONSTER Changes:
* NEW MONSTER) 12 Gauge Semi-Auto Shotgunner: More aggressive!
* NEW MONSTER) 5.56mm Scoped Carbine Zombie: Better at long range!
* Spawn Rates for zombies wielding rare firearms have been modified. Some spawn more frequently, some spawn less frequently, depending on the weapon in question.
* 5.45mm Assault Rifle Zombie is now rarer. Having an assault rifle with a built in shotgun is incredibly useful, so the 5.45mm Bullpup is easier to find off zombies as a result.
* 5.45mm Bullpup Cabine Zombie now drops broken carbines, with a 1/5 chance of giving a functional rifle.
* Hell Guard's ball deals damage less frequently, lowering its chance to inflict the Burned affliction.
* Mancubus balls are less bullshit.
* Tortured Soul now releases Imp Trites upon death instead of Doom 3's Trites.
* Doom 3 Trite has been removed.
* Plasma Drone has had its health reduced significantly.
* I have NO FECKIN CLUE why the Watcher was immune to plasma, but that's been fixed.
* 4.6mm PDW Zombie now deals the same amount of damage as the player does.
* Hybrid's Flee state has been slowed.
* Cybruiser's shotgun now deals the proper damage type, holy FUCK no wonder why it did so much damage, it was Large Caliber.
ITEM Changes:
* NEW ITEM) Ammo Boxes: Kick box, receive ammo!
* Hellish Spheres now properly cure burns.
* Medical Harness now only autoheals player up to 21 HP, regardless of maximum health. Previously health-increasing spheres would also increase how much health the player would receive from the medical harness's autoheal.
* Military Stims now heal 20 HP over 2 seconds instead of 15 over 3.
* Super Stims now cure Burn afflictions.
MISC Changes:
* Several Plasma projectiles have more frames on exploding.
* Bleeding from LargeCaliber attacks used to proc twice. Fixed.
* Ammo Manager has been updated to take new ammo types. Forgot to add 40mm Incen grenades, sorry! Also finally added frag ammo to that.
* Old weapons have been removed from the ACS code HOW DO I KEEP MISSING THIS SHIT.
* Shrapnel Cannons now have ammo when picked up for the first time.
* ShieldSphere/RegenSphere/ReflectSphere/InvulnerabilitySphere HUD Overlays have been improved, covering the HP Bar's outline rather than the bar itself. Looks cleaner, doesn't cover the HP bar.
* Huntsman's 9mm Auto Pistol has been replaced with a .22 Stealth Pistol.
* Item Despawner menu in the options has been expanded into a full Difficulty menu. You can now adjust damage values for players and monsters.
* Difficulties no longer change how much damage monsters and players take and dish out. That is now determined in the Difficulty options menu.
2.0 FINALLY, Unreleased
Changelog:
GAMEPLAY Changes:
* Afflictions) Take certain damages, receive certain debuffs! Fix with meds, prevent with certain armors. Read over the Afflictions, Meds, and Armor PDA logs for advice on how to treat and prevent these!
* NEW HUD) Painfully done up by my dumb ass who has no idea what he's doing with this crap. Custom HUD armor icons were drawn up by my good friend Filip.
* .357 Speedloaders are now loaded not with custom hotkeys, but on the Ammo Manager. Alt reload swaps between mag manager and speedloading.
* Armor Repairer and Ammo Manager now have a bit of text at the top to help clarify what it is you're actually holding in your hand, to help out first time players and reduce ambiguity.
* Healing effects can now stack, save for saline packs and blood packs.
* Non-healing consumables (pain killers, adrenal boost, antirad pills, zerk stim, void sphere) have a system in place to prevent accidentally using two or more at a time, to prevent accidental wastage. Pain killers can be overdosed, however.
* MODIFIED LOADOUT: Dead Man Walkin') Starts off with low health, a bleeding wound, and a PDA log explaining how you got into this position.
* NEW LOADOUT: Infected) A rush against the clock to cure your parasitic infection. Starts with minimal supplies.
* NEW LOADOUT: Unprepped) Starts with nothing at all, just your fists and your PDA. Functionally identical to previous versions of Dead Man Walkin'.
