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- --2.1--
- Armor Overhaul 2
- - Armor breaks twice as slowly
- - You can no longer pick up armor unless you don't have any equipped
- - Added a drop armor keybind
- Armor Reconstruction Kit now repairs up to 50 plus the max amount of the current armor
- Armor Reconstruction Kit now gives you the Armor Salvager
- - Using the Armor Salvager prepares it for the next armor you pickup or next armor you destroy
- - Picked up armor gives half of its amount
- - Manually destroyed armor gives half of its remaining amount
- Megasphere and Supersphere now repair armor to 200/300 unless you have no armor equipped
- Durability Weapon overhaul
- - Weapons are no longer taken from you when they are broken
- - If a durability weapon is broken, you can pick up the same one to repair it
- Greatly buffed Firestorm
- - Changed durability to 270
- - Tracers now do 22 damage (15 for enemies)
- - Tracers have a small chance to spawn fire when exploding
- - Better accuracy
- Overhauled the BFG 9000's tracers
- - If shot by the player, the ball itself will emit tracers along with the player emitting some
- - If shot by an enemy, only the ball will emit tracers, with more damaging tracers at a shorter range
- Slightly buffed the BFG's Gauss sidegrade
- Buffed Streetsweeper's durability to 60
- Distortion Marks now instantly hit an enemy if you're aiming at them when using it
- Greatly reduced ammo usage on Beam (Beam will get an overhaul soon!)
- Greatly buffed General Roasterock's and Myrkura's item drops
- Spec Ops Zombies will spawn much more commonly at higher game levels
- Changed the Field Kit
- - Gives 25 health
- - Can only hold 2
- Changed up Brimstone Armor
- - Fire trail now always spawns
- - Player is now immune to anything of the fire damagetype fired by the player
- Changed the Cybernetic Armor so it drains cells over time instead of costing 60 cells when activating
- Changed up Completionist Reward drop rates
- Sentinels now spawn at game level 40 and are very slightly less common
- Removed the Spider Aviator
- Fixed issue with archvile fire
- Fixed some issues with the Eradicator
- Fixed some issues with Myrkura
- Fixed Shrapnel projectiles disappearing on liquid flats
- Fixed another Cybernetic shield VM abort
- --2.1 prefinal1--
- Overhauled Progressive Spawning to make everything a thousand times easier
- - Enemies no longer have "monster levels"
- - Instead, inherit from "PandRandomSpawner", the first DropItem value is the required game level
- - This allows you to easily make your own RandomSpawner patches!
- - Now applied to item and reward spawners
- - Also added a Progression Scale slider to let you determine how quickly the spawners should progress
- Added Pursuer Bosses
- - After the game level hits a certain number, special bosses may start appearing
- - Each boss has its own unique way of spawning
- - General Roasterock
- - After game level 25, has a chance to spawn
- - When given a chance to spawn, will spawn around your current location after being on a map for long enough
- - Gets progressively more difficult the more times you beat him
- - Myrkura
- - After game level 60, has a chance to spawn
- - Will only spawn after killing any enemy with the BOSS flag
- - Are optional, and also have special music tracks for each that are also optional
- - Will drop Completionist Reward items on death
- - Aren't affected by the Progression Scale slider
- Completionist Rewards no longer check for map items
- Hopefully no more Eradicator cheesing
- Nerfed the Plasma Zombie and Plasma Pistol Zombie, they now fire weak Overcharge projectiles
- Rockets and Grenades now have a higher max damage radius
- Buffed the Crackodemon's mini balls
- Added a charging indicator for the Cacobot's beam
- Slightly nerfed all Cybruiser based enemies
- Fixed issues with armor bonuses
- Fixed Lost Soul kill counts
- Fixed the mini Crackodemon balls emitting a red light
- Fixed VM aborts with the Nailgun
- Please no more cybernetic shield VM aborts
- --2.1 pre2--
- Added Progressive Spawning
- - What every difficult randomizer mod needs
