Shiny Metagross Posted February 12, 2022 (edited) A few words: It's taken me awhile to update these threads due to some factors. First of all, I've been very busy with my own personal life the last threeish months, and I have not done much Samsara development within that time frame, except for serious issues. Updating threads is not something I enjoy doing,atleast Doomworld text editor doesn't hurt my eyes, but I'd rather not do it with what little free time I have these days, but nonetheless, I'll update as much as I can. I do not give a shit if people join our server or not to download our mod. I'd rather people download our mod externally than hop in, download and leave. For future reference, all our wads (except the loader and soundtrack), can always be obtained through Euroboros and TSPG. If you look around archives you could also find older versions, we just take down our copies to encourage people to play the newer versions. Thirdly, I don't do my business here. I hardly ever check these threads. Especially not these days. If you're lucky I might see any new messages posted here within 3 months. You're just so much better off contacting me through Discord or in our server. If you're here, presumably you are familiar with Samsara. If you are not, then you may want to look here first. Otherwise, read-on. Samsara Reincarnation is a continuation of Samsara out of what used to be Extra Heroes. Samsara Reincarnation is a rebranding to signify a departure from the addon era, full of often broken, useless, or outdated code, and a step forward to making better use of what's available, and continuing the vision of giving new life and admiration to the games presented on this project. Character Roster: Spoiler Doomguy (Doom, obviously) Doom 64 Guy (Doom 64) Fred Chexter (Chex Quest) Corvus (Heretic) B.J. Blazkowicz (Wolfenstein 3D) B.J. Blazkowicz (Castle Totenkopf SDL) Parias (Hexen) Daedalon (Hexen) Baratus (Hexen) Duke Nukem (Duke Nukem 3D) Security Officer (Marathon) Ranger (Quake 1) Ian Paul Freeley (Rise of the Triad) Taradino Cassatt (Rise of the Triad) Thi Barrett (Rise of the Triad) Lorelei Ni (Rise of the Triad) Doug Wendt (Rise of the Triad) Blake Stone (A game with his name) Caleb (Blood) Strife Player (Uh, the game?) Eleena (Eradicator) Space Seal (Corridor 7) Rebel Moon Commando (Rebel Moon Rising) Kyle Katarn (Star Wars: Dark Forces) Aldus Kaden (In Pursuit of Greed) Tobias Locke (In Pursuit of Greed) Xith (In Pursuit of Greed) Specimen 7 (In Pursuit of Greed) Theola Nom (In Pursuit of Greed) Jack (Disruptor) Grondoval (Witchaven) Gordon Freeman (Half Life) Adrian Shephard (Half Life Opposing Force) Lo Wang (Shadow Warrior) Cybermage (I don't expect you to know this one, but Cybermage) Jon (Powerslave or Exhumed) Leonard (Redneck Rampage) Bitterman (Quake 2) Demoness (Hexen 2) James Bond (Goldeneye 007) Petton Everhail (Catacombs 3D) Daniel Garner (Painkiller) [New!] Prisoner 849 (Unreal) [New!] B.J. Blazkowicz (Return to Castle Wolfenstein) [New!] Sarge (Quake 3 Arena) [New!] Pyro-GX (Descent) [New!] J.C. Denton (Deus Ex) [New!] Download and Installation: Spoiler You should put all of these in the folder with your source port. You need Freedom or a legal copy of Doom/Doom2/Final Doom, Heretic, Hexen, or Strife. Your load order should be in this order: Reincarnation (classes - REQUIRED): Google or Direct 3rd Person View Models (OPTIONAL): Google or Direct ReMixer (monsters - OPTIONAL): Google or Direct Zandronum Patch (Only use if you want to use extra Zandronum features - OPTIONAL): Google or Direct Goldeneye models (Goldeneye enemy models - OPTIONAL if you don't plan on using Goldeneye enemies): Google or Direct Soundtrack (music - OPTIONAL): Google Loader file (used if you like to drag and drop over the exe, do not drag other reincarnation files): Google Changelog: Spoiler ---------------------------------------------------------------------------- ----------------------Reincarnation 2.0------------------------------ ---------------------------------------------------------------------------- ==Main Additions== -Six new classes, Daniel Garner from Painkiller, Prisoner 849 from Unreal, Agent B.J. Blazkowicz from Return to Castle Wolfenstein, Sarge from Quake III Arena, Pyro-GX from Descent, and J.C. Denton from Deus Ex. -Multiple new alt-classes, Stronghold Doomguy, Duke Nukem 64, and the other playable characters from Eradicator. -Classes in the class select now use the name of their game to make them easier to remember. -New preset system for serverside settings, making it quicker to set up the game. This allows you to quickly switch between Vanilla Doom-esque gameplay, Samsara v0.3666-esque gameplay, or Samsara Reincarnation gameplay. -New item generator; works similarly to the misc. character spawner, but for items. -Several existing classes have been given new weapons to replace the ones from Skulltag, there are options to allow these new weapons to randomly accompany or replace their normal counterparts. -Tutorial text-boxes have been added, giving you basic information about the class you’re playing. They appear when you spawn for the first time. -Added the ability to enable multiple game OSTs with the OST addon. -New blood settings: “Ketchup” from Sgt. Mark’s Ketchup mod, “DBThanatos” from DBThanatos’ mods, and 2D versions of “Nashgore”, “Brutal”, and “Nightmare”. The 2D versions use sprites instead of models for blood spots. -Tomes of Power now have proper replacements usable by all classes instead of being unique weapons. -Chaos Devices, Banishment Devices, Flight Rings, and Speed Boots from the Raven games now all have proper replacements and can be used by all classes. Some of them are curremtly using their original sprites as placeholder. -New “Original Key Bindings” feature. Pressing them switches your weapon to what was in that slot in the class’ source game. -A team color indicator has been added to the HUD to make it easier to tell what team you’re on. -Improved support for War Trophies -Added support for Corruption Cards -Added support for Strife: Veteran Edition’s talismans. -Added support for HacX 1.2, Harmony, Rise of the Wool Ball, and Rekkr: Sunken Land. ==Minor Changes and Additions== -The options menus have been reorganized, the character bans and buffs have been moved into their own separate menu, and the character multiplier options have been labeled to make it more intuitive. -Many fixes and rewrites to Compendium information. -Added new ammo icons, and existing icons have been made more consistent. -The fullscreen HUD now displays all ammo types for weapons that use more than two, has been given a more consistent layout for ammo, and the kill counter can now display up to nine digits. -Alt-classes can now have their own misc. characters. -Added Bolognese ceiling gibs and made Bolognese gib sprites more accurate to the original mod. -Bosses now gib when using certain blood settings. -The size of blood effects is now derived from how much damage was dealt. -The Nightmare-equivalent difficulties have been adjusted; the monsters aren't fast, are only somewhat more aggressive, and the player takes 25% additional damage instead of 50%. This was done so that ReMixer sets can add enemies for this difficulty setting without the additional buffs such as fast monsters. -Christmas mode graphics have been changed to better fit Doom’s art style. The snow effect has also been changed to both look more dynamic and have better performance. -Xmas presents no longer drop unless Pinata Party mode is enabled. -Xmas presents dropped by killing friendly NPCs now give the player coal when opened. -Xmas decorations have been removed as they were causing compatibility issues with some megawads. -Weapons have been given correct tags so that bots are more competent with their weapon choice. -Additional death states and other general updates to Super Turbo Turkey Puncher mode. -Skulltag weapons and uniques can now appear in Pinata Party mode. -Melee weapons no longer affect other players in co-op. -Dual Wielding is now preserved between map changes. -All weapons should now be given when LMS rules are enabled. -The Compendium icon for Wolf 3D has been updated to make it more distinct from RTCW’s icon. -Cvar and settings info pages in the Compendium now use a different font. -Chatty classes no longer make idle comments if the Compendium is open. -Doom monsters should now infight as expected -Shotgunners and Chaingunners’ dropped weapons now use the IWAD’s graphics instead of Samsara’s -Weapon drops from enemies now only grant half ammo, like Doom and previous versions of Reincarnation. -The Gold Wand pickup in Heretic is now replaced by a small ammo 1 pickup. -Projectiles no longer make a ripping sound when striking enemies in Heretic. -Players now jump higher by default in Hexen; this feature is GZDoom-exclusive due to engine limitations. -Hexen Porkulator projectiles no longer morph the player. -Kraters of Might are no longer affected by double ammo, but now scale with the backpack and Demoness’ extra ammo. -Prevented enemies from being alerted in Strife when they should not be. -Red Armor now resists explosives and fire. -Certain pickup messages have been made more obvious. -New messages for the “Extra Pickup Messages” option. -New messages for Pistol Start mode. -Pistol start is now always disabled in Hexen and Strife. -Inventory items no longer use the item activation sound in IWADs such as Heretic, making them silent just like in Doom. -Improved Lexicon compatibility. -Added GZDoom-exclusive support for Chex Quest 1 -Most inventory items now persist between levels. -Low health colors now show at 24 health instead of 25 and ammo color handling has been made more consistent. -The “ZDoom Taunt” button now operates more consistently. -Renamed difficulty settings for many classes. -Added, fixed, or otherwise cleaned up dynamic lights for several classes and effects. ==Technical Changes and Additions== -Optimized PNG graphics to take up less space. -Added blood effect support for Strife’s “Spray” state. -Adjusted the Cyberdemon’s XDeathEffect to spawn earlier. -Cleaned up code for the blood settings. -Guardsphere and Time Freeze sphere use new powerup.color definition. -New method of detecting what IWAD the player is using. -Converted several class’ weapons attack handling to triggers. -Some Heretic resources have been removed and renamed in order to prevent conflicts with Heretic mods -Restructured ammo pickup code. ==Fixes== -Fixed the Half-Life music being interrupted through common actions. -Fixed the Flembrane firing the wrong projectile. -Fixed certain weapons not creating blood effects. -Fixed the Pain Elemental not spawning XDeath effects when gibbed by certain characters. -Fixed standing assault guns from Strife not using models. -Fixed issues with the blue Acolytes from Strife -Fixed Nightmare gibs not corresponding to the target’s blood color. -Fixed Nashgore gibs not spawning if the monster hasn’t been pushed back enough. -Fixed grinning mugshots not working properly in singleplayer. They are currently disabled in multiplayer due to triggering when other players pick up weapons. -Re-imported weapon pickup sprites in order to fix graphics issues. -Half-Life music should now work properly for all characters. -Fixed misc. characters spawning inside ledges and walls. -Fixed a divide by zero error with the projectile predictor. -Fixed the fullscreen hud missing DN3D’s “Used armor” and Witchaven’s “Adamantine ring” definitions. -Fixed Doom voodoo dolls tanking performance for some classes. ==New Client Options== -Hud Team Text Indicator | When enabled, displays what team you are currently on on the HUD in team-based gamemodes. -Secret Discovery Notifications | Controls whether or not a screen notification shows up when a secret is discovered; overridden by the “ZDoom Secret Notifications” setting. -Pickup and Weapon Flashes | When disabled, flashing effects on pickups and weapons are disabled. This option can be helpful for those with visual epilepsy. -Dual Wield Firing Controls | Allows you to invert which mouse buttons are used for classes that can dual-wield. -Old Compendium Graphics | Switch between the new and old design for the Compendium. -First Time User Tutorials | When disabled, stops tutorial text-boxes from showing up when spawning for the first time. -Automatic Healing Items | When enabled, characters with inventory healing items will automatically use them when under a configurable amount of health. -Doom: Berserk Switch | Controls whether or not Doomguy automatically switches to the fist when picking up a berserk. -Duke Nukem 3D: Legacy Duke Talk | Allows you to switch between the expanded Samsara Reincarnation lines for Duke and the original set from Samsara v0.3666 -Hero Game Music Overrides | This submenu allows you to enable multiple game OSTs that will be selected from when "Hero Music" is set to "Game Override" ==New Server Options== -Selected Preset | Select between different presets for settings to make set-up quicker. Make sure to hit "Change Preset" as well. -Speed Modifier | Similar to the Jump Height setting; this lets you modify how fast players move. -Health Pickups | When disabled, no health pickups will appear on the map. -Player Experience Rate | For classes that gain experience and level up; allows you to control how quickly you gain experience points. -Removed the “Everybody Rocket Jumps” setting as it was deprecated a long time ago. -Allow Unique Weapons in LMS & Allow Skulltag Weapons in LMS | Controls whether or not players are given the respective weapons when LMS rules are enabled. -Permanent Powered Weapons | For classes such as Corvus and Demoness who have "powered-up" versions of their weapons; makes them always have the powered-up version. -Extra Weapons | If disabled, certain slots will no longer give additional weapons for one pickup. -Start with Slot II | When enabled, the player will always start with their slot II -Reloading | Allows you to switch between Modern (reload at any time), Classic (reloading works like the class’s source game), and Off (weapons do not require reloading). -Bottomless Magazines | If infinite ammo is enabled; this setting controls whether or not ammo is depleted from the magazine. -Weapon Overheating | Weapons that overheat will no longer do so if this is disabled. You may also set this to only take effect when infinite ammo is on. -Inventory Item Cooldown | When disabled, many items will no longer have a cooldown period between uses. -Ammo Cap | Allows you to disable the ammo cap entirely. -Spawn Skulltag Weapons with Slots | Allows you to control the chance that Skulltag weapons will spawn with their respective slots. -Skulltag Weapons Replace Slots | If enabled, Skulltag weapons will replace the weapon they spawn with instead. -Random Item Spawn Rate | Controls how many additional items are spawned into the map, set it to "Off" to disable additional item spawning. -Heretic: Ban Corvus' Morph Ovum | If you have problems with the Morph Ovum, use this setting to disable them. Disabled by default in Zandronum due to potential softlocks. -Blood: Proximity TNT Behavior | "Ignores Owners" allows the player to walk over their own proximity TNT, "Activates For Owners" will cause proximity TNT to explode instead, like the original game. -Painkiller: No Demon Morph | Disables the Demon Morph ability for Daniel Garner -Painkiller: No Tarot Card Limit | When enabled, allows Daniel Garner to use golden tarot cards an infinite number of times per-level. -Painkiller: No Corpse Removal | When enabled, corpses no longer explode when dropping souls and gold for Daniel Garner. -Descent: Pyro-GX Flight | Controls whether or not the Descent class is able to fly. "Off" will make them use standard Doom movement. -Deus Ex: Movement Penalites | When enabled, J.C. Denton will move slower when using big guns at low skill level, like the original game. -Renamed “Ban Duke’s Jetpack” to “Ban Flight Items” since the setting affects more items than Duke’s Jetpack. -Ban Allies | If enabled, players will not receive ally cell phones for kills. This also disabled the ally counter/progress bar on the HUD. -Force Weapon Recoil | If enabled, players will always have their weapons recoil, even if they have disabled it in the client options. ==Class-Specific Changes and Fixes== =Doomguy= -Vanilla Doom Balance/Smooth