ADDITIONS General: -Carrion Bottle worth 25 Carrion. Spawns with Medikits. -Option to toggle weapon spawns, weapon drops, and gibbing bonuses in Mod Settings->General. -A Mod Info menu containing the help screen, class info, and weapon descriptions, as well as summaries of the mod's monsters and the weapon wheel. -Map completion ranks have been added to the intermission screen. Monsters: -Motherdemon: A superboss that appears only on the Watch Me Die skill setting, replacing all Cyberdemon spawns. -Terminator: A superboss that appears only on the Watch Me Die skill setting, replacing all Spider Mastermind spawns. -Hive Mind: A weak, flying monster summoned by the Motherdemon. They drop health and ammo upon death. Weapons Unlocked for Everyone: -Capek: A silenced, dual-calibre machinegun. -Zephyr: A plasmatic, burst-fire SMG with mini-rocket launcher attachment. -Event Horizon: A scoped SMG using dark matter cores as magazines. -Helot: An experimental carrion-based assault rifle. -GyroJet: A flare pistol that fires rocket-bullets whose damage increases with range. -Befouler: A biorifle that turns carrion into explosive green goop. -Predator Mine Launcher: A double-barrel explosive weapon that fires hovering timed and remote mines. -Argath: A silent crossbow sporting three types of bolt. -Buzz Blades: Shuriken that fly fast and deal heavy damage. -SKH-2 Sturmkanone: An automatic Super Shotgun that can be loaded with up to 60 shells. -Carnifex: A self-charging plasma pistol. It's powerful but has a heat gauge that fills rather quickly. -Animus: A slight enhancement on the fireball launcher used by Catharsi. Faster and capable of firing timed explosives. -Blitz Cannon: A loud and powerful plasma gun that can fire spreads of small beams or one large, sustained beam. -Frecciarossa: An automatic gauss cannon that uses a combination of slugs and nails. -Sentinel Glove: A glove that can throw down holographic shields and turrets. -Vile Hand: A magic scroll that grants the user the power to summon demons. -Ol' Painless: A man-portable minigun. -Stellaris: A gravity cannon with fire modes for attraction and repulsion. -R.Y.N.O.: A multi-purpose, automatic missile launcher, and the most powerful weapon in the mod. -Cocytus: A dark matter-based freeze thrower that can turn entire crowds to ice in seconds. Weapons Unlocked by Specific Classes (all but the first are ultimate weapons): -Carmack: A unique starting pistol for the Marine. -Romero: A .700 Nitro Express handcannon for the Marine. -Stauffenberg MP40s: A pair of SMGs for the Veteran, sporting potato mashers and holo-hatchets. -Banshee: A burst-fire shotgun pistol for the Hunter, featuring 10 selectable fire modes. -Hawkeye: A repeating burst rifle for the Ranger, also capable of firing red-hot steel beams. -Overwatch: A pulse rifle for the Specialist, complete with supercharged gravity gun. -Slayer: A simple but devastating coach gun for the Gunslinger. -Natascha: A self-loading mobile turret for the Heavy. This is the only weapon that can be fired while the flashlight is active. -Carla: A silenced anti-materiel rifle for the Sniper. -Absolution: An enhanced plasma rifle for the Elite. -Scylla: A self-charging plasma carbine for the Technician. -Streetsweeper: A deafening gatling shotgun for the Gunner. -Bearcat: An armor-piercing battle rifle for the Marksman. -Ripper Heart: A gore-slinging demon heart for the Medic that heals the user by damaging enemies. -Halberd: It's the Devastator for Duke 3D for the Demolitionist, with a few fire modes added. -Tiamat: A magic-infused warhammer for the Berserker. -Vanguard: The same one from 1.2, now made into the Slipgator's ultimate. CHANGES (+ for buffs, - for nerfs, = for aesthetic changes) =Intermission screen is now widescreened. +Chaingunner will fire perfectly-accurate bursts at long range. +Zombie Marines will autofire if their target gets too close. +Shotgunner fires slugs a long range. +Burst Pistol Guy Continues to fire as long as their target is in sight. +Grenade and Rocket Launcher Guys Fire three shots at long range. +Plasma Rifle Guy fires fast, unaimed bursts at long range. +Hell Warrior always attacks when raising its shield. +Vulgars fire three slime balls directly at their target at long range. +Catharsi fire fast shots at long range. +Greatly increased the carry capacity and ammo consumption for Carrion. =Energy projectiles create more trail and debris particles. =Dark Matter Cannon primary trail is fainter and longer. =Shotgun fire and up sounds have been changed. =Unique names given to most weapons that didn't already have them. +Cacos and Pain Elementals will float up when you get close to them. +Grell balls slow the target to 25%. -Plague's pain chance increased to 200 and they do not fire poison rockets until their health is below 200. Health reduced to 600. +Nightshades can fly and will float up if the player gets close. To make them easier to see, they are fullbright until killed. +Artisan summons only appear directly in front of him. +Blot