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
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Babel
Babel - A Doom Mod
More posts
- July 2023 HotfixJul 17, 2023
- July 2023 UpdateJul 16, 2023
- Weapons Only PatchSep 23, 2022
- Very minor updateSep 22, 2022
- Update with fixes and some new-ish stuffSep 22, 2022
- Fixed the monsters only modSep 02, 2022