Animations has now been split into two options. One controls whether to use vanilla or smooth animations, and the other controls whether to use vanilla or re-balanced damage values for the Doom weapons. -The Super Shotgun, Minigun, and Grenade Launcher are now more powerful when the balance cvar is enabled. -Rocket Launcher fire-rate should now match the original game for both vanilla and smooth animations. -The smooth animation for the Plasma Rifle has been touched up, and now has DoubleFiringSpeed cooldown parity. -Railgun and BFG10K values modified to match Skulltag’s -Added support for Zandronum’s railcolor cvar for Doomguy’s railgun. -Fixed transparency on the Plasma Rifle -Removed unnecessary branding on the status bar HUD. -Fixed the rocket launcher using an incorrect sprite. -Doom 64 weapons now use A_Light. -Doom 64 weapon recoil visual is now less aggressive. -Doom 64 smooth weapon animations should now have timing partiy with vanilla animations. -Doom 64 rocket launcher smooth animation now looks less glitched. -Doom 64 plasma rifle fire rate and cooldown are now determined by the balance cvar instead of smooth animations. -Unmaker triple spread is now more accurate. -Added “mocking” messages that appear several seconds after death when playing as Doom64guy like in the original. =Chex Warrior= -New Skulltag weapons; the Ultra Rapid Zorcher works as a Chex Quest version of the Minigun, the Zorch Launcher is the same for the Grenade Launcher, the Gigazorcher 2100 is the same for the Railgun, the Liquid Zorcher is the same for the BFG10k, and the Chain-Lightning Zorcher is a unique weapon that fires rapid bouncing projectiles. -Doomguy’s improved damage values now carry over to Chex Warrior. -If improved damage values are enabled, the Super Large Zorcher will now fire faster. -The Super Large Zorcher now deals a bit more damage in co-op. -Chex Warrior now bleeds milk like how other characters bleed red; he will leave behind blood decals like other classes as well. -Flying enemies no longer drop when zorched. -Removed unnecessary branding on the status bar HUD. -General weapon code cleanup. =Corvus= -The Tome of Power is now given upon starting and can be used multiple times, but each use has a significant cooldown. The cooldown is shorter the more weapons you have. He does not start with the tome in deathmatch. -New weapon, the Grim Ballista. It is an alternative workhorse weapon that can spawn as a unique. -The Staff of D’Sparil has been reworked. The normal projectile is stronger and can now harm the player, and the tomed attack has been turned into a large lightning stream. The ability to summon units is now always available as a secondary weapon mode. The normal variant summons friendly wizards, while the tomed variant summons clones of Corvus that aim where you point and use whatever weapon the player is using. It also now always gives 60 ammo on pickup instead of only on first pickup. -Added a new time bomb variant, the “Eye of the Ancients”, which explode when an enemy touches it or after two minutes pass. -Re-implemented the Morph Ovum as a unique. It is disabled by default in Zandronum to prevent potential softlocks. -Removed unnecessary branding on the status bar HUD. -The Gauntlets of the Necromancer have been given a more source-accurate animation. -Fixed the tomed Firemace, Dragon Claw, and Hellstaff being able to be fired when the player doesn’t have enough ammo. -Added a missing sprite to the Firemace’s fire finish animation. -Added missing hit sounds for the Dragon Claw. -The tomed Dragon Claw now has its trail effect. -Fixed numerous issues with the Phoenix Rod. -Added missing Hellstaff rain sound and separate state when hitting anything that isn’t a floor. =B.J. Blazkowicz= -Original/Lost Missions B.J.’s hitscan weapons have had their damage and range values reverted to 0.31 beta’s. The chaingun also no longer has spread in singleplayer and co-op like previous versions. -To increase compatibility with some megawads, B.J. can no longer drink blood pools. -Rocket Launcher and Flamethrower timing has been adjusted to be closer to the Mac version of Wolf3D. Previous flamethrower animation is used as a “smooth” animation if smooth animations are enabled. -Removed the scaling applied to weapon sprites. -Removed unnecessary text on the status bar HUD. =Totenkopf B.J.= -Added Totenkopf burn state. -Totenkopf weapons now auto-switch when out of ammo. =Hexen Classes= -Secret messages now show the map name similar to the original game. -Pigs now have proper flags and death states. -The Mystic Ambit Incant now only affects the user in free for all PVP, and does not affect enemies in team-based PVP, now provides 50 armor to allies, and no longer spawns armor bonuses; instead, they are given to allies within range before the extra 50 armor. -Fixed wrong offset on Baratus’ fist. -Restored vanilla animation for Daedolon’s Sapphire Wand -Fixed Daedolon’s Sapphire Wand attack sound not playing in multiplayer. -Made arrow color more consistent. -Added missing Arc of Death sprites. -Fixed Baratus’ Flechettes having missing sprites in GZDoom -Removed unnecessary branding on the status bar HUD. -Numerous fixes to Hexen weapons. -General cleanup of weapon code. =Duke Nukem= -Added an option to switch between Duke’s lines from Reincarnation or older versions from Samsara. -Chaingun Cannon now fires faster and has an improved animation. -Pistol now fires and reloads a bit faster. -The Explosive Shotgun’s behavior has been reverted to how it was in Samsara v0.3666 -Explosive projectiles now deal double damage on direct hit like in the original game. -Pipebombs now deal double damage when being detonated while still in the air. -Devastator now fires about 20% faster, the projectiles travel nearly 33% faster with a 40% larger blast radius, and the projectiles deal slightly less damage. -Added babes from Duke Nukem 3D: Life’s a Beach -Duke can no longer kick other players in co-op. -Removed the scaling applied to weapon sprites. -Replaced the sprites for the RPG and Freezethrower with those from Samsara v0.3666. -Bullet puffs now appear on enemies, making them look more like the puffs in the original. -Fixed the jetpack causing the screen to flash in Hexen. -Fixed rocket puffs spawning the wrong actor. -Fixed Expander puffs not appearing in multiplayer. -Fixed weapons acting wonky when lowering on death. -Made the status bar HUD 4:3 friendly. -Picking up thrown pipebombs will no longer give back two when sv_doubleammo is enabled. -Fixed offsets for Beach Duke’s Triple Poison sprites and made them widescreen-friendly. -Duke Nukem 3D babes no longer spawn enemies on death if ReMixer isn’t loaded; this is required for better IWAD compatibility. -General weapon and player code cleanup. =Security Officer= -New weapon, the SPNKR-25 Auto Cannon from beta versions of Marathon, replaces the Skulltag railgun. -Added Marathon burn deaths for players and monsters. -Now jumps higher if custom gravity is enabled. -Fist can now activate buttons and open doors. -Fixed MA-75B lighting up the ammo 1 icon twice. =Ranger= -Now jumps higher if custom gravity is enabled. -Quad Damage cooldown is now hidden until the powerup expires. -Active alternate ammo is now preserved between map changes and weapon switches. -Fixed Rocket Launcher and Laser Cannon projectiles not showing up while time is frozen. -Fixed Laser Cannon second shot not having model defintions. =Rise of the Triad Classes= -New weapons, the M60 to replace the minigun, and the Doomstick, inspired by the 2013 ROTT reboot, replaces the grenade launcher. -ROTT weapons can now be fired faster by individually clicking as opposed to just holding down like in the original game. -Landing on enemies as a ROTT class will damage them like in the original. -The Drunk Missile has been made more chaotic to better match the original. -The Heatseeker deals more damage and it now always seeks in deathmatch again, albeit less aggressively than in co-op. -Increased ammo capacity for the Bazooka. -The Bazooka, Firebomb, and Drunk Missile now deal more damage. -God mode projectiles no longer lock onto players in co-op. -Fixed Excalibat and Dark Staff ammo counters not appearing properly. =Blake Stone= -Blake can now hold up to three Ammo Recharge Packs. -The Heavy Assault Weapon has been buffed. =Caleb= -New weapons, the Grease Gun to replace the minigun, the Flamethrower to replace the railgun, and the Naturom Demonto to replace the BFG10k. -Added the Proximity and Remote Detonator throwables from the original game; they replace the Grenade Launcher. -Added new revolver sprites that better fit Blood’s art style. -Reduced revolver spread. -Switching between throwables now has a source-accurate animation. -Throwables can now be lit and dropped at your feet with right-click like the original game. -Throwables can now be shot at to explode them early. -Improved the vertical velocity and physics of throwables. -Throwables no longer instakill the player if held for too long, but will still damage them. -The Aerosol Can now does more than twice as much damage. -Re-implemented Caleb’s idle chatter; he still talks less often than other characters. -The Tesla Cannon’s altfire now uses source-accurate sprites. -Nerfed self-splash damage from the Tesla Cannon, made it use 1 cell per shot instead of 2, however it now makes larger enemies flinch less. -Caleb’s Voodoo Doll now forces enemies to enter their pain state like in the original. -Fixed the pitch of the Voodoo Doll’s alt-fire sound. -Tommy Gun alt-fire now behaves closer to the original. -Improved the size of the Flare Gun’s alt-fire -The Life Leech has been slightly nerfed, however it is now far more effective against bosses. -Fixed the Tommy Gun using more ammo than it was supposed to. -The charge bar for throwables is now animates more smoothly. -Caleb’s status bar HUD now uses the original font instead of the one from Fresh Supply, and has been made 4:3 compatible. -Caleb’s akimbo timer has been made darker on the fullscreen HUD. -The Life Leech no longer incorrectly shows on the weapon bar when placed via alt-fire. -Blood misc. characters burnt by classes other than Caleb no longer play Caleb’s taunts. -Killing Blood misc. characters no longer count on the kill counter. -Fixed electrocuted innocents having the wrong sprite. -Re-imported blood sprites to fix graphical issues. -Fixed the Sawed-Off sprite staying longer than it should. =Strifeguy= -Humanoid enemies killed using incendiary weapons from Strifeguy now play the Strife burning animation. -Poison bolts can now gib enemies. -Strifeguy no longer runs slowly when at critical health. -Added icon for Gas Grenades. -Fixed being given two grenade launchers when using the “give all” cheat. -Removed random chance for the first Sigil attack to spawn weak lightning. -Shortened one of Blackbird’s taunts -Fixed Strife misc. characters disappearing after death. -Removed unnecessary branding on the status bar HUD. =Eradicator Classes= -Fixed the ammo handling with the Ripper Disc’s alt fire. -Now jumps higher if custom gravity is enabled. =Space Seal= -Space Seal now has the ability to use visors. Using the class unique key switches between the infra-red visor which allows Seal to see monsters through walls, and the night-vision visor which allows Seal to see in the dark. -Space Seal may no longer place more than 20 mines at once in competitive gamemodes. -Mines are no longer triggered by nor hurt allies. -Space Seal no longer triggers his own mines, but he can still get hurt by them if they go off. -Modified Space Seal’s weapons so they use a base actor for the redundant mine states. -Fixed Space Seal being given the Corridor 7 weapon base as a selectable weapon when using cheats. =LDFCommando= -LDF’s slot 7 has been buffed considerably, has a larger splash radius, and now uses 10 rounds instead of 8. -Most of LDF’s weapons have been buffed in co-op. -Updated message for when jetpacks are banned to make it clear the player receives an oxygen recycler instead. -Fixed RMR Militia not making any sounds. -RMR misc. characters are now shootable in co-op. =Kyle Katarn= -New weapons, the Czerka Adventurer that was unused since Reincarnation 1.0 to replace the Skulltag railgun, and the I.M. Mines to replace the grenade launcher. -Kyle Katarn now gets his starter shield when respawning in co-op. =IPOG Classes= -IPOG characters now show ammo 3 on the fullscreen HUD with every weapon except the Super Plasma Annihilator when grenades have been picked up. =Jack Curtis= -Slot 5 explosion is now visually larger. -Slot 5 seeker missiles no longer lock onto players in co-op. -Jack’s PSI energy indicator on the fullscreen HUD has been moved closer towards the inventory. -Disruptor heal balls no longer display the default pickup message in GZDoom. -Fixed the glowing parts on the slot 4 moving up and down. =Grondoval= -New weapon, the Broadsword, replaces the grenade launcher. -Grondoval can no longer use the shield with the Fire Mace as it’s a two-handed weapon. -Fixed issue where Grondoval couldn’t pick up small health pickups past 100 HP. -Fixed Grondoval’s flight spell lasting forever in Hexen. -Weapons with multiple modes now hide the ammo counter when it isn’t needed. =Half-Life Classes= -Using the “Original Key Bindings” feature will enable the weapon menu from Half-Life. -Desert Eagle laser sight no longer turns off between weapon switches. -Weapons now bob when firing and reloading. -Weapons can now be switched while reloading. -The usefail sound is now accurate to the original. -Friendly HECU grunts have been moved from ReMixer to Reincarnation as misc. characters. -Kill counter limited to 9999 again for Half-Life fullscreen HUDs to avoid potential oddities. -Displacer Cannon alt-fire animation is now closer to the original; now it takes two seconds to use again. -Tau Cannon alt-fire should de-sync less in multiplayer. -Gluon Gun firing sound now stops on death. -Updated 9mm Pistol and SAW fire animation selection code to match the Gluon Gun’s -Half-Life misc. characters are now shootable in co-op. =Lo Wang= -More fortunes have been added -Lo Wang’s slot 7 pillar mode now uses 10 cells instead of 25. -The Uzi and Riotgun now leave behind the bullet marks from Shadow Warrior instead of default ZDoom decals. -The railgun now de-scopes on map change. -Lo Wang’s bloody hands are now cleaned when going underwater. -Fixed Lo Wang not receiving all inventory items when using “IDKFA” cheat. -Guardian Head circle ditches the old tid system in favor of a new A_Warp system. -Lo Wang’s status bar HUD now uses the original font instead of the one from Shadow Warrior Redux, has a redesigned ammo display, no longer has a missing space in GZDoom, and has been made 4:3 compatible. -Fixed transparency issues with Lo Wang’s mugshot. =Cybermage= -Weapon sprites are now scaled more accurately and the Darklight Foil has new sprites. =Leonard= -Armor is no longer consumed while driving the motorcycle. -Ammo 3 and 6 are now only shown while using the crossbow if the player has Dyn O’ Mites and Chickens respectively. -The Hunting Rifle now de-scopes on map change. -Fixed Leonard being able to yeehaw after death. =Bitterman= -New weapon, the Chainfist from Ground Zero as Bitterman’s melee slot. -Due to the addition of the Chainfist, the Blaster now alerts enemies without the Silencer powerup. -New weapons, the Plasma Beam from Ground Zero to replace the Skulltag railgun, the Phalanx Particle Cannon from The Reckoning to replace the grenade launcher, and the Trap grenade to replace the BFG10K. -Bitterman’s weapons particles no longer use translations to get their color, allowing for better IWAD compatibility. -The Biosuit is no longer given with the “IDFA” cheat. =Demoness= -Fixed Demoness gibbing Reincarnation monsters not triggering the correct death toggles. -Fixed Demoness’ gravity resetting when gliding. =James Bond= -Added the tank from Goldeneye, it can be summoned with an ally cell phone, can be driven by all players, crushes enemies when driving over them, and Bond players can fire the mounted cannon. You can also get the tank cannon to use as a regular weapon with cheats like in the original game. -The Moonraker laser does less damage and has a lower chance to stun monsters in order to balance out it not using any ammo. -The RCP90 now deals 20 damage instead of 18. -Silenced PP7 can now