Beta - I Can't Believe Its Not Vanilla Redux

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
Ryuhi
Posts: 372
Joined: Tue Feb 21, 2017 11:00 pm

Beta - I Can't Believe Its Not Vanilla Redux

Post by Ryuhi »



I Can't Believe Its Not Vanilla Redux

Introduction:

Welcome to ICBINVR, a monster modifier mod that aims to make the vanilla arsenal more threatening to a customizable degree to suit your various gameplay needs. Ever booted up a mod like Trailblazer and felt the enemies were too easy to deal with, but don't necessarily want to go wild with a mod like Colorful Hell to counterbalance it? Have annoyances with specific enemies? Want to turn infighting off, give enemies more interesting movesets, or even make projectiles shootable? ICBINVR has you covered!

With both per monster class and overall modifiers to choose from, there's a lot you can tinker with to give the hordes of hell new behavior without necessarily throwing a bunch of Realm 667 assets into the mix: Just the bare minimum of graphics and sounds are included to keep the filesize nice and lightweight. This mod has long been in the works, and I feel that the Doom universe is at least ready for testing (and possibly even enjoying!) Those familiar with the "Vanilla+" monsters in Heretical Doom may see a few familiar tricks, but there are sure to be surprises as well :)

Due to being based mostly in Zscript, requires GZDoom 4.12.2 or newer!

What it does:
  • Universal monster modifiers for factors such as health, damage, aggressiveness, pain threshold, even damage randomization.
  • Per monster class behavior updates, which can be toggled individually
  • Per monster class tracer toggle (where applicable)
  • Per monster class or overall Infighting toggle
  • Per monster class shootable projectile toggle
  • (TBD) support for plugging in with other monster mods
  • (Hopefully) make the monster roster for the Doom 1/2 IWADS more enjoyable to fight!
What it does NOT do:
  • Change monster audio
  • Change monster graphics/designs
  • Change the player character or maps in any way
  • Headshots or other similar mechanics (Critical Shots is amazing for this, use that alongside it!)
  • Pass any level of QA. This is still early beta, so things will break occasionally, or there may be as of yet implemented features that haven't been properly commented out. It runs just fine with testing with a variety of gameplay mods so far, but there are bound to be issues with combinations I haven't tried. Feel free to report any bugs as you see them, but please check the topic in case they have already been brought up and/or addressed!
Known Issues:
  • Sometimes using homing weapons in conjunction with shootable projectiles can cause a crash, so it is recommended to avoid that interaction for now
  • I know the Revenant is shorter than normal, this was done to make his sprite better match his collision box. This is a tentative adjustment, and he will be full size again when I figure out how to address this clipping/projectile height concerns.
  • Heretic is partially compatible, and Hexen is only slightly started. Chex and Strife are not yet supported.
  • Hitscan tracer replacements may deal 0 damage with the latest GZDoom
  • Imps new special attack may not track z axis
Please direct all feedback and bug reporting to the Zdoom forums thread!

GET IT HERE!
Last edited by Ryuhi on Sun Mar 30, 2025 5:40 pm, edited 4 times in total.
User avatar
Shadez12
Posts: 107
Joined: Sat Aug 03, 2013 2:04 pm
Location: Wow

Re: Beta - I Can't Believe Its Not Vanilla Redux

Post by Shadez12 »

Hitscan monsters don't do any damage if you have tracers enabled for them.
User avatar
Ryuhi
Posts: 372
Joined: Tue Feb 21, 2017 11:00 pm

Re: Beta - I Can't Believe Its Not Vanilla Redux

Post by Ryuhi »

Shadez12 wrote: Wed Mar 26, 2025 6:01 pm Hitscan monsters don't do any damage if you have tracers enabled for them.
I've had someone else report this as well, it appears to happen in 4.14. All previous testing was done in 4.12.2, so I'll have to look into whats causing it. For now I'd recommend disabling the tracers if using anything newer than 4.12.2 while I look into a fix.
User avatar
Matt Eldrydge
Posts: 53
Joined: Thu Feb 16, 2023 8:45 am
Contact:

Re: Beta - I Can't Believe Its Not Vanilla Redux

Post by Matt Eldrydge »

Good work here, I've played a few episodes with this and can attest to it really improving monsters without making them OP. I personally like having them be a little faster too, and appreciate that you can disable hell nobles reflecting projectiles when enraged - the idea is good but makes bouncy projectiles (such as Quake-style grenades) kind of a pain to use against them. I suppose that might be the idea, after all. :P
User avatar
Ryuhi
Posts: 372
Joined: Tue Feb 21, 2017 11:00 pm

Re: Beta - I Can't Believe Its Not Vanilla Redux

Post by Ryuhi »

Matt Eldrydge wrote: Thu Mar 27, 2025 7:11 am Good work here, I've played a few episodes with this and can attest to it really improving monsters without making them OP. I personally like having them be a little faster too, and appreciate that you can disable hell nobles reflecting projectiles when enraged - the idea is good but makes bouncy projectiles (such as Quake-style grenades) kind of a pain to use against them. I suppose that might be the idea, after all. :P
Thanks! And yeah, with hell nobles they still take the impact damage from the projectiles, so rockets and other explosives with good direct damage are more dangerous than usual (but still deal good damage vs them.) I know its a quirk thats not going to be very popular though, so wanted to make it optional. I'll likely be retooling the way their enrage works in general in the future, but I like how it encourages either burst damage (SSG) or just not bursting them down/stunlocking.
Post Reply

Return to “Gameplay Mods”