NOTE: This is a GZDOOM mod *only*-- v3.3+ will (usually) run fine. Won't work on Skulltag, Zandronum or original ZDOOM, and probably not QZDoom. This is perhaps the single most massive update ZX has ever seen. It's been a very long time coming, but it's a *doozy*. Next update will be focused on monsters and perhaps some HUD options. Be advised that this **will** break old savegames as it has new ACS stuff in it. ZX log: --WEAPONS-- -NEW- *New weapon: the homing rocket launcher. Takes two rocket ammo to fire a burst of three little homing rockets. Slot 7. *New weapon: the (true) Unmaker. The D64 Unmaker, remade to take Argent energy. No Demon Keys required. Hellacious damage. Slot 0. *New weapon: the "Reaper" Hellfire Rifle. Based partially off of the DOOM 2016 multiplayer's Hellshot and Reaper weapons, this rifle fires little explosive balls of pure, unadulterated balefire. Has a habit of curving shots toward enemies. Uses Argent mags. Slot 8. *New "weapon": the Flashlight! No really, the Flashlight. Straight outta Doom 3. Lights the way ahead, and you can bash assholes over the head with it. At least it'll give you 40 cells whenever you find one. Won't alert monsters. Slot 1. Note that the flashlight's beam relies on dynamic lighting to work. Light amp powerups nullify the Flashlight's beam while active. *New weapon and ammo type: frag grenades. On any weapon without a scope, hit the altfire key and you toss a frag. You can hold 3 frags without a backpack, and 6 with. Don't spam them, they're kinda hard to come by. Also, the fragments will hurt monsters, but cannot hurt players-- only the explosion hurts players. Mind this if you use them in DM. *New weapon: the "SkullTag" heavy particle cannon. An Argent-fueled interpretation of the Skulltag BFG10K, rapidly firing explosive, powerful hitscans. Shots hit like slightly weaker Hellfire Rifle shots. Will keep spinning for a few seconds after letting off the trigger-- but you cannot switch away while it's spinning. Slot 9. *New weapon: the flamethrower. Short range and fueled by cells. Hits hard and fast, with amazing DPS but burns through cells at a rate of knots. Slot 7. *New weapon: the TriBolt. Fresh outta Quake Champions. Fires a three-burst of relatively-weak timed sticky grenades for one grenade ammo. Good for popping zombies. Slot 7. *New weapon: the Static Cannon. Movement-fueled laser gun that works off of a new ammo type, "static charge". Keep moving, keep gaining juice. Stop, lose juice (except with an Ammosphere active). One shot drains the entire capacitor (except, again, with an Ammosphere active), and the power of the shot depends on the amount of juice you've got stored up. DualFire and Haste affect the charge time, and Ammosphere changes the functionality to an automatic laser gun and stops the ammo drainage. Slot 6. *New weapon: the Vortex Rifle. A dark matter-fueled sniper rifle with the ability to charge up stronger shots. Don't hold a full charge too long, though, or it'll overload and zap you. Hold the fire key to charge up; more lights on the weapon or scope = stronger, more explosive, more ammo-consuming shot. You can let go at any charge level and the weapon will fire. Slot 9. *New weapon: the EMG Pistol. Looks like that dinky peashooter from Doom 2016's gotten a badass makeover. It feeds off of your static charge reservoir-- y'know, the same ammo pool as the Static Cannon. Blowing 5% of the reservoir's charge a shot sounds a bit high, but it packs a powerful punch. Slot 4. -CHANGED- ++Player now starts with a shotgun, four shells and 50 green armor in addition to the pistol and 50 bullets. ++/Sniper rifle and railgun now have usable scopes. Altfire and zoom both work to bring up/down the scope. The new Vortex Rifle also has a working scope. Sniper rifle scope = 5x zoom, slightly increased damage/penetration and reduced fire rate (to give it an edge for actual sniping) Railgun scope = 2x zoom, no change to damage or RoF Vortex Rifle scope = 3x zoom, no change to damage or charge/fire rate For all scopes, movement speed is halved while scoped up (after any Haste or Berserk effects) ***Consequently, you cannot throw frags with any of these weapons out. Swap to something else to toss frags.