* Difficulties have been clarified.
ITEM Changes:
* HEV suit has an additional protection against Slime damage (certain damaging floors use this) since new monsters have radioactive projectiles.
* New Armor Type: Imp Leather Coat) Protects from fire and looks damn snazzy!
* New Armor Type: Arcane Robes) Now you see me...
* New Armor Type: Energy Vest) Nearly complete protection against energy-based sources! Good luck with not being able to repair it.
* New Armor Type: Combat Fire Suit) Military Grade Demonic Protection, with added rebreather!
* New Armor Type: Blast Suit) Fuckin' hell, this heavy-ass suit better be worth it.
* Fireproof Armor, Combat Fire Suit, and Marine Armor all have varying resistances against radiation damage.
* Battle Armor is now considered a Tier 5 armor alongside Marine Armor, and now spawns on Megasphere Spawns instead of Blue Armor spawns. Also has a new sprite.
* Marine armor has been modified once more to make it more specialized towards non-physical attacks. Physical protection is comparable to the Combat Armor. New sprite, too.
* Ballistic armors (police vests, security armor, armored fireproof suit, combat armor, battle armor, marine armor) offer better protection against piercing attacks, since ballistic armor is kinda meant to do that.
* Police Vests require 25% battery to repair rather than 30%.
* Fireproof Armor and Marine Armor now have built in rebreathers to supply air to the user. Useless on most maps, but for those with ZDoom map features, can be handy!
* Ballistic-Weave Jacket has slightly better damage resistances against melee and small caliber attacks.
* Gunner loadout now spawns with an imp leather coat.
* Armor can now only be picked up when not wearing armor. The code written for this can be expanded upon later if I decide to make it so that armor can be carried in your inventory.
* NEW ITEM: RegenSphere) Cause hurting is now healing! wut
* NEW ITEM: DrainSphere) Your health is now mine.
* NEW ITEM: ShieldSphere) Great protection, but only for a few hits.
* NEW ITEM: ReflectSphere) Sympathetic pain brought onto others.
* New Sprites for Medigel.
* Backpack has been updated to give 20mm plasma cartridges, 84mm HEAT rockets, 40mm incendiary grenades, and incendiary crossbow bolts.
* HEVSuit exploit has been fixed (Before if you were to wear an HEV suit and then drop the inventory item, you would still have radiation protection as if you were wearing the suit.)
* HEVSuit now slows the player down immensely for a few seconds when putting on or taking off, since it does take time to put a big bulky suit on.
MONSTER Changes:
* Arachnihilator has been removed.
* Forgotten One has been removed.
* Squire has been removed.
* Abaddon has been removed.
* Heavy Revenant has been removed.
* NEW MONSTER: Arachnotwin) Double the gun, double the pain.
* NEW MONSTER: Flying CyberImp) Plasmatic death from above.
* NEW MONSTER: Wraith) Void death from above.
* NEW MONSTER: Plasma Drone) Rapid Delivery of Death.
* NEW MONSTER: Hell Guard) Defensive protector of Hell with a variety of attacks and defenses. Sticky!
* NEW MONSTER: Watcher) Always watching, always seeking, always weakening.
* NEW MONSTER: .45 Stealth Rifle Zombie) Hard to hear, hard hitting, still easy to dispatch.
* NEW MONSTER: Carrier) Better watch out.
* Cacolich flames are now radioactive. Make sure you've got your radiation pills handy!
* Cybruiser's shotgun now has a sound cue to give the player time to avoid it.
* Caco species critters and Mancubi species critters should stop infighting.
* Husk bodies can now be gibbed or burned before they resurrect themselves. You can also now check if a husk is down for the count or not by kicking and checking for blood.
* Cyber Brute's shotgun attack has 3x the delay before firing as well as a sound cue.
* Cyber Brute's rifle attacks ACTUALLY WORK NOW.
* Hybrid in its enraged state is more aggressive and uses projectiles.
* 10mm/4.6mm Pistol Zombies and 12G Pump Shotgunner's 10mm pistol attack damage randomization has been fixed, thus preventing the issues of them being able to nearly one shot players with poor/no armor.