autofire like the other weapons. -The sniper rifle now only takes ammo for every second round to better match the original game. -Weapon names in the watch have been adjusted to better match the original game. -Reversed ammo counters for dual-wielded weapons to better match the original game. -Miscellaneous fixes for dual-wielded weapons. -General ACS cleanup. =Petton Everhail= -Petton’s ammo is now displayed individually on the fullscreen HUD. -Removed the firing delay on the Atomic Firebomb. ---------------------------------------------------------------------------------------- -----------------------------Reincarnation 1.1 Mixer----------------------------- ---------------------------------------------------------------------------------------- ==Changes and Additions== -New monster generator; works similarly to the misc. character generator, but for monsters. Dynamically adds more monsters to existing maps based off what monsters are already present. -New monster pruner; need less monsters? Enabling this will dynamically remove monsters from existing maps. The system is set up to hopefully preserve enemy encounters and is weighted differently for each monster set. -New monster spawning system, monsters now spawn only when they are needed to save on performance. There is an option to use the old system where all enemies spawn in at once. -Added ReMixer support for HacX 1.2, Harmony, Rekkr: Sunken Land, and Rise of the Wool Ball. -New preset system for ReMixer settings, making it quicker to set up the game. The available presets are the same as Reincarnation’s. -The monster multiplier limit has been raised from x20 to x100. -ReMixer enemies no longer spawn if “sv_nomonsters” is enabled. -Added an option to override skill-based enemy behavior. -Added an option to control if Marathon enemy explosions behave normally or on a full-radius basis. -Added, fixed, or otherwise cleaned up dynamic lights for several sets and effects. -Moved some inventory tokens to user variables to improve performance. -Removed duplicate Doom sounds. -Removed duplicate lights for ammo. -Numerous performance and logic improvements. =New Options= -Performance Mode | When on, enemies are spawned in when needed, allowing the mod to be less performace-heavy on map start-up. -Skill Override | Allows you to override skill-based enemy differences. -Monster Generation Rate | Controls how many additional monsters are dynamically spawned into the map, set it to "Off" to disable dynamic monster spawning. -Monster Reducer Rate | Controls how many monsters are dynamically removed from the map, set it to "Off" to disable dynamic monster pruning. -Marathon: Full Radius Explosions | Controls whether or not Marathon enemies use source-accurate full radius explosions or standard Doom explosions with damage fall-off. -Redneck Rampage: Cuss Pack | Controls whether Redneck Rampage enemies use original lines, Cuss Pack lines, or both. ==Set-Specific Changes== =Doom= -Revenant tracer made more precise and aggressive to better match Doom’s. -Fixed the Lost Soul having the wrong spawn state -Fixed Doom monsters not spawning with class-based mode on. -Fixed issues with Lost Souls when the monster multiplier is on. =Doom 64= -New Doom-64 style sprites for the Chaingunner, Arch-Vile, Spider Mastermind, and Wolfenstein SS. -New Skulltag variants of monsters. -Added Doom 64: Absolution and Doom 64: Outcast monsters, there is an option to disable them. -The Doom 64 Revenant now takes twice as long to attack to compensate for their homing missiles, and has been adjusted to better match the Revenant from Doom 64 CE. -Doom 64 Cacodemons now have faster projectiles when fast monsters are enabled. -Added burnt corpses for the Nightmare Imp. -Added Doom 64 crush gibs. -Pain Elementals no longer stay in the air when frozen -Changed sprite names for some monsters. -Fixed melee damage for Doom 64 Imps -Added decals to Doom 64 projectiles. -Fixed Doom 64 Wolfenstein SS’s missile state -Removed Melee state from Doom 64 Cacodemons. =Doom Randomizer= -Added Skulltag enemy obituaries. -Added GLDefs for Skulltag monsters. -Added a drop for the Super Shotgun for IWADs that don’t have one. -Monsters now play the gibbing sounds from Doom instead of the currentIWAD. -Made the Nightcrawler and Stalker more aggressive. -The Inferno now always gibs on death. -Fixed Chaingunner variant 1’s fire state. -Fixed Wraith using the teleportfog of the current IWAD. =Chex Quest= -The Mega Flemoidus Maximus now spawns as an Arch-Vile replacement again. -The Flemoidus Gyro is now considered a robotic enemy. -Lord Snotfolus now has a much more satisfying death animation. -Fixed a name conflict for the Maximus slimeball. =Heretic= -Fixed Nitrogolems not having Blood fire states. =Wolfenstein 3D + Totenkopf= -Dogs from all sets now have less health. -Fixed sound definitions for dogs. This also avoids sound conflicts with GZDoom’s dogs. -Fake Hitlers no longer infight with other Wolf3D enemies. =Marathon= -Added another secret enemy to the Marathon set. =Rise of the Triad= -Human enemies can now be gibbed. -ROTT enemies now share species with each other. -Fixed typo in NME code that resulted in boss reactions not activating. -Fixed the MP40 drops sometimes providing infinite ammo. =Blake Stone= -Fixed the Star Trooper’s broken fake death state. -Fixed Star Trooper and Alien Protector’s fake deaths counting as kills for the player. =Blood= -Added a burn state for the Gill Beast. -Made the choking hand less annoying. -Nerfed Hell Hounds =Strife= -Fixed the ReMixer version of the Programmer dropping a Sigil item on death. -Changed the Cultist sounds to use the previously dummied-out sounds from v1.0b. =Half-Life= -Replaced the Geneworm in the Half-Life monster set with the HECU Apache; the Geneworm still appears in the Opposing Force alt-set. -Fixed the enemy spawn mode for Half-Life working incorrectly. -Made the Gonome’s radius slightly smaller. =Shadow Warrior= -Fixed the Wizard dropping the wrong guardian head. =Cybermage= -Fixed flying police cars continuing their siren sound after death. =Powerslave/Exhumed= -Fixed the Gekk spawning red blood with non-vanilla blood settings. =Redneck Rampage= -Redneck Rampage enemies now have their Cuss Pack voice lines restored from previous versions. There’s an option to have them only use original lines, Cuss Pack lines, or both. -AssFace now has the correct blood color. =Quake 2= -Enemies now become visibly damaged like in the original when their health is 50% or lower. -Bosses can no longer be gibbed. =Catacomb 3D= -Secret Hovertank 3D enemies have been given more accurate sprites and sounds. Credits: Spoiler Lead Developer Shiny MetagrossExecutive Developers Cubebert Popsoap TehVappy50 Shadowlink223 Community Manager Meleemario Artists NorwegianLoki Assistant Developers Radiocaster LtMajorDude Zircon Lead Beta Tester Pangoro Beta Testers Flynn Taggart Necron 99 LaserPope Laggy Blazko Cubebert King Makron Radiocaster Crazyboy88 LuisDHR19971 Nautilus Kaminsky/AKMDM Powerful_Hoe Aura Doom_Reaper Absolute TruthSeeker Shakar-a'tar The Provervial Derp <FriendlyZombie> Discord Managment LuisDHR19971 Zircon Pangoro Radiocaster King Makron Former Developers Jesh Dynamo Hiragamer98 IvanDobrovski Magnolia Additional Credits TerminusEst13 for creating Samsara Ijon Tichy for making many Samsara systems Kinsie for maintaining Samsara after 0.31 Nax for assisting early Extra Heroes and fixing some player classes Donald for creating Witchaven and Half Life class Gardevoir for their Strife addon Cyantusk for balance tweaks and In Pursuit of Greed Class Cruduxy Pegg for polishing ZBloodX addon BouncyTEM for their Corridor 7 addon tehvappy50 for their Doom64 addon The_Riet for adding Katarn Lex Safonov for their Shadow Warrior TC PresidentPeople for allowing the use of their Zandronum player sprites temporarily Max-ED for their Re-Exhumed addon Doorhenge for making widescreen friendly hexen mace Knight_Kin for making the Hexen weapons improvement project Scotty for creating the code for a laser guided RPG system TheCamaleonMaligno for their Q2 addon as a base LanHikariDS for making a fullscreen bitterman hud -Jes- for tweaking Eleena Special Thanks Hiragamer for his amazing work on HUDs and every art related stuff Zircon for coming up with tipbox and some Hexen 2 ideas Kaminsky for providing technical services to the creation of this mod Powerful_Hoe for providing a multiplayer service and group for testing online features (and being beautiful and nice!) Watermelon for teaching Jesh ACS Flynn Taggart for coming up with ideas and being a good artist Jack Freeman for services for the mod and creating the original Bond class Meleemario for being a good friend to Shiny Metagross LtMajordude for gathering information needed to make this Compendium possible GZDoom and Zandronum developers ID Software (For Doom, Doom II, Catacomb 3D, Wolfenstein 3D, Quake, and Quake II, as well as publishing Heretic, Hexen, and Hexen II. And the Doom engine, this project wouldn't be possible without it) Team TNT for TNT Evilution Raven Software (For Heretic, Hexen, Hexen II, Hexen II Portals of Praevus, CyClones, and ShadowCaster) JAM Productions (For Blake Stone) DIP (Developers of Incredible Power) (For Rise of the Triad) Apogee Software (For publishing Blake Stone & Rise of the Triad) Accolade Inc. (For Eradicator) Monolith Productions (For Blood) Midway Games LtD. (For Doom 64) Capstone Software (For Corridor 7, Witchaven, and Operation Body Count) Fenris Wolf (For Rebel Moon Rising) Rogue Entertainment (For Strife and Quake Mission Pack 2: Dissolution of Eternity) Mind Shear Software (For In Pursuit Of Greed/Assassinators) Insomniac Games (For Disruptor) Xatrix Entertainment (For Redneck Rampage and Quake 2 Ground Zeros) LucasArts Entertainment Company LLC (For Star Wars Dark Forces and Jedi Knight Dark Forces II) Valve Software (For Half Life and Half-Life 2) Gearbox Software (For Half-Life Opposing Force and Blue Shift) 3D Realms Entertainment Inc. (For Duke Nukem 3D and Shadow Warrior) Eurocom Entertainment Software (For Duke Nukem 64) Origin Systems (For Cybermage) Lobotomy Software (For Powerslave) Hipnotic Software (For Quake Mission Pack 1: Scourge of Armagon) RareWare LtD. (For Goldeneye 007) Eon Productions (For the James Bond 007 film franchise and the Goldeneye Movie) SoftDisk Inc. (For Catacomb Adventure series) Wolf Skevos Jones (For the Castle Totenkopf SDL mod for Wolfenstein 3D), as well as being an inspiration to develop mods People Can Fly (For Painkiller) Epic Games (For Unreal) Gray Matter Interactive (For Return To Castle Wolfenstein) Parallax Software (For Descent) Ion Storm (For Deus Ex) Stronghold Team (For Stronghold: On the Edge of Chaos) Our Discord Channel: Spoiler https://discord.gg/f8b57jV Edited October 12, 2023 by Shiny Metagross 17 Quote Share this post Link to post
Thelokk Posted February 12, 2022 1 hour ago, Shiny Metagross said: you're here, presumably you are familiar with Samsara Hmm a bit reaching, maybe I clicked just out of curiosity. Some context would go a long way. 0 Quote Share this post Link to post
TheMagicMushroomMan Posted February 12, 2022 3 hours ago, Thelokk said: Hmm a bit reaching Not really, Samsara was extremely popular for a long time. It's still discussed relatively often. 0 Quote Share this post Link to post
Thelokk Posted February 12, 2022 4 minutes ago, TheMagicMushroomMan said: Not really, Samsara was extremely popular for a long time. It's still discussed relatively often. And? Why assume everyone knows, instead of offering one or two lines of context? Been Dooming for years and I do 't have the slightest idea what this is 0 Quote Share this post Link to post
TheMagicMushroomMan Posted February 12, 2022 (edited) 38 minutes ago, Thelokk said: And? Why assume everyone knows, instead of offering one or two lines of context? Been Dooming for years and I do 't have the slightest idea what this is A link is provided to the original Samsara in the first sentence anyway, so I don't see what context is missing here. All you have to do is click on the link. Spoiler Edited February 12, 2022 by TheMagicMushroomMan 1 Quote Share this post Link to post
Hitboi Posted February 12, 2022 (edited) All of the ROTT: Dark War protagnists are here, nice. 4 hours ago, Thelokk said: Hmm a bit reaching, maybe I clicked just out of curiosity. Some context would go a long way. Here's some context: Samsara is a multiplayer 2012 gameplay mod by TerminusEst13 that brought 8 FPS characters altogether in Doom, each one having a trait (e.g. the character Doomguy has a "Damage" trait). I'm not trying to be negative here, but a little bit of researching would be easy, or understanding the original Samsara by trying it would also be easy. Edited February 12, 2022 by Hitboi 2 Quote Share this post Link to post
Shiny Metagross Posted February 18, 2022 Reincarnation and ReMixer 1.0 are now live! Time to be Reincarnated! 4 Quote Share this post Link to post
Shulbocka Posted February 18, 2022 Oh heck yeah, I just found about this project recently when the trailer was posted, but have been looking forward to it since. I wasn't expecting it until the 18th, so this is a nice surprise. 0 Quote Share this post Link to post
CoolerDoomeR Posted February 28, 2022 I want to download this! but i have a question: This mod has a Marathon weapons and class? 0 Quote Share this post Link to post
Doomkid Posted April 1, 2022 This looks so good! I love the Bond class, can't wait to play this in servers.. Somehow flew under my radar! 0 Quote Share this post Link to post
sandwedge Posted April 17, 2022 Just tried this out with a few classes but I just had to do a video with the Goldeneye stuff, so much nostalgia for the N64 classic. My impressions here: So that was awesome and I'm barely scratching the surface of this mod. Honestly I find the caco helicopters to be a bit on the weird side but it seemed to work lol. Definitely love the Duke, Quake, Lo Wang and some other classes too. At some point I have to just go hog wild with the enemy randomizer and embrace the total chaos of fighting like 20 different franchises at once. Anyway fantastic work, lots of passion into this mod obviously so it was a pleasure to play it. 0 Quote Share this post Link to post
needwax@comcast.net Posted April 7, 2023 Can your kill count go up after 9999? 0 Quote Share this post Link to post