- - Enemy spawns start off easy, harder variants will spawn as you progress
- - This is not like an adaptive system like DRLA or Complex Replacer, variants are "unlocked" as you progress
- - Every monster has a "monster level", and won't spawn until the monster level is equal or higher than the "game level"
- - The "game level" is increased by multiple things:
- - Beating a map
- - First time picking up a weapon, also affects durability weapons if you break them
- - Picking up Sidegrades unless you hit the max ammo limit
- - Picking up Runes
- Added a Soulless Drone, lost soul class
- Added a lot of base ZScript actors to make life easier
- Converted the base/default enemies to ZScript for easier inheritance
- Nerfed Sentry rockets
- Added a mini-feature to let multiple pickup sounds overlap
- Added missing properties to some enemies
- Fixed issues with runes not being able to be picked up
- Fixed some stupid VM aborts with the Cybernetic shield
- --2.1 pre1--
- Honestly there's probably a lot of shit here I didn't list because I dumb
- Added the Eradicator, cyberdemon class
- Renamed the old Arachnophyte into the Spider Aviator
- Added the Arachnophyte, mastermind class, replaces the Demoliphyte
- Added a Cyberwarden, baron class
- Added a Spec Ops Rifleman, zombieman class
- Added a Spec Ops Shotgunner, shotgunner class
- Added a Spec Ops Gunner, chaingunner class
- Added a Spec Ops Lieutenant, chaingunner class
- Added the Shrapnel sidegrade (Super Shotgun)
- Added the Laser Rifle, slot 2 weapon, dropped by the Spec Ops Rifleman and Laser Rifle Zombie
- Added the Firestorm, slot 4 durability weapon, dropped by the Eradicator, Arachnophyte, and Spec Ops Lieutenant
- Added the Meteorite, slot 5 durability weapon, dropped by the Eradicator and Sentinel
- Added a bunch of new armor types, and overhauled the armor system
- - Brimstone Armor, Cybernetic Armor, and a new secret armor
- Added a "Mod Info" page in the main menu
- Added Completionist Rewards
- Added a very crude and unfinished effect choker/"vanilla mode" (toggle using L)
- Added damage types to most attacks
- Made the Arachnophyte, Spider Aviator, and Cardinal more agile
- Added new Mastermind pain and active sounds
- Nerfed the Sentinel's mini rocket attack delay
- Replaced the Sentinel's "super attack"
- The Pistol now fires with perfect accuracy
- Added Plasma resistance to the Plasmatic Elemental
- Added Electric resistance to the Hades Elemental
- Slightly nerfed Hades Spheres
- Tweaked effects on Mancubus and Hectebus fireballs
- Tweaked effects on Baron (and variants) fireballs
- Changed all of the monsters to have a base actor for easy modification
- Reduced the spread on the Maxibus's plasma
- Reduced the homing curve on the Agathodemon's homing projectiles
- Added some new abilities to the Distortionist
- Overhauled the Laser Rifle projectile
- Overhauled the player's melee
- Buffed all bullet weapons to 12 damage per hitscan
- Buffed the nail projectiles to 16 damage
- Buffed the Streetsweeper's fire rate
- Buffed the Heliacal Arkh: Enemies killed by the Solbeam will now explode
- Slightly buffed the Pyrobruiser
- Chaos Imp ripper projectiles are no longer bouncy, but now do slightly more damage
- Added new torch effects
- Added new bullet puff effects
- Added Agathodemon brightmaps
- Added an enemy version of the nail projectile that stands out a bit more
- Added new effects to the nail projectiles
- Reworked the Salvation Sphere:
- - No longer brings you to the start of the map
- - You are now given a 5 second invulnerability
- Fixed lots of issues with projectile inheritance and replacing
- Fixed the Hell Warden not removing its shield hitbox after dying
- Fixed the "phantom Tankubus" bug, also fixing any other weird collision issues with it
- Fixed Overcharge not filling the charge meter after an overcharge runs out
- Fixed issues with bouncy ripper projectiles, still needs work
- Fixed issues with nailgun and ripper projectiles
- Tweaked the runes a bit, added special effects to them
- Removed the Demoliphyte
- Removed the Augmented Cybruiser
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