* New sounds for Hell Knight, Baron, Cybruiser, Cyber Baron, Arachnotron, Imp Trite, Archvile, Revenant, Cyberdemon
* Imp Trites are much more aggressive.
* Tortured Soul's projectile and poison clouds now deal Slime damage, same as the radioactive floors.
* Hectebus's projectiles are now radioactive in nature. They are also rarer now as a result, and the projectiles themselves are weaker to compensate.
* Archon of Hell has 500 fewer health points.
* Imp Brawler now has a seldom used super fireball attack.
* When a Husk is down but not out they can be gibbed by slashing attacks.
* 4.6mm Assault Pistol Zombie has new sprites and uses unhelmeted zombie sounds.
* Archon of Hell's big feck off plasma ball has been GREATLY reduced in damage.
WEAPON Changes:
* Recoil has been bosted for several weapons.
* 5.45mm Assault Rifle has new sprites and sounds. Functions the exact same, just looks more distinct from the 5.45mm sniper.
* Handguns have had improvements to sprites and animations. Common themes include being held with both hands and new animations for different reload animations (slide is pulled back on empty reloads.)
* .357 Revolver has more intelligent code for spitting spent casings (before it'd spit out spent casings every time you reload, even if you haven't fired any other bullets since the last time you ejected casings. Now, the revolver only ejects spent casings if there are spent casings in the gun.)
* 10mm Combat Pistol's and 4.6mm Assault Pistol's rates of fire has been boosted slightly.
* 9mm SMG now has a bolt-pull animation on an empty reload.
* Weapons now have more realistic magazine handling. A partial reload will give you a full mag plus one in the chamber, and reloading with an empty mag and one in the chamber allows for slightly faster reloads, depending on the gun. Not all guns will have sped up animations, but it's nice to have that level of weapons handling.
* 7.62mm Battle Rifle's 40mm grenade launcher has been replaced with a 20mm underbarrel cannon. It better be fuckin' worth it, was a RIGHT pain in the ass to code.
* NEW WEAPON: Valhalla Industries DL-45) For the stealth enthusiasts!
* NEW WEAPON: UAC-S4 Shrapnel Cannon) Please don't fry yourself to a crisp.
* REWORKED WEAPON: TazeFist -> PowerFist) Powered Punchy Goodness
* NEW AMMO: 40mm Incendiary) CRISPY FRIED PUNKS.
* Chainsaw no longer pulls the player in towards its target.
BALANCE Changes:
* Armor and Health Bonus spawns have a chance to spawn single-use bandages.
* Medical Item spawners have been rebalanced to better work with the new afflictions system.
* Painkillers can be overdosed now, granting additional protection at a hefty cost. Be careful with them.
* Bandages now take twice as long to heal.
* Armor Repair Batteries, Adrenal Boosts, and Void Spheres are harder to find.
* Vitality Spheres are more common now.
* Cybernetic monsters are now weaker to plasma, laser, shaped, and explosive damages.
* 5.45mm Rifle Zombies are slightly more common.
* Zombie ammo/weapon drop chances have been reduced.
* Zombies with unique weapons (5.56mm Carbine, 4.6mm Pistol/PDW, .45 Magnum, .357 Rifle, etc) have a reduced chance to spawn.
* Chainsaw and PowerFist have expanded battery capacity.
* Sledgehammer swings slightly faster and is slightly stronger.
* BFG12000 "Spewer" has had its damage boosted.
* 7.62mm Battle Rifle's cannon reload rate has been lengthened.
* 40mm Grenade Rifle's reload has been sped up.
* 6.2mm Bullpup Rifle's Grenade Reload has been lengthened.
* 20mm plasma cartridges have been buffed in damage.
* Zombies wielding rare weapons (.45 pistol, 4.6mm PDW, 6.2mm Carbine, etc) are rarer to spawn (A 1/6 chance to spawn instead of 1/5)
* Chainsaw spawns now have a chance to spawn Knuckles and Boots upgrades. Again.
* Crossbow's bolts have had their damage boosted to make the crossbow more useful.