bestzaa0909 Posted May 8, 2023 On 2/12/2022 at 10:36 AM, Shiny Metagross said: If you're here, presumably you are familiar with Samsara. If you are not, then you may want to look here first. Otherwise, read-on. Samsara Reincarnation is a continuation of Samsara out of what used to be Extra Heroes. Samsara Reincarnation is a rebranding to signify a departure from the addon era, full of often broken, useless, or outdated code, and a step forward to making better use of what's available, and continuing the vision of giving new life and admiration to the games presented on this project. (DAIKATANA,PAINKILLER,AND RTCW WILL BE ADDED) Character Roster: Reveal hidden contents Doomguy (Doom, obviously) Doom 64 Guy (Doom 64) Fred Chexter (Chex Quest) Corvus (Heretic) B.J. Blazkowicz (Wolfenstein 3D) B.J. Blazkowicz (Castle Totenkopf SDL) Parias (Hexen) Daedalon (Hexen) Baratus (Hexen) Duke Nukem (Duke Nukem 3D) Security Officer (Marathon) Ranger (Quake 1) Ian Paul Freeley (Rise of the Triad) Taradino Cassatt (Rise of the Triad) Thi Barrett (Rise of the Triad) Lorelei Ni (Rise of the Triad) Doug Wendt (Rise of the Triad) Blake Stone (A game with his name) Caleb (Blood) Strife Player (Uh, the game?) Eleena (Eradicator) Space Seal (Corridor 7) Rebel Moon Commando (Rebel Moon Rising) Kyle Katarn (Star Wars: Dark Forces) Aldus Kaden (In Pursuit of Greed) Tobias Locke (In Pursuit of Greed) Xith (In Pursuit of Greed) Specimen 7 (In Pursuit of Greed) Theola Nom (In Pursuit of Greed) Jack (Disruptor) Grondoval (Witchaven) Gordon Freeman (Half Life) Adrian Shephard (Half Life Opposing Force) Lo Wang (Shadow Warrior) Cybermage (I don't expect you to know this one, but Cybermage) Jon (Powerslave or Exhumed) Leonard (Redneck Rampage) Bitterman (Quake 2) Demoness (Hexen 2) James Bond (Goldeneye 007) Petton Everhail (Catacombs 3D) Daniel Garner (Painkiller) [For 1.1] Prisoner 849 (Unreal) [For 1.1] B.J. Blazkowicz (Return to Castle Wolfenstein) [For 1.1] Download and Installation: Reveal hidden contents You should put all of these in the folder with your source port. You need Freedom or a legal copy of Doom/Doom2/Final Doom, Heretic, Hexen, or Strife. Your load order should be in this order: Reincarnation (classes - REQUIRED): Google or Direct ReMixer (monsters - OPTIONAL): Google or Direct Zandronum Patch (Only use if you want to use extra Zandronum features - OPTIONAL): Google or Direct Goldeneye models (Goldeneye enemy models - OPTIONAL if you don't plan on using Goldeneye enemies): Google or Direct Soundtrack (music - OPTIONAL): Google Loader file (used if you like to drag and drop over the exe, do not drag other reincarnation files): Google Changelog: Reveal hidden contents ---------------------------------------------------------------------------- ----------------------Reincarnation 1.0b------------------------------- ---------------------------------------------------------------------------- General: - Every class now has the damage values of their weapons listed in the Compendium - There is now a section in the Compendium that explains what each setting in the mod does - The fullscreen hud now has more colors and tracks much more information like item cooldown timers, more ammo types, Leonard's alcohol and gut meters, and stats and leveling information - The fullscreen hud can now properly show ammo values over 999 - The status bar hud also tracks certain information more properly - Health icon on the fullscreen hud becomes red when the player has berserk - Armor icon on the fullscreen hud becomes whatever color armor picked up. The icon is always green when it comes to armor bonuses, and white when it comes to special types of armor - New bloody hell settings: Bolognese gibs ported from Sgt. Mark IV's Bolognese mod, as well as a setting for comic book effects - Non-violent projectiles can now use non-violent bloody hell effects - Miscellaneous character spawning now works completely differently, they will spawn anywhere near enemies instead of being spawned on top of health and armor bonuses - Miscellaneous character spawn frequency option is now adjusted by presets instead of a slider - Miscellaneous characters no longer spawn in competitive gamemodes - You can now choose which Miscellaneous characters get spawned, similar to the way monster sets are selected in ReMixer, you can also of course set it to Class-Based and it will operate like it did before - Classes that gain experience now have their experience gain multiplied by +1 for every 4 players (2x for 4 players, 3x for 8 players, and so on) - There are now settings to tweak the maximum amount of ammo you can carry, this is scaled proportionally for classes that have unorthodox ammo systems - Hybrid pickup mode is now the default instead of old-style - Added an option to use the legacy fullscreen hud for all classes - Changed the option "Slot 1 Uses Ammo" to "Pistol Uses Ammo" - Changed the Samsara Item Replacer options to better reflect Samsara's system - Classes with Ally Cellphones no longer show the counter in competitive gamemodes - Strifeguy's grenade launcher, Freeman's RPG, and Freeman's snarks now work with the spread rune - The LMS system has been overhauled; most classes that get items or weapons with their Slot VIIs now have them if they start with them. Other classes with alternate ammo such as Ranger now get them in LMS - Several attack effects now ignore time freeze - When using Christmas Mode and Pinata Party at the same time, enemies drop gifts that can be opened by walking over them and drop items, bigger enemies drop bigger presents General Bugfixes: - Fixed a bug with the programmer keep/new front base because the sigil weapon isn't given to the player - Fixed a bug where any armor starting with M would play Marathon hit sounds - Fixed a couple of the quit messages having the wrong color formatting - Fixed some characters not getting their weapons and items from the ammo expansion pack when the "Start with Backpack" setting is activated - Classes with Ally Phones no longer have them carried over in Pistol Start Mode - Compendium clouds should now properly disappear when closing online - Fixed unique equipment not spawning via ACS in custom maps - Fixed the weapon cheats not maxing out the ammo capacity for non-Doom IWADs - Fixed 10 Health pickup not playing a sound with health cap disabled - Unique giving in Strife should be fixed. Characters with more than one unique also now have them randomly given for accuracy upgrades, and much like Ranger's laser cannon, permanent weapons have maxed ammo on subsequent upgrades - In Strife, all accuracy (uniques) and stamina upgrades should now be given throughout a playthrough - The armor mode setting now works with Strife, Heretic, Hexen and Chex Quest - Fixed Strife beacon replacement and Hexen dark servant replacement spawn handling - Fixed ammo giving for Strife acolyte's ammo drop - Fixed some potential conflicts with maps with custom weapons - Fixed progression being blocked in some custom Hexen maps due to ArtiTeleport and ArtiteleportOther items not being able to be picked up by anyone other than Corvus and the Hexen classes - Normal equipment pickup messages should be more accurate to original games - GZDoom parity: Lost souls now have normal render style, boss brain's radius is 16, and Doom's explosive barrel deaths are now timed accordingly - Doom and Strife explosive barrels and Heretic's pods now use the Explosive damage type - Players should now have their proper death, falling, and puzzfail sounds in Heretic and Hexen - Fixed potential sprite conflicts with Corvus' burn state and bloody skull Doomguy: - Fixed the BFG9000's flash state getting called later than intended - Doomguy's weapons are now all properly removed in Pistol Start mode, including his Skulltag weapons and the Unmaker - Fixed Doomguy's smooth fist firing 1 tic faster than it should have - Fixed Doomguy's smooth Shotgun and SSG's firing speed being inconsistent with vanilla - Fixed Doomguy's vanilla pistol not taking ammo when "Pistol Uses Ammo" is turned on - Fixed Doomguy's vanilla pistol and shotgun jumping to the wrong animation in co-op - Doomguy's chaingun should now go through allies in coop - Replaced Doomguy's pistol pickup sprite with the updated GZDoom one - Doom64Guy now has improved sprites and smoother animations when improved doom balance is turned on - Doom 64 Pistol and Chaingun are buffed in smooth mode - Doom 64 Plasma Rifle has a faster rate of fire in smooth mode but a cooldown when you stop firing - Doom 64 Chainsaw was nerfed - Doom 64 Berserked fist does less damage - Fixed Doom64Guy's Unmaker artifacts not being given - Fixed Doom64Guy's soundclass not being loaded ChexWarrior: - Fixed the phasing zorcher's damage formula - Players can no longer walk through ChexWarrior in competitive gamemodes B.J. Blazkowicz: - Lost B.J.'s pistol now uses the proper sprite for it's first firing frame - B.J. and his alt classes now properly go to the spawn state after attacking - Totenkopf B.J. now has single weapons shown in the weapon bar when they're equipped and not being dual-wielded - Classic/Lost B.J.'s extra lives are now integrated into the HUDs as counters instead of inventory items - Extra lives now activate at 1 HP instead of 19 - Totenkopf B.J.'s pistols now have the "shooting switches hitscan", and the dual pistols now time their ammo taking correctly - Totenkopf duals/modes can now also be toggled with alt attack Hexen Classes: - Fixed the Flechette cooldown not being reset on level change - Fixed some items being carried over to the next level in Pistol Start Mode - Fixed some Hexen weapons not going through allies - Fixed the serpent staff not taking ammo on drain - Baratus's slot 6 ranged attack now does 40% less damage - Baratus and Daedolon now have their sounds in GZDoom - Daedolon's burn sprite should now take translations into account Duke Nukem: - Duke's weapons now properly take ammo while using the mighty boot - Duke's pipe bombs no longer cause duke to create a light on deselected - Duke's pipe bombs are now shown being held when charging throw power - Duke's riot shotgun now has proper Bright and A_Light timing - Duke's explosive shotgun no longer fires too early - Duke's jetpack and night vision timers are now always shown - Added Duke items to inventory fill script Security Officer: - Reload sound and ammo timing adjusted - "Quick Reload" when selecting the KKV-7 and MA-75B has been patched - WSTE-M5 combat shotguns now show how many bullets are loaded on the hud - The MA-75B now auto reloads when out of ammo, like every other Marathon weapon that reloads. The primary fire can also be used while the secondary is reloading - The MA-75B and Marathon 2/Infinity alien weapon can no longer be switched out of while firing - The MA-75B should no longer lock up in netplay - The MA-75B's secondary fire is now affected by DoubleFiringSpeed - The MA-75B's secondary fire now pushes the player back with a force of 3. This was present in earlier iterations of Samsara, but was mysteriously removed - The Marathon 2/Infinity alien weapon is now affected by DoubleFiringSpeed - Security Officer's infrared replacement now uses BlueMap Ranger: - Fixed Ranger's multi-rockets being fired 1 tic faster than they should have - Fixed Ranger potentially getting infinite amounts of ammo 2 - Fixed the pentagram cooldown not being reset on level change - Fixed thunderbolt looping it's sound when deselected - Fixed thunderbolt beam not appearing when shooting at the sky - Fixed cluster grenades spawning infinitely under doors - Fixed Quake explosion particles amount not taking effect in GZDoom, also added it to the menu and Compendium - Ranger's thunderbolt (lightning mode) now ignores time freeze - Ranger's thunderbolt (plasma mode) now takes the correct ammo into account when discharging. Mjolnir also takes no ammo on discharge, since it doesn't use ammo anyway - Ranger's thunderbolt (plasma mode) no longer takes 1 cell (meant for lightning mode) from the player. It also now alerts monsters without invisibility - Ranger's armor now shows as 666 on the fullscreen hud while invulnerable - Ranger's quad damage recharge now has a visible timer Rise of The Triad Classes: - Traps from Rise of The Triad can now spawn as miscellaneous characters, they damage the player, some of them can move, but ideally they should never block map progress - Slowed Excalibat thrust rate, also gave it an angling closer to ROTT - Fixed the Bazooka and the Heatseeker being swapped on the KEYCONF - Rise of the Triad HUD was made more consistent - ROTT alt classes now play their proper pain and death sounds in Zandronum - Fixed a ROTT female taunt not playing Blake Stone: - Fixed Blake's overcharged ACP firing faster in coop and not dealing more damage - Fixed sprite conflicts with Blake's plasma discharge unit and Hexen's blue candle Caleb: - Fixed Blood Miscellaneous actors having ZDoom decals in addition to Blood decals - Caleb's guns akimbo timer is now shown on the fullscreen hud - Caleb's Life Leech turret is now marked for death once the player dies, after 5 seconds they get destroyed automatically - Caleb can now flirt with Duke Nukem 3D strippers - Caleb now starts holding his Revolver instead of his Pitchfork Strifeguy: - The Sigil has been nerfed so that the second to fourth firing mode doesn't outclass the fifth one - Strifeguy's stamina and accuracy stats are now shown on the fullscreen hud - Strifeguy's gas grenade count is now shown on the fullscreen hud - Strifeguy no longer gets stamina upgrades from accuracy training in Strife, stamina training should also now give him the proper stamina stuff - Added standing assault gun sprite for Strifeguy - Strifeguy's shadow armor now uses the cumulative shadow powerup again, as per Strife - Fixed Strifeguy's starting upgrades option continuing to give him the upgrades after each level Eleena: - Death ball now does damage roughly proportional to it's targets health - The sonic shock bullet puffs no longer have the ugly white gldef lights Space Seal: - Fixed a couple weapon pickup messages - Removed redundant instant switch on Ready states - Fixed mines not spawning in non-Doom/Chex liquids - Alien Disintegrator attack should no longer make itself obvious that it is a projectile - Mine display now goes up to three numbers on the HUD LDF Commando: - The ACR Add-on has been tweaked in competitive gamemodes - RMR Astro dudes no longer attack enemies without being able to see a player first Kyle Katarn: - Kyle Katarn no longer gets his shield in competitive multiplayer modes - Kyle Katarn's weapon supercharge timer is now shown on the fullscreen hud In Pursuit of Greed: - Random Item Generators will no longer give grenades. In its place is a chance to get 10 medtubes. (potions, basically) - Fixed IPOG alt fire without grenades alerting enemies - Flamethrower and Plasma Shotgun traded slots - Plasma Shotgun is de-nerfed for DM - Flamethrower uses Clip ammo and deals 15 damage per shot - Time Bombs and Proximity mines spit more fire when they explode - Proximity mines can be shot, where they will explode (mostly) harmlessly - All IPOG explosives deal significantly less damage and can harm the user - IPOG Grenade bullets have a random chance of gibbing enemies (they would be basically incapable of doing so the normal way) - Fixed the IPOG Rocket Launcher not allowing players to hold down alt-fire like other weapons - IPOG's HUD can now show four digits for health, armor, and ammo - IPOG alt classes now properly play their pain and death sounds in Zandronum Jack Curtis: - Jack is now called JackCurtis in player menu - Alternate ammo 1 now shows over the normal ammo 1 instead of ammo 4 - Added new secret and taunt sounds for Jack - Changed the explosion scale of Jack's slot 6. Looked unimpactful and was not source accurate - Changed easiest Disruptor difficulty to "Training Mode" - Fixed Jack's drain hurting allies - Fixed Jack's lock-on cannon taking ammo 3 with the alt mode Grondoval: - Grondoval has been given a huge overhaul, he can now gain experience and level up like in his source game, gaining levels every 10,000 points and getting an additional 20 health each level up to a maximum of 6 levels - Grondoval now always starts with the Spellbook and unlocks new spells by leveling up - Grondoval's Scare spell triggers a jumpscare for nearby players in DM, blocking the screen for a few seconds - Some of Grondoval's later spells have been nerfed slightly - Grondoval's fists have been replaced with the dagger from Witchaven, the slash deals a rapid succession of two weak swipes, while the stab is stronger but slower, the dagger can also use the shield - Grondoval also now has the flight spell from Witchaven which is disabled when jetpacks are banned - Grondoval now has more potions from the original and can carry 10 of each - Grondoval's Pike Axe has been moved back to Slot 7, does more damage and throws 3 axes like in the original, the axes also seek enemies except in competitive gamemodes - Grondoval's Slot 2 is now the Shortsword and his shield has been moved to Slot 1 - Grondoval is now given less ammo from picking up the Fire Mace and the Pike Axe - Grondoval's spellbook now shows ammo on the fullscreen hud depending on what spell is being used - Grondoval's weapon pickup sprites now rotate - Fixed Grondoval having his weapons carried over with the Pistol Start option - Fixed Grondoval not being affected by headshots Half-Life classes: - Freeman now has his Long Jump Module as a unique, it allows him to jump over long distances by pressing jump twice - Adrian now has his Barnacle weapon as a unique, it allows him to pull small enemies towards him or grapple himself towards regular and large enemies to deal damage - Barnacle and Longjump are both banned by the "Ban Jetpack" cvar - Freeman's Hornet Gun hornets now travel slower in deathmatch - The E.G.O.N gun now deals less damage in competitive gamemodes - Freeman's RPG blast radius has been decreased considerably - Fixed the Half-Life classes not responding properly to the Pistol Start option Lo Wang: - Shadow Warrior miscellaneous characters have been added such as rabbits which can procreate, old ladies, and anime women, the latter two can even have different interactions depending on what class you're playing as. - Lo Wang now starts holding his Shurikens instead of his Katana - Fixed the Riotgun