Zagemod v1.3.6 Changelog -- General Changes -- * Set Gunnery Sergeant sounds to Sergeant. * Set Staff Sergeant sounds to Sergeant. * Set Sergeant Major sounds to Sergeant. * Renamed sound entries for Staff Sergeant and Sergeant Major to Scientist1 and Scientist2. * Fixed default Sergeant XDeath sprite offsets. * Fixed Trooper XDeath sprite offsets. * Added "Former" prefix to classic Doom zombie tags. * Renamed Neo-Nightmare difficulty to "Neo-Nightmare!" * Set Sergeant 2's weapon sounds to Combat Shotgun. * Players' skulls pop when gibbed. Don't lose your head. * Set FloorClip flag on Arc Cannon. * Updated HUD version to NC HUD v.2.6.0. * Nerfed Heavy Pistol fire rate by one tic. * Buffed Compact Pistol fire rate by one tic (primary). * Moved AlphaGuy's Battle Rifle to Slot 2. * Decreased spread on Vented Shotgun. (7 -> 5.6) * Decreased spread on Breach Shotgun. (11 -> 9) * Updated Pistol sprites. (Sprites: NeonLights95) * Changed crosshair for Laser Cannon to #16 (Plasma Rifle). * Increased death screen fade time to 3 seconds. * Moved flashlight dynamic lighting to its own lump. * Increased flashlight dynamic lighting size factor by 75% to account for GZDoom v4.2.0+'s new light code. * Debris and shrapnel from explosives have been added to the corpse queue to further improve performance. * Rocket and Grenade VFX are now queued, and will be removed if there are too many spawned at once. Fuck you, Revenant hordes. * Updated pistol Trooper sprites. * Added queueing to loads more VFX. * Renamed "Blood & Gibs Queue" setting to "VFX Queue". -- Additions -- * New Monster: Lazarus Soldier! Drops a nice chunk of ammo when killed. Watch out for his charged shot! (Sprites: NMN, Tormentor667) * Added new Sergeant variant for variety's sake. Behaves like the other ones, but features 10 additional HP. Y'know. Helmet. (Sprites: Taggart; Sounds: Kinsie) * New Monster: Delta Commando! Talk about "reach out and touch somebody," am I right? (Sprites: Captain J, Untrustable, Damson; Sounds: iD Software) * New Monster: Former Marine! Those poor bastards from the marine corps never stood a chance. (Sprites: Ixnatiful; Sounds: Johnny the Fox) * New Option: Expanded+ setting for Zombie Spawns! Spawns even more variants of zombies. * New Option: Fodder Spawns! Adds scientists to Trooper spawners when enabled, except in Classic mode. Disabled by default. * Added new Commando variant for variety's sake. (Sprites: Marty Kirra/Cardboard Marty) * Hitscan monsters now feature tracers. Can be toggled On/Off in menu. * New Difficulty: OG-Nightmare!! Classic Doom Nightmare mode returns. You're welcome, masochist. * New Monsters: Zombie Scientists! Drop 'em for a quick health bonus. (Sprites: iD Software, Xim, JoeyTD, The Skulltag Team, DavidRaven, Marty Kirra, NMN, Tormentor667, Woolie Wool, Vader, Mike12, solarsnowfall, scalliano; Sounds: iD Software, Valve, DavidRaven, Konami; Additional Coding: scalliano) * Added screen blend for Ice damage. * New Option: Doom 3 setting for Imp Spawns! These guys are just mean. * New Monster: Vulgar! Aggressive as hell, will leap at you from long distances. (Sprites: Eriance; Sounds: Raven Software, Blizzard, Eriance) * New Option: Everything setting for Imp Spawns! Combines all Imp Spawn settings for a highly varied fragfest of low-tier demon trash. * New Option: Fodder Spawn Rate: Controls the rate at which fodder monsters spawn on Trooper spots. Max: 128 (50%) * New Monster: Wraith! Teleporting little bastard. Try not to blow yourself up with the rocket launcher. (Sprites: Vader, Captain Toenail) * New Monster: Suicide Bomber! What is this, Serious Sam all of a sudden?! New replacement for Stealth Zombieman. * Added an important READ ME file to the package. -- New/Updated Patches -- * zageSkies.pk3 - Fixed skies not displaying properly for Master Levels, when used with the Master Levels Menu Interface by Zippy. * zageSkies.pk3 - Added support for Maps of Chaos (standard). * zageSkies.pk3 - Added support for Maps of Chaos (Hardcore). * zageSkies.pk3 - Added support for Maps of Chaos (Overkill). * zageSkies.pk3 - Changed night sky (TNT). * zageSkies.pk3 - Changed sky for MAP16 (TNT). * zageSkies.pk3 - Changed sky for MAP21 (TNT). * zageSkies.pk3 - Changed sky for MAP22 - MAP24 (TNT). * zageSkies.pk3 - Changed sky for MAP05 (TNT). * zageSkies.pk3 - Changed sky for MAP29 (TNT). * zageSkies.pk3 - Changed sky for Thy Flesh Consumed. * zageSkies.pk3 - Added support for Sigil v1.2 / v1.21. -- Bug Fixes -- * Added corpse queueing to gib splats. * Fixed Delta-12 Chaingun not killing its turret loop sound when deselecting. * Removed additional A_QueueCorpse calls on blood and gore. Actors were filling up the queue twice as fast as they should. * Disabled autoaim for Accelerator Rifle trail. * Disabled autoaim for Railgun dynamic lighting. * Disabled autoaim for Gauss Cannon dynamic lighting. * Disabled autoaim for Pulse Rifle's railshot lightning. * Fixed Helm Bonus incorrectly capping armor at 199 while under effect of the Megasphere. * Fixed Archvile not playing its gib sound. * Fixed Accelerator Rifle not playing its unscope sound. * Increased sound limit for Plasma Bolter. * Fixed Sergeant spawner spawning incorrect monster in Classic zombie mode. * Red plasma trails no longer fall to the ground. * Set NoInteraction flag to plasma pulse trails. * Fixed Accelerator Rifle forcing external sprite change while holding charge. * Fixed black gibs leaving incorrectly colored splat actors. * Fixed some frame randomization issues for blue gibs. * Attempted access violation fix by dequeueing blood and gibs before they vanish via timer (should they not be removed already by queueing). * Fixed nazis vanishing when being killed with shotgun fire. * SlayerGuy's double jump no longer works when waist deep in water or deeper. (Coding: Xterra) * Fixed Accelerator Rifle puff doing... Actually, I don't even know how to describe what it was doing. But it's fixed. * ...Same for the Gauss Cannon. * Fixed Fire death sequence for Commando. * Fixed Fire death sequence for Heavy Commando. * Fixed Fire death sequence for Z-Sec. * Fixed Mk4 Plasma Rifle's altfire consuming an incorrect amount of ammo. * Fixed Arachnotrons triggering their special twice. Again. * Fixed Z-Sec not killing its spawner upon death. * Monster spawners now pass their TID to whatever they spawned. * Fixed Thunderbolt light strobing with new GZDoom light code. * Fixed Pinkies not killing their spawner when killed.