* Standard stimpacks heal 30 HP now instead of 20.
MISC Changes:
* New PDA logs done similarly to the weapon logs: Whatever armor is currently worn will have a PDA log enabled while it is worn on your person. The old armor log is still there for referencing armor you don't own.
* Improvements to the PDA advice log.
* The ACS code for the weapon limiter has had old weapons removed from it.
* Plasma Carbine PDA log is now removed from the PDA when the weapon is dropped.
* 7.62mm Sniper Rifle's PDA log is now removed from the PDA when the weapon is dropped.
* MONSTERS data file has been split up into multiple files for the sake of organization.
* Rad Pills now spawn an empty radiation pill bottle on use instead of painkiller bottle.
* 20mm ammo's caliber has been modified, since 20x150mm rounds would be INSANE to fire in a handheld weapon.
* More rotation frames for medical items.
* 20GDouble's second single-barrel firing sequence now fires 8 pellets instead of 9. How did I mess that up?
1.9.9.4 Ammo Droppers, Released 26/10/21
Changelog:
* Chaingun spawner no longer spawns broken guns on standard difficulties whoops missed a few.
* 5.56mm Bolt Rifle now spits out the proper casings.
* Inclusion of an ammo manager on slot 0. Handy for coop!
1.9.9.3 2021 Fuckin Sucks Edition, Released 24/10/21
* New weapon: .22 WMR Rifle) Best used against anything smaller than pinkies.
* New weapon: 6.2mm Light Carbine: Reliable, but rare, all rounder.
* New weapon: 5.45mm Bullpup Assault Rifle) Who in the hell thought a rifle should shoot THIS fast?!
* New weapon: 12 Gauge UAC-212 Double-Barreled Auto Shotgun) Double the gun, double the fun.
* New weapon: 84mm TL-184 Rocket Launcher Platform) Cause four rockets are better than one!
* New weapon: BFG12K "Spewer" Energy Flamethrower) Cause why the fuck not have a BFG flamethrower?
* Modified weapon: 8.6mm sniper rifle -> 7.62mm sniper rifle) Strategic rechambering for use of more common ammo.
* Modified weapon: 20mm cannon -> 20mm Rifle) Nothing more American than a bolt action 20mm anti tank rifle!
* New monster: .22 WMR Rifle Zombie) Still not very threatening.
* New monster: 6.2mm Light Carbine Zombie) Thankfully he's too stupid to know how to use that grenade launcher.
* New monster: 5.45mm Bullpup Rifle Zombie) YOUCH.
* New monster: 5.56mm SAW Zombie) Dakkadakkadakkadakka.
* New monster: Cyber Brute) Unnecessarily brutal.
* New monster: Demolisher) As if a spidermastermind couldn't get any worse.
* New monster: Dementor) RIP.
* 8.6mm ammo has been completely removed since it's so rare, carrying the rifle it's meant for wasn't worth it.
* 7.62mm Sniper Rifle's damage has been decreased to better fit the new caliber.
* 7.62mm Battle Rifle's weight has been increased, from 9 pounds back to 10 pounds.
* BIG overhaul to healing!
-> ALL pickups (Medical, Reusable Powerups, Single-Use Items) take up bulk in your inventory. Bulk maxes out at 100, and once you hit the limit, you can carry no more.
-> NEW ITEM) Saline Pack.
-> NEW ITEM) Military Stim.
-> NEW ITEM) Anti-Rad pills.
-> NEW ITEM) Military Medikit.
-> NEW ITEM) UAC Medikit.
-> NEW ITEM) MediGel.
-> NEW ITEM) VoidSphere.
-> Medikit now gives a saline pack instead of a blood pack.
* Veteran loadouts (Demolitionist, Exterminator, Huntsman, Veteran) now carry a Military Medikit instead of a Medikit.
* 9mm pistol/auto pistol zombies now have proper pain frames.
* Backpacks now check if you're carrying a max of a consumable. If your Item Bulk is full and you're given an item alongside ammo with the backpack, it'll drop said item at your feet.
* Wraithling has functioning sounds again.
* Shadow Monsters are actually rare now.