and the Grenade Launcher being swapped on the weapon bar - Lo Wang's ripper's heart should no longer be usable when out of ammo - Lo Wang has been given more fortunes with some being from the prototype along with a couple extras - Duke Nukem 3D strippers no longer open for Lo Wang Cybermage: - Fixed CyberMage's magical fist not switching quickly when using magic - Cybermage's magical fist now shows ammo depending on what mode is being used - The Cybermage Null projectile will no longer alert enemies so that Strife is playable as him Jon: - The Sacred Manacle now has a new alt fire based off the primary fire from the console version of Powerslave - Some weapons shake a bit when using, like in PCExhumed - Flamethrower balls have been lowered and no longer use additive renderstyle - Jon's M60 ammo belt is lengthened and animated - Mummy staff plays a crackle sound when switching - Added recoil to Ring of Ra - M60 and Pistol fires a little faster - Considerably reduced the reload time of Jon's shotgun by about 40% - Removed ugly white lights from Powerslave puffs - Added the Anubis Warrior drummers as a misc character - Added the Harem Dancers from the original as misc characters - Renamed Anubis Mines to Amun Bombs Leonard: - Leonard's Chicken Crossbow has been nerfed heavily in competitive gamemodes - Leonard's crossbow ammos can now be toggled with alt attack and pressing "2" - Leonard's alcohol and gut meter is now tracked on the fullscreen hud - The Hunting Rifle will now stay zoomed in after firing while looking through the scope - Duke Nukem 3D strippers no longer open for Leonard - Fixed sound conflicts with RR chickens and pigs Bitterman: - Bitterman's pistol no longer alerts enemies so that Strife is playable as him - Added missing kill count on the fullscreen hud - Inventory counter is now shown on the fullscreen hud - Bitterman's fullscreen hud can now display 4 ammo digits - Q2 ammo pickups now tell how much of what ammo is acquired Demoness: - Demoness's stats, experience, and level are now shown on the fullscreen hud - Demoness should now have her proper holdable invisibility item instead of using the Hexen 1 characters' non-holdable item James Bond: - Health and armor are now always shown on the fullscreen hud for quick reference - The damage indicator for Bond now appears if the status bar hud is being used - Fixed the throwing knives ammo capacity being double of what it should be - Fixed the divide by 0 error with Goldeneye knives - Some items being snagged by Watch Magnet were blocked by monster lines. Not anymore - Christmas gifts can be snagged by the Watch Magnet Petton Everhail: - Petton's spells now work like ordinary weapons and can be used with altfire and held down for a charged shot, while primary is the standard Magic Missile, alternatively you can choose a different mode where primary fire fires an uncharged version of the spell at a faster fire rate - Petton now has a charge meter on his fullscreen hud - Petton's Hourglass is now an invulnerability pickup - Cell and BFG pickups no longer restore hourglass cooldown - Petton's projectiles are now large again to help connect shots better - Petton's Bolts now deal 40 damage per ball while uncharged and up to 2x when charged - Petton's Atomic Firebomb uses 3 nukes instead of 4 - Petton's Atomic Firebomb now deals 900 damage per bomb while uncharged and up to 2x when charged, charging also increases its blast radius - Petton's Atomic Firebomb now fires much slower, requiring about a second of charge up like the BFG, it also has a fancy new charge up sound - Added missing kill count on the fullscreen hud -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changes compared to Extra Heroes HC2 and ExMixer 0.81 ---------------------------------------------------------------------------- ----------------------Reincarnation 1.0-------------------------------- ---------------------------------------------------------------------------- General: - Added an in-game menu system known as the Compendium for information on the classes, weapons, and enemies in the mod, in place of the old tipboxes which never got the care they needed, were difficult at best to edit, and sometimes rather difficult to read. - Added 3 new classes: James Bond (GoldenEye 1997) Demoness (Hexen II) and Petton Everhail (Catacomb series) - Replaced Instagib and Punchdrunk modes with slot modifier modes (slot 1s only, slot 7s only, etc) - Added an option to give players the spread rune during instagib - Expanded Pistol Starting to account for every class - Added extra pickup messages for every class, and included the setting in the options menu. - Coop no longer uses invisible fast projectiles in place of hitscan bullet attacks. - "Modes" such as Duke Carribean mode and Adrian Shepherd mode are now alt classes, as they are mostly alternative classes, where only a few are strictly cosmetic. - Changing alt classes can now change pickup sounds and messages in addition to pickup sprites/models - Reorganized all Samsara ACS. - Added a gib persistance option for all custom gibs - Revamped weapon pickup code so classes with reloading or dual wielding (or both, like Bond) no longer gobble up weapons in multiplayer. - The amount of different quit messages have substantially increased, including some based on most of the included games/franchises. There are now 100 in total. - All players have custom deaths just like enemies do. - All projectile-based classes fire an invisible, non-damaging hitscan that goes through all enemies in the firing state of their pistol weapons (Deadolon, Baratus, SecOff, Kyle Katarn, LDFC, Eleena, Grondoval, Gordon Freeman, Adrian Shepherd, James Bond, and Petton Everhail). This is because some Doom maps are impossible without some form of hitscan bullet attack. - Added new ammo sprites that are used as icons for additional ammo types. - Added full hybrid pickups to all classes and removed out of place HD ones - Added options to replace computer maps, blur spheres, and light amps with just about anything you want - Created a map item replacement, and maps are no longer replaced with slot 3s by default in Doom. - Added a killcount script that adds kills without fail in PvE gamemodes and allows custom death conditions (necessary for Demoness' RPG levelling system) - Fixed some bloody hell effects not working properly and not transferring blood color - Fixed IDKFA giving all instagib weapons as well as several other unwanted weapons. - Added a new lightning beam code system that prevents beam segments from separating and allows us to do more with lasers/lightning (such as for the eventual Painkiller and RTCW classes) - Fixed infinite ammo not working properly on a lot of weapons - Fixed bizarre GZDoom hud bug that caused random sprites to appear in the upper right corner. - Added DeathMatch bots for all classes and alt classes - Change Alt Class hotkey added - allows the switching of any alt class on the fly - Fixed the pistol start setting giving the player additional ammo - Expanded cheat support, so using IDKFA gives player inventories as well and give all no longer gives over 2 billion Strife coins - Meta cheat detector now works in other IWADS Hero OST: - Added a Hero OST override that allows the player to choose a specific game's music instead of only their chosen class's. - Hero soundtrack Half Life music has been tweaked a little bit, as well as general logic - Cybermage music reduced from 38 tracks to 27, removed fluff/ too short songs - Witchaven has 17 tracks instead of 18, removed the irritating 6 second harp loop - Doom has 52 tracks instead of 38, added TNT Evilution music - Doom 64 has 23 tracks instead of 20. Added OGG rips of the game's soundtrack instead of the Retribution midis - Quake has 9 tracks instead of 14. Removed duplicates - SW has 10 tracks instead of 12. Removed intermission and credits music, and separated boss music from the normal music pool - IPOG soundtrack has 33 tracks instead of 17. Added the subsongs. - Added Hexen 2 midi soundtrack - Added Blood CD soundtrack - Added Client CVar for switching between the two OSTs for the above games - Converted Disruptor and Christmas music to OGG - Separated Hero OST options into their own sub menu just above alt skins Doomguy: - Doom weapons ignore damage resistances and deal at least 1.0 damage to all enemies. - Doom 64 Guy is no longer a separate class, and is instead an altclass for Doomguy - Toggling "Vanilla Doom" setting on or off also alters weapon damage to be more consistent. The Super Shotgun and Plasma Rifle are unaffected, as they are perfect as they are. - Added Smooth firing frames for the Doom Plasma Rifle - Improved smooth firing animations slightly - Added Skulltag weapons for Doomguy, which he gets from skulltag weapon spawns - Doom 64 guy plasma gun sound loops stops on deselect - The chaingun now fires its' first bullets with perfect accuracy with smooth animations on, just like its' vanilla counterpart - Fixed the Doom pistol's flash state lasting longer then it should with smooth animation ChexGuy: - ChexGuy now gets drenched in milk when killed by a non-flemoid - Shooting explosive barrels transfers Zorch damage to the explosion - Fixed zorching a doom lost soul causing it to split into 3 lost souls, which then split into more lost souls. - Fixed the Super Large Zorcher making enemies bleed Blazko: - Added Castle Totenkopf SDL Altclass - Blazkowicz deals slightly more damage - Flamethrower firerate was increased 50% - Velocity of Flamethrower and Spear of Destiny projectiles were increased to make Blazko's marksmen role more apparent with all weapons. - Restored missing freeze death sprite - Spear of destiny gives the player more ammo Corvus: - D'Sparil Staff now forces radius damage on bosses and does not self-harm. - Fixed Staff of D'Sparil not being picked up if it's already in inventory and not giving any ammo. - Fixed Corvus having a white outline of some of his mugshots Duke: - Duke RPG and Pipebombs were buffed to deal the damage they did in source (140 instead of default Doom value of 128) and also have the much larger blast radius they had in Duke 3d. - All Duke 3D actors have Duke's orange-ish blood - Duke Shrinker can now shrink players, and so can the Protector Drone - Duke Expander was buffed to deal 21 damage per shot from 15 - Explosive Shotgun now uses 3 shells as opposed to Rocket Ammo. - Fixed LAB kicks being faster than vanilla Duke 3d kicks. - Fixed Duke's automap HUD using Doom font - Fixed Shrink deaths not properly activating map specials Parias: - Parias is now joined by Deadolon (the mage) and Baratus (the fighter). They have all original weapons, additional stats, new uniques, and different Flechette behavior. - Parias had his borrowed weapons given back to their original owners, and has an original weapon set for himself - Baratus takes less damage when near enemies, while Daedolon takes less damage while away from enemies. Parias regenerates armor of nearby allies. - The new Hexen classes have their own mugshots, but they are currently not implemented due to mugshot switching not being possible with SBARInfo. - Restored missing automap hud - Fixed Serpent staff not blinking - Parias' Serpent Staff will no longer heal him when using it on a blocking enemy - Sapphire staff no longer alerts enemies Security Officer: - Shortened the middle portion of a lot of Marathon Reloading animations (Zeus Class Fusion Pistol, SPNKR, Toastie Napalm Unit, and ONI Cannon) so reloading these is a little faster - fixed some sprite naming conflicts that some of SecOff weapons would cause - Renamed Marathon Flamethrower projectiles to prevent conflicts - Buffed Shotgun to deal exactly half the damage it did in Marathon 2. (90-120 damage assuming all pellets connect, rather than 70-90) - Fusion Pistol now does either double damage or 1.8x times damage to all Cybernetic, Robotic, or vehicular enemies in the Mixer - Picking up weapons no longer refills mags - Added reserve ammo types for Marathon Pistol (when pistols use ammo), Assault Rifle, and WMC to the full screen HUD (SecOff will probably eventually get his own fullscreen hud anyway) - Restored missing automap hud Ranger: - Quake models now have no interpolation - Ranger's burn death is now model-based - Buffed Ranger's shotgun and double shotgun to deal 5 damage per pellet (30 total for single shotgun, 70 total for Double) - Ranger now takes 25% less damage from explosions. - Buffed Ranger's multi-rockets and lava nails, although they still don't deal quite as much damage as they did in Dissolution of Eternity. (Lava Nails deal 14 armor-piercing damage rather than 18.) - Ranger's weapons are buffed in SP rather than Coop. If you're playing alone, you would need a damage buff more than you would in Coop. - Ranger now gets rockets from big shell pickups and lava nails from cell pickups. - Ranger can now carry 2.5x as many plasma cells and 1.5x as many lava nails - Buffed the Laser Cannon to deal 9 damage per bolt, rather than 3. - Nerfed Plasma Cannon shots - Ranger now gets rockets from shell pickups, but only the large ones. - Also slightly increased the amount of lava nails he gets from bullet pickups. - Updated Quake Weapon Bobbing - Fixed Thunderbolt turning into a sprite of the Super Nailgun for a split second when switching weapons after running out of ammo. - Fixed The Thunderbolt keeping its alternate fire mode despite the nailguns, rocket launcher, and grenade launcher defaulting to the standard fire mode when switching weapons. - Fixed a bug where mesh normals were inverted on Ranger after using invisibility (inside out models) - Fixed the Ranger's godmode mugshot looking wrong in Zandronum - Now gibbing enemies as Ranger won't clog up computers with Nashgore or Brutal blood. IP Freeley: - Added Freeley's H.U.N.T Comrades, along with their extra stats - Heatseeker and Bazooka have swapped positions and ammo types. - RoTT Bullets deal their original damage values instead of Doom ones (13 for the pistols, 10 for the MP40) - RoTT Missiles deal their original damage of 50, with some exceptions (Drunk Missiles only do 25, and most rockets have contact damage in SP and Coop modes.) - Heatseeker works on "revenant logic" in DM. It only has a 50% chance of seeking, otherwise it works like a normal missile. - Excalibat and Dark Staff slowly recharges over time. - RoTT firebombs create earthquakes when fired - Dark Staff rips through everything, including enemies that can't be ripped. - Excalibat melee knocks back enemies - Added Arm gib from RoTT to the ludicrous gib spawners - Fixed RoTT Hud appearing for other classes - Split Missiles now home in PvE, but only when split - RoTT God Mode missiles have no damage thrust - Dog Mode does 5x as much damage Blake Stone: - Added an Aliens of Gold alt class. - Heavy Assault Weapon works differently, more like an autmatic shotgun. Also, it uses Slow-Fire Protector firing sounds. - Rapid Assault Weapon ROF was increased. - Most Blake Stone weapons deal higher damage. For example, instead of the RAW dealing 6 1d3 damage, it now deals 7 1d3. - Plasma Discharge Unit and Anti-Plasma Cannon now spawn explosive effects on enemies effected by the blast. These effects are damaging, making these two weapons somewhat akin to the BFG9000 from Doom. - Plasma Discharge Unit consumes only 1 rocket instead of 2. - Plasma Discharge Unit and Anti-Plasma Cannon had their Rate of Fire greatly increased. However, the Plasma Discharge suffered a significant range and damage decrease and the Anti-Plasma Cannon is rather innaccurate. - The Charge Pack was moved to unique slot, while the Slot 1 is now an Auto-Charge Pistol upgrade. Xylan Orb was commented out due to not being very helpful, and not making sense for a "Skirmisher" character. - Blake Stone gains slightly more ammo from ammo pickups Doom64Guy: - Is now an Altclass - Vanilla Doom CVar has the same effect on Doom64Guy's weapon damage, although Plasma Rifle and SSG are still unaffected. Although there are no Smooth firing animations for Doom 64 guns yet, there eventually will be. Caleb: - Added option for Blood Guns Akimbo to be an inventory item with a cooldown or to have original behavior. It's an inventory item by default - Added an option for Guns Akimbo to be permanent and activated at the push of a button. - All weapons use different damage values, thanks to the NBlood source code. Some