*** +Pistol base damage increased. ++Burst Pistol now fires faster bursts, with about the same delay between bursts. Also, the animation of the gun's slightly improved. New DualFire behavior, too. +IonRipper takes a slight fire rate cut and now has slight inaccuracy, but gains damage. /-Perforator has a brand-new sprite set, and an accuracy cut. +ETF rifle has been sped up a bit. -Nailgun has taken a mild hit to accuracy. =Prox mine explosion damage nerfed, but radius buffed. =The former Unmaker has been renamed to the "Hellphage". It is otherwise unmodified, bar improved lighting. /Overall spruce-up of the chainsaw. Sounds better, looks better (thanks to D64 Retribution), and spawns smoke whenever "fired". /BFG ball death sound improved (again, thanks to D64 Retribution). /+Laser pistol now runs on static charge, at the same fire rate and damage as before. Gives static charge instead of cells on pickup. +Gauss cannon reload cycle sped up a little bit. /Some overlapping-sound issues fixed. =The Dark Matter Cannon's lights have been altered to be larger and subtractive in nature, making a far more fitting appearance. =Same for the Hellphage-- its lights are now subtractive, creating a menacing appearance. /The Destructor has a "warm-up" sound to go with its animation now. +The Dark Matter Cannon has a *much* stronger pull effect on its projectile now-- it flings zombies around, but won't affect heavier foes anywhere near as much. Plus, the ball has a much more believable effect. //Multiple weapons have had their behavior with the DualFire Damage powerup fixed to be more believable. /+Chainsaw now behaves correctly with DualFire. Result? A melee weapon that chews up Barons like they're nothing. /BFG9000 has had its animation fixed. /Destructor now has a "warm-up" sound. /Railgun sound improved. =The knife: +strikes faster, with improved animation... -but is slightly weaker /Fists have new, much-improved sprites. --AMMO-- *New ammo type: Argent energy. Black-and-red demonic energy cell magazines. Capacity: 75 without backpack, 150 with. Its HUD counter is blood-red in color. The weapons that use this ammo are NASTY. *New ammo type: Static charge. A capacitor built into your basic fatigues that can power certain weapons. Just run around to power it up. The trouble is, the charge dissipates if you stand still. Attacking with any weapon that isn't static-powered freezes the counter where it is while the attack's in progress. Haste and DualFire Damage powerups accelerate the energy-gathering. Its HUD counter is gold in color, and has a flat 100 capacity-- backpacks have no effect. /Ammo redistributed: Clip spawners: bullets and nails Shell spawners: shells and rifle rounds Rocket spawners: rockets, grenades and slugs Cell spawners: cells, cores and Argent Hand grenades are a rare spawn alongside explosive ammo. Static charge is always available while moving. --HUD-- ////Massive modifications and improvements to the HUD, with lotsa lotsa rainbow-flavored color-coding: Fullscreen inventory bar fixed, and made semi-translucent Inventory selection bar cut down to 5 squares from 7 Health counter color-coded If killed, health counter will display black-colored negative numbers showing how hard you got ganked, a la Quake 2 Armor counter color-coded to match the type of armor you have (armor that's nonstandard is gray and shows no icon) Arms display added Keys display relocated and reoriented Ammo counter color-coded to match the sidebar counters (frags are tan, static charge is gold) Interpolation of numbers removed (I wanted to keep 'em, but they don't get along with the color changes) Improved fonts, courtesy of Jimmy Tweaked alignments of many, MANY things Fullscreen HUD majorly reorganized to reduce clutter and still include all relevant displays Small glyphs (created by myself) added to health and armor counters in fullscreen Color-coded countdown timers added for powerups. Their location depends on the HUD scale. Monster health scouter added, courtesy of Spaceman333, and modified by TBG Pretty Guncaster-style color-coding added to about 90% of the pickup messages, if not all of them --ARMOR-- //+Armor system completely overhauled. There is now a system of "safety cutoffs" to prevent armor waste, a la a certain Guncaster CVAR option. The system is detailed in an attached Excel spreadsheet, now a permanent fixture of the mod's documentation. Superior armor grades will automatically replace inferior ones, no matter the number of armor points you have (IE 200 blue armor replaces 225 yellow or green armor, always. 