Zagemod v1.2.2 Zeta Changelog -- General Changes -- * Chainsaw damage halved (4 -> 2). * Combat Chainsaw damage halved (8 -> 4). * Chainsaw kill ammo spawn rate halved (50% -> 25%). * Adjusted sprite offset for halved dead pinky. * Shifted Plasma Rifle sprites for use with Plasma Prototype. * Added new sprites for Plasma Rifle. (Credit: OSJClatchford) * Renamed Plasma Prototype to Plasma Gun. * Increased base damage for shotgun slugs. (10*random(5,10) -> 12*random(5,10)) * Changed Railgun crosshair. (Credit: XTerra) * Increased Railgun zoom. (2x -> 3x) * Changed dynamic lighting for Cacodemon and Baron balls. * Changed Cacodemon ball sprite. (Credit: unknown) * Changed particle trail translation for Cacodemon ball to fit its new sprite. * Changed dynamic lighting for Arachnotron balls. * Removed all enemies' weakness to BFG damage. * Removed speed penalty while using the Combat Chainsaw. * Changed Corporal footsteps to be the same as Troopers. Yeah, I know, this keeps going back and forth. -- Additions -- * Added new option to disable footsteps in Zagemod Settings. * Added new voice module for 64-Guy. (Sounds: iD Software, Midway, Sound Ideas) * New Class: ZoraGal! Not much is known about her, other than she loves fighting. (Sprites: Captain J; Sounds: Alice Jameson) * New Weapon: Katana. On the surface, it's an ordinary blade. But those with enough mastery can take advantage of it... (Sprites: 3D Realms) * New Weapon: Machine Pistol. Likely stolen from some high ranking officer or bought from the black market. (Sprites: JoeyTD, Sgt. Shivers) * New Weapon: Assault Shotgun. Pilfered SWAT breach shotgun, modified for burst fire. (Sprites: Z.Franz) * New Weapon: Assault Rifle. G36K with attached grenade launcher, reflex sight, and extended magazine. (Sprites: id Software, Captain J, DoomNukem, CarbineDioxide, silentzorah) * New Weapon: Auto Shotgun. Fully automatic 12-gauge with optional flechette shells. (Sprites: DoomNukem) * New Weapon: Flakgun. Grenade launcher with contact grenades and custom shrapnel rounds. (Sprites: eppn5) * New Weapon: Nikita Launcher. Rocket launcher with optional homing missiles. Now all it needs is a manual guidance system! (Sprites: LossForWords, Captain J, silentzorah (minor edits)) * New Weapon: Plasma Bolter. Improved stock plasma rifle with bolts that ricochet off walls and floors via electromagnetic repulsion. (Sprites: SgtMarkIV, Plague Doctor, Uboa, XTerra1 (minor edit)) * New Weapon: BFG8000. Rapid fire BFG-class weapon. (Sprites: Eriance) * New Weapon: Tactical Shotgun. Exclusive pump action shotgun with gas grenades for 64-Guy. (Sprites: OSJClatchford, Midway. Additional Coding: XTerra, ThatBlindGuy) * New Enemy: ZSec. Security zombie with tactical helmet and an Assault Rifle. Randomly spawns in place of Commandos. (Sprites: Captain Toenail) * Added new voice modules for the Corporal and Specialist. (Sounds: Trent Reznor, iD Software) * Added new voice module for AlphaGuy. (Sounds: Trent Reznor) * New Weapon: Incendiary Launcher. Exclusive rocket launcher for 64-Guy, equipped with incendiary cluster rockets. (Sprites: iD Software, Midway) -- Bug Fixes -- * Fixed a bug that caused the Pulse Rifle to sometimes jump to the wrong ready state when there's no ammo in reserve. * Fixed Plasma Rifle altflash causing an external full brightness effect. * Corrected the shotgun slug's damage type. (Explosive -> Bullet) * Fixed BFG tracer sounds obliterating GZDoom's sound engine. Oops. * Adjusted offset for berserk and invulnerability player lights so they aren't emitted at floor level. * Fixed Commandos firing three bullets per shot. They were essentially miniature Masterminds. OOPS. * Fixed missing blood trails for Diabloist gore.