* 84mm Launcher's scope was increased to a 3x zoom, rather than a 2x.
* Crossbow bolts have a chance to be recovered after being fired.
* Crossbow can now use incendiary bolts for crowd control.
* Several ammo calibers have been renamed to please the gun nuts.
* Several monsters have had their defenses boosted (Mostly the cybernetic monsters)
* Nightmares are attackable even when invisible, are slower to attack, release wisps more frequently, and have a slightly longer period of visibility after attacking.
* Cloakers now react properly to sound. Turns out they didn't have a proper Spawn state where they're looking for targets!
* Monster plasma projectiles are slower.
* Blood demon has been decreased slightly in size and has slightly less health.
* Mechdemon has less health.
* 4 new text logs.
* War Log 15 has been fixed to properly display the proper text.
* Magazine sizes for handguns and SMGs have been modified:
-> 9mm handguns/rifle magazine boosted from 15 to 18.
-> 10mm handgun boosted from 12 to 15.
-> 4.6mm handgun and PDW boosted from 20 to 24.
-> 9mm SMG boosted from 42 to 64.
-> 10mm SMG boosted from 36 to 48.
* 9mm SMG magazine max count reduced from 10/15 to 8/12.
* 4.6mm PDW weight raised from 4 pounds to 6.
* 4.6mm PDW now has a built in 12 gauge shotgun holding one singular shell.
* 9mm SMG sprites have been switched to those of the old .22lr SMG from previous versions. Functionally the same, save for the larger magazine. Also new sounds.
* Bullet casings scaling have been improved some.
* Shotgun shell casings now look nicer.
* Item Despawn menu has had added text for recommended coop despawn values.
* Map-spawned weapons do not spawn in a broken condition on standard difficulties. On Nightmare and Grimdark, they still have a chance to spawn in a broken condition. Slot 5/6/7 weapon spawns do not have hard-equivalents mostly cause I can't be assed to make broken versions of those guns.
* Weapon spawns have been rebalanced yet again. Higher tier equipment is now more likely to spawn on the map, since low tier weapons and ammo are easy to find off slain zombies.
* Berserk Pack spawns are no longer despawned. Berserk spawns are so friggen rare that it's always shitty to find them completely empty 9 times out of 9.5.
* Megaspheres now grant you a unique protective armor that cannot be removed nor repaired.
* Armors now offer at least some protection from Shaped damage.
* 40mm Grenade Box looks nicer.
* Loadouts have been given labels.
CREDITS:
Many of the resources used in the mod are from other sources. Included in the .PK3 file is a credits list that I have done my god damndest to keep up to date. If I've forgotten to add something please let me know!
Special mention to Nash Muhandes for his awesome PDA starter kit mod, without which I'd have to force people to read the unnecessarily long manual that was once included in the .PK3 file.
Many thanks to argv for their wonderful Use to Pickup mod, which has finally been included in my mod. Should immensely help with keeping the player's pace nice and steady.
Also special shoutout to Jarewill for all his ACS script help! Without their help the dodging and weapon limiter systems would have never been able to be implemented.
Last edited by CaptainNurbles on Thu Aug 22, 2024 4:58 pm, edited 119 times in total.
Congrats on the release! Always good to see survival horror mods. Other than that, it won't work in LZDoom.
Also, the "5mmBoltRifle" has some of my works in there too, specially in the scope. The original edits can be found in Lowtech Remake and Aracnocide, while the original centered sprite was made by chronoteeth.
Done! Completely slipped my mind, thank ya for reminding me mate.
Dr_Cosmobyte wrote:Other than that, it won't work in LZDoom.
Also, the "5mmBoltRifle" has some of my works in there too, specially in the scope. The original edits can be found in Lowtech Remake and Aracnocide, while the original centered sprite was made by chronoteeth.
I've barely messed with LZDoom myself, having only used it back when I had a low powered Ubuntu laptop. What's the error in question? I'd test it right now but I'm unable to right this minute.
As for the uncredited credits, just got that taken care of, your name's now in the credit list.