of these damage values were tweaked, however. - Flaregun altfire deals way less damage (80-120 damage assuming all projectiles connect, instead of 152-208+80), but uses less ammo (3 vs 8) - Flaregun primary now deals about 42 damage over the course of its lifetime instead of 70. - TNT Bundles control like they did in Blood. Primary hold and release throws the TNT, Secondary ignites the fuse. - TNT Bundles do 200 damage across a radius of 150, instead of 104 with a radius of 172 on the ground and 192 over a radius of 160 when hitting a target +another 72+plus 120 for nearly 384 damage. - Blood Explosions have a rapidly expanding sphere of radius thrust. In other words, they have a lot more knock-back. - Sawed-Off, Tommy Gun, and Life Leech Sentry now fire faster. - Sawed-Off is now significantly more accurate and fires 15 pellets per barrel rather than 10. Each pellet deals 5 damage for a total of 75 damage per barrel, instead of dealing about the same damage as the Super Shotgun. - Tommy Gun deals 9 damage per shot instead of 2-4 1d3 - Napalm Rockets do 50-100 damage plus 200 damage across a radius of 150, instead 10-12 plus 82 damage over a radius of 160. - Tesla Projectile deals 15-25 damage per shot rather than 18-20 - Tesla Alt now deals up to 300 damage over a large radius rather than 152-186 + 44-76 - Life Leech projectiles now deal 57-64 damage on a direct hit rather than 57-83. - Life Leech sentry projectiles now deal 20-39 damage instead of just 20. - Removed a bunch of old and frankly shoddy code involving the lifeleech. - Lifeleech staff now has 250 hp - Lifeleech appears properly on weapon bar when removed or picked up - Replaced Spray Can sprite name - Voodoo doll now has coop mode attacks that go through other players - Fixed Caleb lagging after about 5-10 seconds into a large map - Added a silent blood burning corpse for enemies with no pain or death sounds - Blood burning corpses now wander instead of chasing after the player - Fixed Crash to desktop when all voodoo doll ammo is consumed using the primary fire StrifeGuy: - Added Blackbird radio chatter in the form of taunts - Implemented the Gas Grenades that were cut from the final product. They work similarly to White Phosphorus grenades, but deal poison damage and don't creep slowly around surfaces. The damage output is very high, even higher than WP grenades, but they cannot effect robots and deal half-damage to cyborgs and creatures made of slime. - Buffed Mini-Missiles to deal 50% more explosion damage and an impact deals a solid 40 damage in addition to the explosion. - Strifeguy's starting accuracy and stamina upgrades were combined. - Strifeguy no longer loses upgrades when respawning in multiplayer. - Strife health is now set to full upon respawn in cooperative games - Added two more rebels to the rebel spawner: A Grenade Launcher Rebel and a Mauler Rebel. - Rebels now have varying health pools, with the toughest being the Flamer Rebel and the weakest being the Rifle and Mauler rebels. - Rebels now attack enemy players in Deathmatch, awarding the Strifeguy that spawned them with the kills they get. - Electric Crossbow, Flamethrower, and Mauler deal double damage. - Bullets deal 4 1d3 damage, true to source. The Pistol shoots much faster. - Poison Bolts deal 50 1d4 damage to enemies it can effect, allowing it to pick up the slack when Strifeguy runs out of rockets. - Electric Bolts now deal double damage to all Robotic, Cybernetic, or Vehicular enemies across the entire monster mixer. Enemies made of slime or liquid, such as the Muck Demoness from Witchaven, also take double damage. Robotic and Vehicular enemies, as well as ghostly enemies and enemies made of stone, are immune to poison bolts. Cyborg enemies take half damage from Poison Bolts. - Strife weapons are overall much more accurate, making accuracy upgrades feel more impactful when you get them. - Strife Flamethrower increases range with more accuracy upgrades. - Strife Flamethrower has half the recoil and the fireballs shoot more straight at higher accuracies rather than lobbing further - Strife Sigil's 4th mode (the homing one) now fires 5 homing shots at once - Strife Sigil can now switch fire modes with secondary attack - Added special death states for Strife allies - Sigil health usage logic has been inverted. The more powerful attacks use up more HP - Fixed Strifeguy's medkit having no pickup effect or message. Eleena: - Sonic Shock was heavily nerfed to deal damage more comparable to Ranger's Shotgun, instead of Doom's. - Sonic Shock is now hitscan - Pellet Bomb is less powerful, but the damage is more consistent. - Dart Cannon deals 7 damage per dart rather than 8. - Napalm Charge as well is less powerful, but more consistently average in terms of damage. - Death Ball pierces enemies properly, and now doesn't suck. - Spider Bombs no longer have higher switch priority than her pistol Kyle Katarn: - Imperial Repeater now uses cell ammo and does more damage. - Concussion Rifle consumes more ammo but does more damage. - Jeron Fusion Cutter only uses a shell for 2 shots. - Kyle Katarn's fist now pierces armor - StormTrooper Rifle now uses clip ammo instead of a shell for every 3 shots, and does more damage. - Dark Trooper Assault Cannon now uses Shells for its primary fire. Why? Too many cell weapons. Don't want the player loaded with Ult ammo after taking out a couple chaingun guys. - Katarn's unique now has a proper class-based pickup sprite - fixed the Thermal Detonators generating blood decals on their own Space Seal: - Mines can blow up their user in DM, but are also shootable - Mines can be destroyed with explosives in all game modes - Space Seal's weapons deal slightly higher damage in DM, as Corridor 7 was one of the first games to have dedicated Deathmatch mode with it own maps, predating Rise of the Triad by a few months. Made sense knowing this fun fact to have Space Seal be the dedicated DM beginner class. - The Alien Plasma Rifle increases in damage as the projectile travels, and on a direct hit the damage, whatever it is, is dealt in full. - Alien Plasma Rifle fires slightly slower and only consumes 1 rocket instead of 2. - The screen briefly flashes red when the Alien Disintigrator is fired. - Alien Disintegrator now fires up to 100 tracers at 16 damage each, slightly improving its killing power at mid range - all C7-related projectile actors have NODAMAGETHRUST, knockback wasn't a thing in the Wolf 3d engine - all C7 bullet weapons deal higher damage at closer ranges, with the possible damage either doubling or tripling at point blank. However, damage is heavily randomized and very inconsistent. Space Seal is the closest to an "authentic" Wolf 3d-style damage system. BJ's weapon damage increases in close range as well, but only slightly. LDF Commando: - Class was almost completely overhauled. All projectiles use the same speed values from source, so they are lightning fast. Projectile damage also uses the same values from source, but most had to be either doubled or increased slightly due to the extremely low damage scale. - LDF Commando now starts with 50 clips. - Drill attack rate and damage matches source. - LDF Guards and Militia were removed from the monster mixer and spawn randomly as allies. The word "Militia" is also no longer misspelled. - Laser Pistol does a solid 10 damage instead of 7-17 - Laser Pistol bolt speed increased from 65 to 155 - Automatic combat laser now deals 40 damage per shot instead of 21-29. - ACR add-on deals 45 damage per laser, for a total 135 assuming all shots hit instead of 36-58, for a total of 108-174 - ACR Add-On now uses 3 shells instead of 2 - ACR Add-On Lasers have the same speed as ACR Standard lasers - Cyclops Particle Accelerator now deals 14 damage per shot, rather than 15-17. - Cyclops Projectiles have 3x speed - Grenade Launcher balls now do a solid 200 damage instead of 83-102+126 radius damage - Grenade Launcher balls now have a blast radius of 64 instead of 102. - GL projectile speed increased from 55 to 75 - Subestron Arm pierces everything, regardless of ripper level. - Subestron Arm projectiles deal approx. 180 damage for every 1/5th a second it remains inside an enemy instead of 40-50. This is enough DPS to nearly kill an Arachnotron in one shot - Estron Projectile has 115 speed instead of 65 - Railgun no longer fires true hitscans - Railgun is perfectly accurate on first shot - Railgun bullets do a solid 24 damage instead of 19.2-27 * 1d3. - Railgun bullets speed decreased from 300 to 275 - Subestron Arm only uses 8 cells when fired. - Plasma Cannon only uses 4 cells when fired. - Plasma Cannon now deals 250 damage per shot rather than 237-293 + 140 radius damage - Plasma Cannon ball now has 100 speed instead of 65 - Added a secret sound Mooman: - Added the four remaining IPOG classes, changing their pistol and melee starting weapons. - Toxic Mutant Gun is no longer the slot 1, instead being Experiment's starting pistol. The slot 1 is now another random item generator (for now.) - Overhauled IPOG weapon damage, basing it on the source code. Because the damage scale in IPOG was rather high, the damage of nearly every weapon had to cut in half. - Mooman now uses his own pistol instead of the Cyborg's - Plasma Shotgun deals 25 damage per bolt for a total of 125 damage instead of 13-17 for a total of 65-85 - Chaingun now does 20 damage per shot instead of 8-12 - Flamethrower was nerfed, Dealing 20 damage per shot instead of 72. - Flamethrower uses cells. - IPOG weapons now have proper names instead of using the prefix "Fast" or "Aldus" in front of everything. - IPOG weapon explosion code is more like the original game, creating a blossom of mini explosions on contact. - Random Item Generators grant 5 timebombs, mines, or grenades at a time instead of only 1. You can also carry all your grenades between levels. - IPOG Rocket does 25 damage and bursts into a ring of 20 fireballs around it, each dealing 25 damage themselves. - Grenades, Mines, and Timebombs work similarly except they fire 28 fireballs around the blast zone. - Laser Beams now deal a solid 30 damage instead of 26-30. - Plasma Annihilator now deals 200 damage per beam instead of 180. - Implemented IPOG blood - All IPOG projectiles and puffs create IPOG blood when hitting bleeding enemies - Made IPOG projectiles not use additive rendering. This wasn't a thing in the original game so I dunno why it was added here - IPOG Shield Charge now offers protection from all damage - IPOG clones now transfer the correct player color and altclass - The player can only have 3 IPOG clones active at a time, and they all die when the player does - IPOG Clones have 200 health instead of 500 Jack Curtis (Disruptor): - Added Alt ammos and secondary firemodes for the Phase Rifle, Repeater, and Lock-On Cannon. - Lock-On Cannon no longer locks on unless you're aiming directly at a target. - Added widescreen sprites for the lock-on cannon. - Added Drain and Heal Psionics - Added a psionic ammo system instead of treating spells as consumable items. - Each orb spawned by hitting an enemy with an offensive psionic is worth 2 health bonuses. When picking up Psionic orbs or health bonuses, Jack gets 2 PSI energy he can use to heal himself to 200 health. - Added Terablast, the upgraded form of the blast psionic. - Added the Plasma Lance, a powerful flamethrower. - Zodiac now acts as an expanding semi-spherical wall instead of a ring of deadly acid rain - Zodiac is no longer spelled as Zodyac - Zodiac is now somewhat suvivable in DM, but only at longer ranges. Wouldn't recommed getting too close to a Jack player in general - 10mm pistol upgrade now has infinite ammo unless pistols are set to use ammo - AM Cyclone now uses shell ammo and deals more damage - AM Blaster fires faster, but only deals a maximum damage of 180 - Added a secret sound Grondoval: - Added widescreen sprites for the Bow and Ice Halberd, made by Norwegian_Loki - Grondoval now starts with full health and 50 points of basic armor. - Grondoval is now immune to headshots - Pike Axe and Battle Axe switched slots - Pike Axe projectiles deal a solid 90 damage instead of a pitiful 10-28 damage. However, it only fires one non-homing projectile - Battle Axe now deals 150-180 damage instead of 95-115 - Halberd shots now do 13-25 damage - Arrows had their max damage raised a bit - Added flaming arrows that can be ignited through a right-click - Shortsword is now slot 1, and can be ignited for 80-100 damage at the cost of 3 bullets. New fist is....your fists. - Gibs spawn from directly from enemies by hitting them and copy the target's blood color, and Witchaven attacks stunlock enemies universally - Grondoval no longer gains additional ammo. - Further optimized Witchaven nuke particle effects, they look better than ever and cost much less performance Freeman: - Shotgun and Python/Deagle have switched slots - Most HL weapons had their fire rates tweaked as they fired too slowly - Half-Life weapons can now headshot enemies for double damage - Freeman/Shepherd can now gib basically any bleeding enemy just like Ranger or Bitterman. Red colored enemy gib models were integrated to the core files so enemies like Pinkies can be gibbed. - Buffed Adrian's Deagle to deal full damage without the laser sight on - M249 and Spore Launcher have double magazine capacity - M249 ammo belt now animates - HL Blood now spawns when shooting any bleeding enemy - Crossbow bolts will now explode when they hit a surface. - Updated HL Weapon Bobbing - Half-Life pistol now has its second reload animation when the player has fully depleted their magazine implemented - HL Hornet projectile speed was decreased to better match original behavior - HL MP5 grenades now rotate in the air and fly at a slightly higher arc - HL Frag Grenades fly at a higher arc and velocity - Shotgun is slightly more accurate, fires much slower on the altfire - SAW is less accurate - Fixed SAW potentially dealing triple damage in coop - Adrian Shephard can no longer blow himself up with the displacer. - The Displacer was buffed to deal extra damage, has a large blast radius, and the projectile is significantly faster - DM Kills with the teleport altfire now award kills to the shooter properly - Fixed game crashing to desktop randomly when loading a map online. - Fixed potential crashes in Half Life allies - Fixed Freeman's grin when picking up a weapon being very large in size compared to the rest of his mugshot sprites. - Picking up weapons no longer refills mags - Gluon gun spiral now works online and bends faster - Half life flash light and hev is turned off when switching modes - Half Life, as well as Hexen2 and Goldeneye invisibility uses a new powerup mode which should play nicer with different invisibility types - Fixed Freeman and Adrian randomly causing one of Lo Wang's taunts to play when gibbed with the HL weapons - Fixed Freeman having Adrian's model when firing the crossbow Lo Wang: - Riot Gun and Grenade Launcher have switched slots, and GL uses rocket ammo again - Riot Gun is more accurate, shoots slightly faster and fires 12 pellets instead of 10, but does a little more than 1/3rd of the damage it used to do - Fixed Riot Gun reloading when out of ammo - Riot Gun can now switch fire modes in the middle of a quad burst - Nuke no longer requires 30 rockets to fire - Nuke does only 800 damage, but spawns nuclear fallout - Added the Gas Grenade - Sword and Fists now deal a lot more damage - Uzis now deal 7-9 damage instead of 8-12 - Shrunk SW explosion sprites and blast radiuses - SW Grenade projectiles have less velocity - Fixed a bug with Lo Wang Uzis using double ammo in cooperative game modes - Seeking missiles no longer deal more damage than non-seeking ones and Wang no longer gets full heat seeker cards from rocket ammo pickups - Railgun now explodes with greater force to be more effective against enemies it can't rip - Buffed Gaurdian Head, Sword, and Fists - Fixed Sword, Fist, and Shuriken gore effects not transferring the proper blood color of enemies. - Added more Lo Wang fortunes, up to 100 different fortunes from 22. - Lo Wang now makes taunts when interacting with duke strippers - Lo wang clone logic has been updated, and no longer relies on tids - Lo Wang only gets 50 extra health from soulspheres like Duke - Lo wang fists can hurt the player by punching walls again - Lo Wang's bloody hands will now be cleaned