no longer leaps, but does constant radius damage and fires silent projectiles. +Catharsi drops Carrion Bottles. +/-Stun period doubled. NOPAIN flag activates when stunned. Variable light sizes added. +Nightmare Imps throw a homing ball and fast ball when above half health. +Dark Imps throw only fast balls. +Dark Cacodemon health increased from 400 to 600. -Removed Brains' ice death. -Fiend, Mutant, and Shambler melee damage reduced. -Stun states given to monsters that were missing them. -Reduced Catharsi's health from 120 to 60. +Health and armor bonuses and TNT's "SpecialInvuln" item spawned into the map when it loads are the only items that count toward item percentage. +/-Plague fires fewer poison rockets. Health reduced from 800 to 600. Lingering toxin effect added to poison rockets. +XDeath states added to numerous monsters. =Several Quake monsters gained the NOBLOOD flag. -SSG Guy fires in a much looser spread of 11x8 degrees. +Rocket Launcher Guy fires Revenant rockets at 1/4 health. -Enemy homing missiles can be shot down. This does not apply to homing Imp balls and the like, with the exception of Vore projectiles. Firing angles have been adjusted to prevent collisions. Revenant, Cyberdemon, Annihilator, and Plague now fire fire groups of missiles at 45-degree angles. =Dropped health potions use FreeDOOM's flask sprites. =Casings and gore will fade out over time instead of just instantly vanishing. -Spearheader fires 3 fewer nails, has only 60 health instead of 130, and his fire rate is slowed. -Numerous monsters have received a significant cut in melee damage. -Volacubus only fires napalm on its 6th consecutive shot. -Marksman has a COIL Pistol and 50 cells instead of a Peacemaker and 36 bullets. +Wraiths can pass through walls when invisible. +Poison soul clouds inflict radius damage, but much less ripping damage. +Cleaver Zombie has triple health, but no longer enters FastChase. +Tusken health increased from 100 to 450 and turns friendly below 350. =Grenades and rockets fired by Quake monsters, and Spawn's death animation, use Doom-style explosions. +Players will enter maps invulnerable until they move or attack. +Pain Elementals fire Afrit balls and comets occasionally. +Imps can throw fast Catharsi balls at long range. +Nailborgs fire continuously until line of sight is broken or until they use their alt-fire. +"Phobos" IonRipper altfire and combo ammo consumption reduced to 10 and 15 respectively. +Electro-Driver shuriken bounce off of floors and ceilings. =Custom crosshairs added for each weapon. +Vanguard combo fires hitscan nails. =Kill, item, and secret completion displays added to the detailed and fancy HUDs. +Weapon wheel shows ammo and icon of selected weapon. +Gave pistols to every class. +Colt .45 and Silenced 92FS fire rates increased. =Rearranged completion rewards. Kills now give weapons, items now give ammo bonuses, and secrets now give health upgrades. +/-BloodSphere power increased to 25%, time decreased to one minute. -Silver Knight's health has been reduced from 300 to 160. Homing projectiles turn slower. -Stone enemies no longer resist splash damageand are weak to explosives and melee. -Shotgun Grunt damage reduced, spread increased from 8x8 to 20x20 (he's on the Zombieman slot and hitting like an SSG Guy. What was I thinking there?!) +Knight health increased from 150 to 200. =Doomguy (Base Class) name changed to Marine. =Reordered all of the DoomEdNums to be more organized. Sorry if anyone made maps with the mod and this breaks them. =Kestrel primary fire sound now incorporates that of the Repeating Cannon from F.E.A.R. +HAMR and Ripley's delay time reduced. +Turrets no longer count toward kills since the actors they replace are put out of reach in some custom maps. =Changed Negotiator combo to reload+fire/alt. =Added smoke plume to the Trident altfire. -Added a 12-tic delay between bosses getting hit by BFG projectiles and entering rage to ensure they take the most damage possible. +Changed the initial BFG effect fired from Reaper shots to Energy type to prevent bosses from raging prematurely. =Updated PLAYPAL with slightly different colors. -Reduced SNG Guy's explosive bolt damage from 10d4 and 50 splash to 10d2 and 30 splash. =Completely refactored 3core's DECORATE code. +Moved static charging and discharging to an ACS script. Bugs Fixed -Monsters would only fire bullets straight ahead. Solution: Change CMF_AIMDIRECTION to CMF_OFFSETPITCH. -Time Imp was dropping the wrong item when gibbed. Solution: Change SZ_RedArmor to SZ_RedPickup. -The weapon wheel screen filter would fail to cover the entire screen if the player had too many weapons. Solution: Make the filter graphic unscaled in the ACS code. -The color of the sky in Plutonia was incorrect. Solution: Implement a new palette with more accurate colors. -Some weapons' sound loops weren't terminating correctly. Solution: Place A_StopSound calls in the Death and XDeath states of every player class and in the deselect states of offending weapons. Documentation