EDIT:
Taking a look at how it works with LZDoom, and it looks like it's the PDA that's buggering things up, specifically the lil' tutorial message that optionally can appear if desired from the modder. I removed the offending code and it's fixed the LZDoom crashing without having any affect on gameplay. I'll be sure to upload a patch some time that also includes other things.
A new UPDATE is out! Not much in terms of new content, but some quality of life stuff has been added, plus a bit of balancing as well. Please be sure to give me your feedback so I can shape this mod into something worth playing!
* Magnum zombie is more likely to wield .45 pistol instead of .357 magnum (Increased from 1/8 chance to ~1/5 chance)
* Zombified PDW soldier is now guaranteed to drop 4.6mm magazine on death. 4.6mm mags are hard as hell to find, so this should help to make the PDW more useful.
* A PDA-related bug that caused the mod to crash when launched in LZDoom was fixed
* NPC armors have been swapped. Zombieman-class zombies wielding pistols now sport the ballistic-weave jacket, shotgunguy-class gunner zombies wear police vests, and chaingunguy-class zombies wear security armor. THIS IS POSSIBLY TEMPORARY, MERELY A TEST TO SEE HOW THE COMBAT FEELS WITH SUCH INCREASED DIFFICULTY. IF THIS IS NOT FUN BE SURE TO LET ME KNOW.
* Backpack was fixed to give recently added ammo types, and now has a chance to give rare ammo types (8mm sniper, 5.56mm LMG, 4.6mm SMG, 7.62mm rifle) in lieu of energy cells.
* Infrared now has a chance to be replaced with a reusable set of nightvision goggles. I'd like this to have a recharging battery but I haven't yet figured out a way to make it charge itself.
* BlurSphere now has a chance to be replaced with a reusable stealth suit that grants temporary invisibility.
* Dead armor repairer batteries have now been made to flip on their side, that way they are more visibly identifiable as dead as opposed to the live ones which stand up.
* RadSuits are now replaced with a wearable version of itself. Lasts as long as you've got it on and can be removed as needed, but reduces speed when worn.
* 9mm rifle's fire rate and reload speed have been reduced.
* Blood fiend's attack speed and damage have been reduced
* ComputerAreaMap has been replaced with a PDA that functions identically but looks like a PDA with a custom pickup message and tag.
* Beam revenant's beam was weakened significantly. Kinda forgot to apply CBAF_NORANDOM to make it not deal shit tons of damage.
Last edited by CaptainNurbles on Mon Jan 18, 2021 12:36 pm, edited 1 time in total.
I'm not sure how to feel about the pistols. I'm fine with the armor values and such, but I feel like in terms of gameplay you end up just burning through a lot of pistol ammo on basic enemies. Overall I think I'd rather have less ammo in general, but more effective damage so it's more choosing between using guns and melee while saving the rifles and such for bigger enemies. Right now it feels like I'm just swapping through a bunch of different handguns using up all the shots and then deciding to use my blunt pipe because it's more effective. It might be me not using the damage types correctly too, though.
-Ghost- wrote:I'm not sure how to feel about the pistols. I'm fine with the armor values and such, but I feel like in terms of gameplay you end up just burning through a lot of pistol ammo on basic enemies. Overall I think I'd rather have less ammo in general, but more effective damage so it's more choosing between using guns and melee while saving the rifles and such for bigger enemies. Right now it feels like I'm just swapping through a bunch of different handguns using up all the shots and then deciding to use my blunt pipe because it's more effective. It might be me not using the damage types correctly too, though.
I tend to do fine with the pistols with my playstyle, though I personally tend to save them for groups of zombies and the occasional imp, myself. I doubt its not you using the damage types incorrectly since small caliber weapons will still fare decently against zombies wearing the ballistic weave jackets and somewhat adequately against the police vests. I'll toy around with the damage values some, first by normalizing the damages themselves to have less variation since it is a bit annoying that a gun can do anywhere between 7 damage and 21 damage, just as an example. If that doesn't change things much I'll play with buffing the pistols up on top of that.
Thank you for the feedback though!
Last edited by CaptainNurbles on Wed Jan 06, 2021 8:29 pm, edited 1 time in total.