off when going to a new level - Added decals for Lo Wang's uzis and fixed Coop Riotgun not having decals Cybermage: - Changed how the Laser Pistol, Fusion Gun, and Blast Rifle function to be closer to the original behavior - Laser Pistol fires as fast as the player can push the fire button (think HL2 pistol) - Fusion Gun shoots almost as fast - Blast Rifle fires two explosive bullets per shot at 36-44 damage per bullet at a decent semi-automatic rate of fire - Blast Rifle shots deal explosive damage to nearby enemies - Magic Null Fire shots (starbolt) damage was buffed significantly and deal explosive damage to nearby enemies - SMG is now hitscan and has almost no vertical spread - Heavy Blaster MG can now fire in sustained automatic if the fire button is held after its initial 5 round burst - Pistol now does 9-13 damage instead of 11-17 - Fusion Gun now does 40-56 damage instead of 60-76 - SMG now deals a solid 10 damage per shot instead of 5 1d3 - Rocket Gun now forces radius damage, does a whole 15 less total damage - Heavy Blaster MG shots now deal 21-35 damage instead of 28-42 - Nova shots deal way less damage, but force radius damage on bosses and use 40 cells instead of 96 - Buffed Magna Rip shots significantly, dealing consistant damage in the 150-180 range instead of potentially dealing only 25 damage - ElectoSchism now homes in on targets - Painwave shots now rip through everything, and no longer damage the user - Cybermage now has portable medkits - Picking up a Cybermage Unique now gives ammo depending on the spell you receive. This now means that picking up spells you already have is not completely useless. Jon: - Magnum now deals a solid 25 damage per shot, fires slightly faster, and is more accurate - Shotgun deals a solid 15 damage per pellet, for 105 damage total if they all connect - Shotgun reloading makes a bit more sense, ejecting 8 shells and loading 8 - Shotgun reload is now much faster - Machete deals 25 damage per slash - M60 deals 15 damage per shot and is more accurate - M60 fires in 3-round bursts when the fire button is tapped instead of held - Flamethrower fires a longer and more damaging stream of flame, and it also looks better - Flamethrower uses 40% less ammo for damage dealt - Cobra Staff missiles now deal 250 damage - Sacred Manacle shots track much more effectively, deals 200 damage per lightning strike in Coop and SP and 80 in DM - Sacred Manacle is no longer useless in DM - Mummy Staff deals 100 extra damage and has a larger radius - Mummy Staff no longer OHKs players through invulnerability in DM - Ring of RA fireballs deal 18 damage - Fixed Heretic keys being a bit too low Leonard: - Revolver now deals 40 damage - Chicken Crossbow has now traded slots with Dynomites - Huntin' Scope Rifle now deals a solid 100 damage per shot instead of 80-110 - Huntin' Crossbow now deals 70 damage per arrow instead of 23-47 - Dynomite Crossbow is attained by finding dynomites, and acts as a second slot 2 - Chicken Crossbow is attained by finding chicken ammo, and acts as a third slot 2 - Chicken arrows now seek targets - Dynomites now deal 140 damage instead of 128 - Explosive arrows now deal 140 contact damage and 140 blast damage, for a theoretical total of 280 damage on a direct hit - Scatter gun now deals 10 damage per pellet and fires 10 pellets per barrel, for a total of 100 damage per barrel. However Scattergun is much less accurate - Scatter gun deals only 70 damage per barrel in DM - It is now easier to fire one barrel at a time with the Scatter gun - Ranch Rifle is less accurate, but deals 20 damage per shot in SP and Coop and 15 in DM - Ranch Rifle fires slightly faster - Alien Bra gun is less accurate, but deals 30 damage per shot in SP and Coop and 20 in DM - Alien Bra Gun fires slightly faster and its recoil is more smooth - Hulk Arm was buffed considerably. Each projectile deals 250 damage, for 1,250 damage total in a burst. also increased the firerate slightly and decreased recoil by about half - Having a high gut meter improves defense but causes you to periodically fart, which alerts nearby enemies - Having too high of an alcohol meter makes you drunk - Added piss key for Leonard (class unique key like Half Life flashlight or Bond watch) - Bubba can now be hit with a crowbar to end a level early - Bubba will also arrive with a motorcycle when summoned (but not Elvis Bubba) - Leonard only gets 50 extra health from soulspheres like Duke. They're also referred to as "Dee-Lishous Goo-Goo Clusters!" - Leonard and all RR enemies have orange-ish blood - Leonard motorcycle is neither solid nor shootable now - Ripsaw can no longer stunlock bosses and deals 20 damage at a lower userate - Removed bullet gldefs from leonard. They were fugly Bitterman: - Bitterman now has a new status bar HUD thanks to Hiragamer - Bitterman now starts with 50 clip like other classes - Blaster Projectiles deal 20 damage in SP and Coop and 30 in DM instead of 4 1d8 - Shotgun and Super Shotgun fire slightly faster and deal a solid 6 and 8 damage per pellet respectively - Machine gun deals 16 damage per shot instead of 5.5 1d3 - Chaingun was nerfed considerably. Although it consumes half as much ammo, the chaingun deals only 6 damage in SP. in DM, the damage is 2 - Chaingun is also less accurate - RocketLauncher deals 150 damage + 150 blast damage instead 25 1d3 damage + 128 blast damage. Blast Radius is also ever so slightly smaller - Hyperblaster bolts deal 25 damage per shot instead of dealing equal damage to doom plasma - Hyperblaster only deals 18 damage per shot in DM (original Q2 is 15, but this is too low) - Grenade Launcher deals 125 damage + 200 radius damage instead of 20 1d8 damage + 128 radius damage - Grenade Launcher grenades have a much larger blast radius, at 165 instead of 128 - ETF Flechettes deal a solid 14 damage per shot, fire faster, pierce shields used by enemies such as the Brains, and can now be doubled/quaded. - Ion Ripper was moved to Backpack and fires a bit faster - Railgun was moved to Unique 1 instead of BFG slot and deals double damage against enemies that can't see the shooter, or to all enemies if the weapon is silenced - Railgun does 100 damage per shot in DM instead of 150 - BFG 10K deals a solid 200 damage on contact instead of 150 1d8 and the beams deal a solid 10 damage instead of 5-8 - BFG 10K also no longer spawns Doom BFG tracers, and instead has a very large blast radius with rapid damage fall-off - BFG 10K only deals 200 damage in DM, and the beams deal 5 damage - Picking up a blursphere randomly gives Bitterman a Silencer, Dual Fire, or Double Damage. No longer becomes invisible - Picking up a slot 7 in SP or Coop gives you a single Quad Damage. - Picking up invulnerability only gives you invulnerability. - Picking up soulspheres and megaspheres as Bitterman works identically to picking them up as Ranger. - Fixed pathing issues for Q2 GLDefs (dynamic lights) and Brightmaps (uhhh....shiny stuff) causing them not to appear in game. - Fixed Ion Ripper trails causing lag online. - BFG10K ball has proper gldefs - BFG10K ball has proper transparency - Fixed Hyperblaster being silent as it stops firing. Doom Support: - Barons can now be shrunk and expanded with Duke's Shrinker and Expander - Improved Skulltag monsters to have proper blood color on gibs and custom deaths - Brutal Doom checker now plays the most annoying sound in the world if detected - Removed all Pain.WTMelee and etc states from the doom enemies. These were pointless and making the VDR enemy sprites change when getting hit with Witchaven weapons - Doom weapon pickup sprites should appear properly in other IWADs - Added menu options to replace the Blur Sphere, Infrared, and Computer map with various items - Computer maps by default are no longer replaced - Removed the old and disgusting bloody hell death states Chex Quest Support: -Polished the Chex Quest enemies -On GZDoom, Chex Quest 3 now uses the right blood colors for Remixer enemies Heretic Support: - Lesser Tomes have been replaced with uniques - Fixed TimeBomb replacers failing to spawn in certain sourceports due to a missing sprite - Disciples of D'Sparil can no longer be frozen. - Fixed stacked Wings of Wraths from being taken all at once Hexen Support: - Fixed Combined ammo pickups giving effectively infinite ammo during certain conditions - Fixed crashes when travelling between levels in a hub when using Zandronum (also applies to Strife) - Fixed RoTT God Mode sounds playing unexplainably in certain hubs in both Strife and Hexen. - Fixed frozen afrits using Ettin freeze sprites Strife Support: - Fixed Freezing the Programmer soft-locking the game. - Entity now dies correctly when frozen. Though it's not really supposed to be able to freeze in the first place - Fixed an issue with DSMissiles appearing in the console - Sigil item is now given to Strifeguy - Sigil pieces are now given in proper order by bosses regardless or the order you kill them in - Sigil inventory should no longer be silent - Strife upgrades give proper unique pickup messages -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------- -----------------------------Reincarnation 1.0b Mixer---------------------------- ---------------------------------------------------------------------------------------- General: - Several enemies had their masses reduced so that they could be pulled by Adrian's new grappling barnacle - The big armor drops in Pinata Party mode now respect the armor setting - Removed Night Vision Visors and Environmental Protection Suits from being dropped in Pinata Party mode - Removed the Skulltag rune drops in Pinata Party mode in order to maintain GZDoom compatibility - Several enemy pickups now tell you how much health/ammo they gave you Doom 64: - Doom 64 shotgun guy slot 2 drop now uses the proper sprite - Some Doom 64 enemies had their damage values tweaked Vanilla Doom Randomizer: - Added the Bloody Hell XDeath Effects to the Female Plasma Zombie - The Afrit no longer makes a Bloody Hell death effect when dying - Nerfed the Diabolist - Serpents can now spawn in nukage, slime, sludge, etc - Fixed a couple of obituaries Chex Quest: - Reduced health values for a couple of Chex enemies - Fixed incorrect attack timing on Chex Flem Mine Heretic: - Reduced the Undead Knight's health value - Fixed the Weredragon being invisible when frozen - The Death Wyvern no longer has grey blood and has regular blood like the Reincarnation counterpart - The Death Wyvern no longer has a huge zorch effect Hexen: - Changed health values and reset damage factors for Remixer Hexen enemies to not be so spongy Wolfenstein 3D: - Fixed the Fake Hitler Ghost and the Fire Drone bleeding when dying using the extra blood modes - Fixed Super Otto dropping a Wolf3D key when he isn't supposed to Totenkopf: - Fixed the Totenkopf mutants calling for the wrong blood type, as well as disappearing when kicked by Duke Duke Nukem 3D: - Duke Overlord should no longer overwrite DTINV's Overlord Marathon: - Fixed the Marathon 2 Ticks hurting invulnerable players with their suicide bombs - Fixed the Marathon Looker hurting invulnerable players with thier suicide attacks - Burnable Marathon enemies updated to use extra burn sprite. - Security Officer VWEP system added to ReMixer version. Quake: - Fixed the Spike Mine hurting invulnerable players - Fixed Armagon having an extremely high mass Blake Stone: - Plasma Sphere had it's mass reduced Rise of the Triad: - Most of the robotic enemies now take more damage from normal attacks Blood: - Blood Choking Hand should no longer appear in player inventory with "Give all" - Fixed certain Blood enemies not running away from the player when burnt Strife: - Cultists of the Order no longer infight with other enemies - Fixed incorrect attack timing on Sentinels - Fixed sprite conflicts with Acolytes and Hexen's clock hear puzzle items Rebel Moon Rising: - Estrons now have correctly colored blood effects when dying - The Jump Commando no longer has scaling issues when dying - Duke now uses the correct taunts for killing Estrons Dark Forces: - The Imperial Commander now drops the Slot IV if the enemy drop mode is set to "Doom-Style" - Made the enemies for the Dark Forces set disappear when crushed, much like in the base game In Pursuit of Greed: - Fixed the Veek Warrior crashing Zandronum if burnt by Caleb - Fixed the IPOG Shotgun drop using the wrong sprite Disruptor: - Most Disruptor enemies now produce Bloody Hell death effects Witchaven: - Gave most of the Witchaven enemies Bloody Hell death effects Half-Life: - The HECU robot's health was lowered to 350 to compensate for some situations where the player won't have any explosions to use - Half-Life alien blood should no longer have any red Shadow Warrior: - Fixed the Guardian Head dropping itself upon death Cybermage: - Nerfed the aircar into the ground - Fixed the Exceptional Wild Mung turning into its' regular form when growing back after shrinking - Reduced the health of a few enemies Powerslave: - A few actors related to the Anubis Warrior were removed Catacomb 3D: - Fixed a couple of Catacomb monster obituaries not showing properly and some grammatical errors in them - Fixed Bunnies not having their invulnerability flag removed properly ---------------------------------------------------------------------------------------- -----------------------------Reincarnation Mixer--------------------------------- ---------------------------------------------------------------------------------------- General: - Added Goldeneye, Hexen 2, and Catacomb series enemies to the mixer - Improved Invasion support. Spawners now properly dissappear in invasion maps - Added a mixer option for enemies in Shotgun guy or Chaingun guy spawn slots to drop slot 2s or 4s respectively. This applies to nearly all mixer slots retroactively, but sometimes an enemy occupies multiple slots and so the drop chance is lowered in those cases - Added a class-based spawning system for alt-classes - Greatly expanded Boss Monologues. Now nearly every final boss of every mixer set rants at the player on map start. - Improved pinata party support. Loot now scales in quality for enemy tiers - Enemy multipliers no longer require their own actors and will just spawn multiple enemies - Invasion mode can now use the multipliers - Modified multiplier option to go only from 1-20 - Fixed enemies not dropping weapons when killed with Blood fire weapons - Boss spawners will check if mode is invasion, if so, kills the spawner off - IPOG and Witchaven Flame Projectiles now trigger Burn deaths - Changed the way gibbing works for some sets. If an enemy doesn't have an XDeath or appropriate Death animation, it simply removes their body when they are gibbed. - Removed a useless graphic that was causing a harmless startup warning for a long time, the PM40 warning - E1M8 should no longer be blocked, regardless of the spawned monsters - Removed old outdated randomizer cvar - All boss and mini-boss monsters trigger their map specials no matter how they are killed Players: - Fixed Ranger crash with quad damage - Added BLood fire deaths to 3d humanoid enemies - Some enemies that couldn't be gibbed by Build engine classes now can - Most, if not all monster corpses shouldn't be able to be gibbed from Zorch attacks. - Removed Countkill flag changes while shrinking from all mini-boss monster replacements and moved them into the shrunk monster itself (to hopefully prevent invasion waves from ending prematurely when Duke shrinks a bitch) - Added +NOBLOODDECALS to Build Engine monster corpses - Added player dummies for LAB Duke Nukem, the Hexen classes, the IPOG altclasses, and the ROTT altclasses - Baron enemies should now die properly when frozen - Fixed monsters dropping multiple items when frozen Doom: - Added Vanilla Doom Randomizer (random R667 doom enemies) - Nerfed Doom64 revenant tracers - Copied over death states that were missing in mixer from reincarnation so that doom enemies no longer break maps Chex: - Gave the Flemoids their proper blood color - fixed the Commonus and Bipedicus doing ranged damage. - Snotfolus' footstep sounds can no longer be heard across the map Wolfenstein: - Added Totenkopf SDL enemies - Added new replacements for Otto Giftmacher, Hans Grosse, and Fake Hitlers in Lost Missions Mode. Kapitan Gerhardt von Schreiber, Generalleutnant Stahlkopf, and Fire Drones respectively - Wolfenstein bosses no