Zagemod v1.4.1 Changelog -- General Changes -- * Removed brightmap support for METAL3. (It just looks silly.) * Changed brightmap definitions for wall textures to IWAD only. * Removed D64D2 compatibility patch; Just get Autoload Edition instead (https://forum.zdoom.org/viewtopic.php?f=42&t=66837). * Nerfed Evil Marine's movement speed. * Nerfed Evil Marine's Chaingun fire rate. * Nerfed Evil Marine's Plasma Rifle fire rate. * Changed Evil Marine's plasma projectile to red plasma bolt. * Removed Evil Marine's chance to refire with the Plasma Rifle. * Evil Marine no longer attempts to strafe when injured. * Something happens when you kill yourself with the "kill" CCMD with ZoraGal. * Baron Scaling option now affects Baron hitboxes, so your shots don't go harmlessly through his head anymore. * Imp variations now all use the same projectile. * Renamed world/barrelx to world/barrelxp, because it actually sounds really weird when custom actors in other mods call the Zagemod replacement. * Set linedef texture brightmaps to IWAD only. * QuakeGuy's weapons have been resorted, for consistency with other classes. - Perforator has been moved to slot 4, stacks with Nailgun. - Grenade Launcher and Rocket Launcher have been moved to slot 5. - Laser Cannon has been moved to slot 6. - Thunderbolt has been moved to slot 7. - Mjolnir has been moved to slot 8. * Removed call to change NOBLOCKMAP to FALSE on blood. I don't remember why I did this, but whatever the reason, it didn't work anyway. That much, I know. * Increased light size to 2x for pistol flashlight. * Filtered current NUKEPOIS brightmap to Doom 2 and its derivatives only. New brightmap included for Doom 1 version of texture. * Defined a radius for blood actors. * Removed color variation for dead player actors. * Destroying impaled Trooper decorations now spawn flying gibs. * Removed duplicated unnecessary code from Hellfire Launcher. * Reverted Baron's death sprites to the classic style. * Greatly lowered the chance of seeing burned remains on gibbed player spots. * Removed "Easter Egg Monster Spawns" menu option. This didn't actually work, and I forgot to take it off the menu. Whoops. * zageSkies.pk3 - Added Wadsmoosh support. * Added "fireball" effect for hand grenades. -- Additions -- * Added partial texture support for TNT: Revilution (Autoload Edition). * Added partial brightmap support for TNT: Revilution (Autoload Edition). * Added custom title theme for TNT: Evilution. Just for shits. I can't stand the default one. * Added custom texture support for TNT: Evilution. Textures from TNT: Revilution. * Added new option that brings back old Revenant missiles. Less laggy. * Added partial support for Mayhem 2018 Purple. * Added tracers to Evil Marine. * New sound for Spectre bites. (Credit: Captain J; Addendum: This sound is f*cking terrifying, good job dude) * Added two new imp variations for Varied mode. (Sprites: Damien Daurio, Eriance, silentzorah (edit)) * Added BTSX Ep1 compatibility. * Added terrain and GLDEFS support for Mayhem 2017. * Added new thunder SFX for maps using GZDoom's/Hexen's lightning feature for maps. * Added corpse randomization for some hanging gore actors. * Added corpse randomization for head on stick gore. * Added corpse randomization for impaled dead Trooper. * Added variant of impaled live Trooper. * Added corpse randomization for Meat2. * Added corpse randomization for Meat3. * Added Duke Nukem 3D Doomguy corpse easter egg to dead player actor. * Added new option to scale health/armor bonus multipliers. You can now set the multiplier anywhere from 1x to 5x (default). * Added new textures for Plutonia, from PL2. * Added corpse gibbing system. Can be disabled in Zagemod Settings. (Big thanks to Can't Sleep for helping me with this!) -- New Extras -- * Added new compatibility patch for Mayhem 2018 Purple. Dude, this mod tastes like purple. And not just purple, man, I mean like, purrrrrple. * Added new compatibility patch for Mayhem 2018 Orange. Orange you glad I didn't make an "orange you glad" joke here? Wait... Dammit! * Added new compatibility patch for Mayhem 2017. Fixes final boss. -- Bug Fixes -- * Fixed Railgun scope's zoom value. * Fixed Accelerator scope's initial zoom value. * Added missing THRUGHOST flag to Laser Cannon projectiles. * Fixed Laser Cannon projectiles floating to the top of enemy hitboxes when aimed too high. * Fixed Evil Marine not playing footstep sounds while active. * Fixed invalid death state in Evil Marine. * Fixed Suicide Bomber's raise state sprites. * Fixed Suicide Bomber's new explosion VFX spawn height. * Fixed Baron fireball trails not properly dequeueing before getting removed by the engine. * Fixed Cacodemon lightning trails not properly dequeueing before getting removed by the engine. * Fixed Gas Grenade gas dying when an enemy collides with it. * Fixed Specialist not bursting into flames when killed by Fire damage. * Fixed a really inconvenient typo that prevented NUKEDGE1's brightmap from being applied properly. * Fixed a stupid white pixel in the XDeath states of all male scientists. * Fixed Pistol firing when trying to toggle the flashlight too quickly after reloading. * Ditto for Heavy Pistol. * Ditto for Magnum Pistol. * Fixed incorrect brightmap application to FIREBLU1 & FIREBLU2 in Plutonia. * Fixed missing brightmap for Cyberdemon's death sequence. * Fixed brightmap override for PAINF* sprites. * Fixed fullbright sprites for Commandos. * zageSkies.pk3 - Fixed incorrect texture definition for Doom 2 (SKY1 -> RSKY1, SKY2 -> RSKY2)