Weapon damages have been normalized to have less variation in damage. Overall, guns are more damaging. As an example, the 6.2mm combat rifle used to deal either 15, 20, 25, or 30 damage per shot. Now it deals anywhere between 20 to 30 damage. All ballistic firearms have been affected. THIS ALSO APPLIES TO ZOMBIES. Also includes various fixes.
* 5.45mm Bullpup Sniper was made less accurate, a fair tradeoff IMO since it uses a common ammo and has a MASSIVE FUGGIN MAGAZINE.
* Weapon damage across the board has been normalized some. Less overall damage variation. Weapons will overall deal more damage. Weapons on slots 5, 6, 7 unmodified. THIS ALSO APPLIES TO ZOMBIES.
* Updated the Basic Advice log to explain why the hell the .22 pistol sometimes just doesn't fire.
* Berserk injector was increased slightly in size.
* Stealth Suit was changed to a cloaking device. Same functionality, just different appearance. Feels better to have it be a device you carry rather than a whole suit you wear on top of your armor.
* 10mm pistol zombie has had his burst attack slowed down.
* 20 gauge auto shotgun was made less accurate.
* 12 gauge double shotgun's alt fire sequence had its accuracy fixed (the left barrel fired much less accurately before.)
* Crossbow bolt damage was buffed and projectile was made smaller to prevent shot from being stopped by walls it should otherwise not even touch.
* Female rifle zombie's burst was lengthened (4 shot burst rather than 3 shot) but she takes longer to aim.
* .357 lever rifle's been fixed to do the proper damage type (how in the hell did I forget to change the damage type from pellet to large caliber?) Also had its damage randomization fixed.
* 5.56mm LMG was buffed and had its damage type fixed (it should now penetrate armor properly.)
* PDW zombie fires 4 shot bursts rather than 3 shot.
* 8.6mm sniper rifle had its scoped damage fixed (used to be weaker when zoomed, how'd I forget that?)
* .45 magnum zombie is now guaranteed to drop a magazine on death.
* New rocket ammo sprite.
* Fixed an issue where certain zombies weapons had a range of 0.
* RadSuit is now properly replaced with the new HEV suit.
* Map PDA has been fixed to properly spawn. Also gives 1 random PDA log on pickup, written so that it gives you a document you've yet to pickup on that save.
Last edited by CaptainNurbles on Mon Jan 18, 2021 12:36 pm, edited 1 time in total.
Yeah that might actually be it if the damage variance is that high. Having it more set by the caliber would probably help it feel more consistent. I think making the guns a little more visually distinctive might help too, since there's the revolver, then a bunch that look almost the same other than the high capacity one.
Excellent gameplay mod! The guns feel nice and punchy, the monsters fit well, and overall the mix of resource management and having to cut down zombies with an axe is pretty enjoyable. Only real suggestion I have is maybe an integrated flashlight, but besides that, major props!
-Ghost- wrote:Yeah that might actually be it if the damage variance is that high. Having it more set by the caliber would probably help it feel more consistent. I think making the guns a little more visually distinctive might help too, since there's the revolver, then a bunch that look almost the same other than the high capacity one.
I was going to say that the guns feel distinctive enough to me, but that's probably because I've gotten intimately familiar with them in the 2 months it's taken me to make this mod lol. Not sure how I could go about making them more distinct between one another besides doing up new sprites, but I've tried making sprites from scratch before, it looks awful.
That0neBr075 wrote:Excellent gameplay mod! The guns feel nice and punchy, the monsters fit well, and overall the mix of resource management and having to cut down zombies with an axe is pretty enjoyable. Only real suggestion I have is maybe an integrated flashlight, but besides that, major props!
Thank you, man! I can't say that I've got the technical knowhow to integrate a flashlight into the mod (TRUST ME I'D LOVE TO,) hence why I've thrown in a link to DarkDoomZ since it does come with a fantastic flashlight. Plus the whole darkness thing can be turned off entirely with it.
From the quick run i had, i can honestly say the sound department has a warm blanket on the back. Excellent punchyness for the sounds. But i would need to play it further to discover bugs and anything else. Keep it coming, i am really liking it.