longer drop useless keys - Replaced Wolfenstein's Catacomb Mage SS Replacement with a new secret enemy - All Wolf 3D Dog enemies now have 80 health and a pain state - All Wolf 3D Spectres have 60 health - Fake Hitler fire does way less damage (about a quarter of BJ's slot 6 per shot). Makes both it and the fire drone a lot more like a flying Arachnotron rather than this death stream firing monster - Dogs now make barking sounds while idle, because they did that in the source Duke: - Added DCLAB enemies - Removed Maxstepheight 256 and Dropoff flag from Protozoids to prevent them from getting stuck in Invasion - Protozoids no longer count as kills to preventing holding up invasion waves - Protozoids now spawn in groups from eggs - Improved Protozoid attacks - Pig Cops and Enforcers now drop their random item drops when killed - Fixed a bug where Assault and Beach captains were still unshootable if the player died while they were teleporting - Protector Drone shrinker projectile is 2.5x slower so players can dodge it easier Heretic: - Made Heretic's Hell Knight replacement a Weredragon - Fixed Heretic ammo drops, added Quartz Flask, Tome of Power, and Mystic Urn enemy drops - Added a secret enemy for Heretic mixer set based on one of Raven's earlier games Hexen: - Made Hexen 1's revenant replacement a Wendigo, moved Slaughtar to Spectre spawn - Moved some Hexen 1 spawns around so you get less overwhelmed by Dark Bishops - Wendigo is the only hexen enemy to spawn in Mancubus slot Marathon: - Marathon enemies no longer use a weird spawning system for skill-level based stat changes - Added Headless from Pathways into Darkness as an SS replacement RoTT: - Lightning guards will no longer wait 3 seconds to decide when to get up - Moved Rott Strike Team to Demon slot - Rott Low gaurds also occupy imp slot - RoTT enemy HP and damage values now reflect source. Enemy bullet attacks now do 10 damage per shot and explosives deal 50 (except NME. He's hard enough as is) - Death.RoTTExplosive automatically falls through into XDeath (so RoTT missiles always gib RoTT enemies) - RoTT explosive discs no longer count for kills - Fixed Darian becoming invisible if he goes wackamole and the player dies - The RoTT net should be taken away when respawning, so that players aren't respawning with no weapon and being unable to switch - Lightning guards drop stolen weapons when expanded in coop Blake Stone: - Added a new enemy for Blake Stone's mixer, the Perimeter Gunner Drone. It's basically just a flying version of the turret from AoG. - enemies that drop weapons now always drop their weapons. Players that use shell weapons should have a much easier time, including Blake himself - Fixed STAR Troopers using Sentinel sprites when getting XDeath'd - Blake Stone enemy attacks no longer leave decals - STAR Troopers no longer drop their weapons when they fake their deaths Blood: - Added Q1 and Q2 gibs to Bloated Butcher - Blood Cultists now have an increased chance of dropping their items - Blood enemies now use HP values from the game on Still kicking difficulty (with some exceptions. Can't have Tchernobog have 1200 hp) and use damage values faithful to the source material - Choking hands no longer count as kills - Butchers do not spawn in baron slot - Beasts do not spawn in Hell Knight slot Strife: - Acolyte damage now matches original - Added Strife Cultist. Thanks to Dynamo and Nash for creating the cultist Corridor 7: - Fixed Semaj Q2 gib deaths spawning red chunks - Gave Solrac a more fitting shade of violet for a blood color - Gave Otrebor purple blood - Gave Ttocs green blood - Added weapon drops to C7 Mechanical Warrior and Tymok - Rebalanced some C7 enemy's health - Moved C7 enemies spawns around in light of the buffs/nerfs - Added Operation Body Count Balaclava terrorist as an SS replacement for the C7 enemy set RMR: - RMR enemy green lasers do a solid 10 damage, Orange 15, Cyan 9, Purple 45, Red 20, White 30, Grenades 20+36 radius, Rails 7 - Black Suit Strikers now have 50 health instead of 165 - Estron Babies have 175 health instead of 130 - Estron Warriors now have 145 health instead of 320 - Estron Elders have 1000 health instead of 600 - Grenade Drones have 30 health instead of 50 - Heavy Black Suits have 100 health instead of 230 - Hover Gunners have 150 health instead of 135 - Jump Commandos have 2500 health instead of 3000 - Laser Drones have 14 health instead of 35 - Shog'Grans have 150 health instead of 200 - Spinners have 175 health instead of 30 - Subestrons have 2000 health instead of 5000 - Terrans have 100 health instead of 140 - UN Blue Suits have 45 health instead of 25 - UN Jump Troopers have 75 health instead of 80 - UN Shock Troopers have 75 health instead of 45 - Spinners have been moved to Cacodemon slot - Fixed Shock Trooper Zorch animation Star Wars Dark Forces: - Star Wars Dark Forces enemies now always drop their weapons - Fixed infinite shell loops on Stormtrooper Rifle drops (the additional 16 shells is no longer needed anyway) - Fixed Jerec continuously triggering boss taunts In Pursuit of Greed: - IPOG enemy HP now matches source (half for common enemies, equal for Berserkers and all the higher tiers) - Fixed Elite Corps triggering boss taunts - Implemented IPOG blood to enemies - Fixed the hitscan enemies from IPOG leaving decals - Made the hitscanners less aggressive - Made the IPOG prisoner not deal stupid amounts of damage - Added a cut enemy from IPOG named the Imperial Drone as a Pain Elemental replacement Disruptor: - Added Weapon drops to Disruptor Enemies - Disruptor enemy HP values have been changed. While I don't have the original HP values from Disruptor, they were clearly way too tanky - Added Disruptor Cyberdemon replacement (it's a giant disruptor. nothing too exciting) Witchaven: - Witchaven Lava Fiends now bleed brown - Witchaven enemies have HP and damage slightly more true to source. (some enemies had their health multiplied, and i had to infer how much damage some enemies that don't use equipable weapons did) - Fixed Pike Axe drops giving slot 3s, raised their drop rate, and added more monster drops - Goblins, Argothonians, Sentinels, Ogres, Knights, and all 4 colors of Midian warriors were combined into their own random dropper - Moved WT monster spawns around - In general, most Witchaven monsters have less health but do more damage Half-Life: - Made alien grunts do the appropriate damage with their hornet projectiles - Changed all HL enemy hp and damage values to be closer to original - HECU Marines and Black Ops now always drop their shotguns and MP5s - SAW Ammo gives cells for all classes instead of just adrian - Grondoval Nuke no longer crashes when used against some half life enemies - Abrams and bradley heads no longer appear after being disintegrated or nuked - Half Life enemies should no longer crash from various death types - Shock Roach and Baby Headcrabs no longer count for kills - HECU Robots now take double damage from explosions - HL Tanks now transfer map specials when killed normally Shadow Warrior: - Fixed SWRippers not dropping hearts in alternate deaths - Moved Baby Ripper to Imp spawn - SW Enemies now drop ammo - SW enemies use HP and damage values faithful to source - SW Wizards now act like Guardians - SW Coolies now work a little differently. Instead of their corpse being immediately destroyed with an explosion on death, their corpse stays. Then, there is about a 50/50 chance they will spawn a ghost. if a ghost doesn't spawn, their head disappears. -Moved Gaurdians and Wizards to Hell Knight spawners - All three ninja and henchmen variants moved to Revenant spawn - Red Ninjas no longer spawn in chaingunner slots - Moved Serpent God to baron slot - SW Ghosts no longer count for kills - Nerfed SW Baby Ripper melee attack speed Exhumed: - Made Ammit and Set's obituaries use the player's gender - Powerslave Ammit is no longer invulnerable. Instead, it takes half radius damage - Exhumed enemy HP now match source (found the math) - Kilmaatikahn is now the SpiderMaster replacement, with Set or Selkis as Cybers - Exhumed monsters use Custom Melee Attacks instead of normal dice roll melee attacks to prevent them from doing so much damage - Blue Scorpions and Red Mites no longer count as kills - Bastets are now forced out of hiding after a specific duration CyberMage: - Provided sprites for Cybermage ammo pickups and added pickups to several enemies - Changed GangX and Mongo attacks - Made Legion of Doom a bleeding actor and gave him green blood - Cybermage troopers drop clips 100% of the time they are killed now - Cybermage metabots do not spawn in baron slot Redneck Rampage: - Frank doyles now piss on players if they killed them - Alien vixen teat gun has been modified: it now does 20 damage per shot and uses accuracy values faithful to the source, as well as a faithful firing pattern. - Billy Ray Jeeter and Frank Doyle scatter gun now does 10 damage per pellet and has accuracy faithful to the source - Doyle bikes, sheriff hobbes, and coots now do 20 damage per shot and has accuracy faithful to the source - Added missing Alien vixen variants - Added missing coot variants, general skin overhauls - Added missing Billy Ray Jeeter variants - Added missing Frank doyle variants - Added missing Guard Dog variant - Added ghost sheriff hobbes - Billy Ray Jeeter now sometimes drops his shotgun - Redneck ghosts now unset solid in their death states, so that they no longer obstruct spawners - Alien vixen spawner is converted to an actual spawner actor since randomspawners do not support pointers Quake 1: - Improved Shambler beam - Shamblers no longer melee instantly - Buffed Shambler HP slightly from 600 to 650 - Shambler lightning and melee deal more damage - Resized most Quake enemies to be 25% larger - Added Quake Blood to enemies - Shamblers were moved to AV slot - Death Knights were moved to Fatso Slot - Vores no longer spawn in Rev slots - Quake 1 Baron Slots are exclusively populated with Guardians 2-4 - Quake Mummies no longer spawn in AV slots - Quake Ogres can now spawn in HK slots - Quake 1 zombies always die on the second kill - Fixed Zombies not being gibbable with Bitterman's weapons - Quake Dragon lightning no longer adds to monster count Quake 2: - Modified Gladiator Beta Class shield to have correct offsets - Ion Ripper guards now use the correct boomerang models - Gekks no longer add double kill counts from freeman gibs - Q2Tanks have less wonky HL gib behavior - Added burning sound to most Strogg - Quake 2 enemies now reference the correct ammo pickups (they all drop their appropriate ammo now) - Fixed a whole mess of issues with strogg death states, but these may need some extra testing. It also fixes most fire types not making Strogg play their unique burn sound - Q2Brain shield spawner no longer uses +NOINTERACTION. Maybe shields will properly remove themselves always - Q2 Enemy Rocket, Grenade, and Phalanx projectiles no longer insta kill - Brains and Parasites don't deal quite as much damage - Altered some bullet attacks - Nerfed Quake 2 Mutant melee range - Fixed Brain shields not lowering when killed in certain ways - Fixed Medic corpses being invisible Heretic Support: - Made Heretic's Weredragon spawner inherit from HellKnight spawner to get slightly less tanky enemies - Fixed Heretic D'Sparil spawner not raising the steps at the end of the game - Heretic Zombieman replacement is now the standard Golem, imp replacements are fire gargoyles - Changed Heretic spawners in general to be more reflective of what they should be in heretic. also altered them to spawn monsters of the correct size for Corvus Hexen Support: - Made Hexen's Wendigo spawner inherit from Revenant spawner, for the same reasons as Heretic - Heresiarch and Korax spawners now properly trigger map scripts Credits: Reveal hidden contents Lead Developer Shiny Metagross Executive Developers Magnolia Shadowlink223 Cubebert Community Manager Meleemario Developers NorwegianLokiAssistant Developers tehvappy50 Radiocaster LtMajorDude Zircon Lead Beta Tester Pangoro Beta Testers Flynn Taggart Necron 99 LaserPope Laggy Blazko Cubebert King Makron Radiocaster Crazyboy88 LuisDHR19971 Nautilus Kaminsky/AKMDM Powerful_Hoe Aura Doom_Reaper Absolute TruthSeeker Discord Managment LuisDHR19971 Zircon Pangoro Radiocaster King Makron Former Developers Jesh Dynamo Hiragamer98 IvanDobrovski Additional Credits Terminus for creating Samsara Ijon Tichy for making many Samsara systems Kinsie for maintaining Samsara after 0.31 Nax for assisting early Extra Heroes and fixing some player classes Donald for creating Witchaven and Half Life class Gardevoir for their Strife addon Cyantusk for balance tweaks and In Pursuit of Greed Class Cruduxy Pegg for polishing ZBloodX addon BouncyTEM for their Corridor 7 addon tehvappy50 for their Doom64 addon The_Riet for adding Katarn Lex Safonov for their Shadow Warrior TC PresidentPeople for allowing the use of their Zandronum player sprites temporarily Max-ED for their Re-Exhumed addon Doorhenge for making widescreen friendly hexen mace Knight_Kin for making the Hexen weapons improvement project Scotty for creating the code for a laser guided RPG system TheCamaleonMaligno for their Q2 addon as a base LanHikariDS for making a fullscreen bitterman hud -Jes- for tweaking Eleena Special Thanks Hiragamer for his amazing work on HUDs and every art related stuff Zircon for coming up with tipbox and some Hexen 2 ideas Kaminsky for providing technical services to the creation of this mod Powerful_Hoe for providing a multiplayer service and group for testing online features (and being beautiful and nice!) Watermelon for teaching Jesh ACS Flynn Taggart for coming up with ideas and being a good artist Jack Freeman for services for the mod and creating the original Bond class Meleemario for being a good friend to Shiny Metagross LtMajordude for gathering information needed to make this Compendium possible GZDoom and Zandronum developers ID Software (For Doom, Doom II, Catacomb 3D, Wolfenstein 3D, Quake, and Quake II, as well as publishing Heretic, Hexen, and Hexen II. And the Doom engine, this project wouldn't be possible without it) Team TNT for TNT Evilution Raven Software (For Heretic, Hexen, Hexen II, Hexen II Portals of Praevus, CyClones, and ShadowCaster) JAM Productions (For Blake Stone) DIP (Developers of Incredible Power) (For Rise of the Triad) Apogee Software (For publishing Blake Stone & Rise of the Triad) Accolade Inc. (For Eradicator) Monolith Productions (For Blood) Midway Games LtD. (For Doom 64) Capstone Software (For Corridor 7, Witchaven, and Operation Body Count) Fenris Wolf (For Rebel Moon Rising) Rogue Entertainment (For Strife and Quake Mission Pack 2: Dissolution of Eternity) Mind Shear Software (For In Pursuit Of Greed/Assassinators) Insomniac Games (For Disruptor) Xatrix Entertainment (For Redneck Rampage and Quake 2 Ground Zeros) LucasArts Entertainment Company LLC (For Star Wars Dark Forces and Jedi Knight Dark Forces II) Valve Software (For Half Life and Half-Life 2) Gearbox Software (For Half-Life Opposing Force and Blue Shift) 3D Realms Entertainment Inc. (For Duke Nukem 3D and Shadow Warrior) Origin Systems (For Cybermage) Lobotomy Software (For Powerslave) Hipnotic Software (For Quake Mission Pack 1: Scourge of Armagon) RareWare LtD. (For Goldeneye 007) Eon Productions (For the James Bond 007 film franchise and the Goldeneye Movie) SoftDisk Inc. (For Catacomb Adventure series) Wolf Skevos Jones (For the Castle Totenkopf SDL mod for Wolfenstein 3D), as well as being an inspiration to develop mods Our Discord Channel: Reveal hidden contents https://discord.gg/f8b57jV 0 Quote Share this post Link to post
Ozcar Posted May 27, 2023 I love samsara mod and all classes, but i wish there option to disable pain effect, because i cant stand marathon/Chex quest pain effect due my eyes hurt. 0 Quote Share this post Link to post
DoctorBleed Posted October 1, 2023 Download links seem to be down. I've been trying to grab this mod and can't. 1 Quote Share this post Link to post
discpaul Posted October 2, 2023 (edited) On 10/1/2023 at 11:22 AM, DoctorBleed said: Download links seem to be down. I've been trying to grab this mod and can't. Go to the discord , all links ( in versions updated ) are in section downloads ! ;) Edited October 2, 2023 by discpaul 0 Quote Share this post Link to post
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