200 blue would protect more). A message is printed to the HUD if the player's current armor can't be replaced at that moment. Sure, I might have overengineered it a tad but it makes for a better experience. --POWERUPS-- *New powerup: the berserk pack. Uncommon sub-spawn on Soulsphere spawner. Can carry two. Upon use, immediate +50 heal and increased melee damage (4x for fists, knife and flashlight, 2.5x for the axe) for the next three minutes (180 sec). Also grants 10% additional movement speed and 10% damage resistance for the same length of time. +++Timed powerup effects are retained between level transitions. End one level with 12 seconds of Quad Damage left, those carry over to the next level, and you start where you left off. ++Light amp visors and BioSpheres (radsuits) now have an "additive time" property; the powerup timer stacks and grows if you use multiple lightamps or biospheres at once (or use them to keep the powerup effect going. Hoard them, and you can gallavant around places like E3M6 without a care in Hell.) +Power Armor: +now grants a +50 armor bonus (blue if you have no armor) upon use. However, that means that you can potentially waste multiple power armors (gaining +50 armor for each only) if you're not careful. =duration has been knocked down to 90 seconds. However, you can carry three of them again. +Regensphere duration increased to 45 seconds. =Haste powerup now results in faster-sounding footsteps. (this is a side effect of the haste powerup increasing the Static Cannon's charge rate. It makes sense.) /+Finagled it to where biospheres no longer occasionally "leak" and still damage the player on the majority of hurtfloors. That shit was just annoying. E1M8's Godmode-foiling floor still hurts, though, along with any insta-kill floors. /Reverted the light amp goggles to standard DOOM lightamp powers, to allow players to use GZ's "enhanced night vision" effect. Previously, the powerup was of the Heretic ArtiTorch type, which forces a more vanilla "turn everything fullbright, please" appearance. Also I was a dumbshit and didn't know how to turn the "enhanced" effect off, so...derp. =Quad, DualFire and Double Damage have new appearances and icons, made by modifying the Quad icon from Samsara. They're all based on the classic Quake "Q" glyph. --MONSTERS-- /Wraith has a new soundset, as the existing one was too close to the dark imps' sounds. Sounds are now from the Doom 3 maggot. /=Revenants can now fire fast-moving "dumb" red rockets and slower-moving, smoking and beeping blue homers. /A few spawners, mostly zombie spawners, reworked. They'll now work as I originally intended. --BUGFIXES-- //The longstanding "chainsaw keeps idling when dropped" bug has finally been squashed. The sound still plays, but it will now stop. //For a while, a lot of hitscan weapons had floating-point damage figures (ie 5.7 instead of 5), in an attempt to fudge the RNG a bit. That turned out to not work and cause errors, so all floating-point damage figures have been just truncated to integers in the code. This doesn't affect actual damage output. --MISC.-- *New addon: Weapon and Item Wheels, courtesy of Jon "GleassPty" Gleason with some mods by TBG and myself. This version of the Weapon Wheel addon has been tailor-customized to work with ZX, based on the version of the addon for QuakeStyle Unbound. Note that any savegames with this mod active will break if it's not loaded, and saves without it will break IF it's loaded. Can't do anything about that-- it's ACS being picky. *Keybindings menu now has inventory hotkeys if you wanna use 'em. *Help screen added. *Monster health scouter added. Can be toggled and repositioned via the ZX Options menu. Later updates will have range adjustment. *Flames look better.