Updated a lot of stuff from the old version, moved to itch.io


-Updated ZScript version to 4.2, requiring at least GZDoom 4.2.0. Yes I chose that version number as a joke. (Technically I could downgrade to 4.1.0 absed on testing but I won't)

-Huge amounts of code refactored to be less awful and buggy (no I won't list every refactor in detail because it would be pages and pages)

-Many, MANY bugs fixed. Some crashes fixed as well.

-Yehovah mode is now even more unfair (telling you all the changes would spoil the "fun")

-Added more code comments

-Added unique pain sounds to the majority of demons that didn't have them

-Added splashing sounds when casings or gore hit liquids

-Made casing bounce sounds lose volume faster with distance

-Added melee sound to pain elemental

-Added tips to main menu

-Added compatibility warning if flags are set incorrectly

-Added ability to remove screen recoil and zoom effects

-Revenants and arachnotrons can now change their "sprite correct" projectile offsets back to vanilla if the difference between the two makes them hit their target instead of a wall

-Revenant tracers now adjust their vertical speed if shot from the "new" height to better match the path of tracers shot from the "old" height. It's weird. It works.

-Many more CVARs, including ones which govern the new sprite tracers, and menu options to go with them

-Sprite tracers rewritten for performance and accuracy

-Nerfed the invis orb projectile ghosting a bit so you can't be invincible while hugging walls with it

-PSMG now has higher accuracy on the first few shots in a burst

-Sprite rocket trails now work

-There is now an onscreen message telling you how to override the smart armor pickup if you want to

-Heavy pistol pain chance increases restored. Generally, there is a 50% higher chance to trigger a pain state with the heavy pistol.

-Baron of Hell now feels pain in more states, but with a lesser chance overall

-Cacodemons try to dodge away from walls and objects

-Several Cyberdemon frames are now bright, as originally intended

-Wolfen SS use the right attack sound again

-Armor pickup override measures distance and height

-Added wolfen SS rotations

-Added new effects for rocket explosions (rocket rings)

-Mancubus shot: 8d8 -> 14d4, Max Damage 64 -> 56

-Cyberdemon shot: 15d8 -> 27d4, Max Damage 120 -> 108

-Imp big ball: 6d8 -> 11d4, Max Damage 48 -> 44

-Player Rocket: 20d8 -> 36d4, Max Damage 160 -> 144 (+ explosion)

-Difficulties re-ordered (Ishim, Elohim, Seraphim, Erelim)

-Archvile spawners are now visible

-Particle settings work better, disable more stuff

-Revenant tracers use old tracer visual with particles off (bullet puffs)

-Chainsaw now really, really consistently stuns demons with a special hack

-Punch can also really consistently interrupt demons if they're attacking

-Pain Elemental has melee attack

-Cacodemon spread shot (and other spread shots on Arachnotron/baron) now stop spreading after some distance

-Cacodemon melee nerfed by making it not shoot projectiles up close (whoops)

-Cacodemon mass reduced 400 -> 100, manual "air friction" added to several states to compensate

-Imp re-written, should be mostly the same but slight behavioral differences do exist (old imp in imp_old.txt for reference)

-Mancubus now has a higher chance to continue attacks (since before it used the low chance for chaining) Still chains attacks

-Lost souls can now only resurrect once

-Spider mastermind damage reduced 3d5 -> 2d5 (honestly a needed nerf)

-Punch now comes out slightly faster to help with the whole "punch a demon right as it opens its mouth" thing

-BFG9000 now really, actually, super definitely uses distance properly when calculating firing

-New pulse rifle sprites that look pretty nice

-Changed titlemap music from a copyrighted song from DMC Devil may Cry to youtube.com/watch?v=sMdZMiH8ZrE, with credit

-Spider Mastermind no longer lights up before firing

-Cyberdemon now has a rapid mini-rocket attack

-Cyberdemon will not use rocket spread in super close quarters

-All monsters now wait 20 tics upon wakeup before having sync and chain fire abilities enabled, for balance reasons

-Chaingunner XDeath always gives max fear (as I thought I did forever ago), also max fear is now 60 for his death

-Arachnotron plasma has a more normalized damage curve now, being very likely to deal 20 damage and less likely to hit the upper or lower ends

Files

ProjectBabel+_20220901235534.pk3 6 MB
Sep 02, 2022
ProjectBabelNoTitlemap+_20220901235534.pk3 4.8 MB
Sep 02, 2022
ProjectBabel_Monsters+_20220901235452.pk3 3.4 MB
Sep 02, 2022

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