Zagemod v1.3 Changelog -- General Changes -- * Reverted the tag of the Plasma Gun back to Plasma Prototype. * Increased the amount of fire spewed by the Incendiary Launcher. * Rebalanced shotgun slug damage. (12*random(5,10) -> 10*random(5,15)) * Reverted Railgun crosshair to its original. * Corporals now have a chance to drop extra shells while playing as QuakeGuy. * Added red stripes to the rocket ammo pickup sprite to match with the actual projectile. * Extended the timing between the death of Cyberdemons and Spider Masterminds, and their associated map transitions. * Changed the bounce sound for Grenade Launcher grenades. * Added custom ARMS digits. * Added terrain definitions for Dimension of the Boomed liquids. * Increased the fire rate of the Pistol by 1 tic. (Trust me, this matters.) * Updated Minigun sprites. (Credit: Kinsie, 300 Pounds) * Barrel smoke particles now force XY billboarding. * Gave the Tactical Shotgun its own unique altfire sound. * Chainsaw kills can now reward hand grenade ammo. The amount of ammo dropped is directly proportional to the tier of the enemy. * Gave the Pulse Rifle a new fire sound. * Belphegor now properly replaces BossBelphegor in HOE Starter Pack. * Changed footstep sounds for ZoraGal. * Footstep actors no longer play their sounds on terrain defined as liquid. * Removed terrain data for non-liquids. Honestly, these never get updated anyway. * Added the Heavy Assault Rifle to ZoraGal's arsenal. (Thanks, Toughset.) * Removed crouch sprite behavior for ZoraGal. -- Additions -- * New Player Class: QuakeGuy! He's back, and he's ready to frag up some hellspawn. * New Weapon: Axe. It's an old fire axe. Better than fists. * New Weapon: Scattergun. Standard issue firearm for Grunts. (Sprites: Eriance) * New Weapon: Double Barrel Shotgun. Definitely better than the Scattergun. (Sprites: GAA1992) * New Weapon: Nailgun. Because what's more fun than blasting nails at demons? * New Weapon: Perforator. Twice the nails, that's what. (Sprites: id, Williams, Jazzmaster9, SGT MarkIV, Doomguy5th, Xterra) * New Weapon: The Original. High powered rocket launcher with additional round loading capability. (Sprites: OSJClatchford, Eriance) * New Weapon: Thunderbolt. Prepare to get shafted. Works great underwater! (Sprites: OSJClatchford, XTerra (color edit)) * New Player Class: MarineGuy! Somebody's gotta clean up Mars City. Might as well be the FNG. * New Grenade Type: D3 Grenade. Higher explosive yield, but its unpredictable bouncing nature makes it hard to use. (Sprites: Captain J) * New Weapon: Magnum Pistol. Packs a bit more wallop than the old M9. (Sprites: Eriance) * New Weapon: Combat Shotgun. I promise, this isn't a melee weapon. (Sprites: Eriance, JoeyTD, TheRailgunner) * New Weapon: Chaingun Mk2! You always *did* want one of these, after seeing what the Mastermind can do with it. (Sprites: Chonos Ouroboros, id, Uboa, Eriance; Additional Coding: Xterra) * New Weapon: Missile Launcher. Now comes with a nifty little laser targeting system. (Sprites: YukiHerz; Additional Coding: Scooter) * New Weapon: S3 Plasma Rifle. Now with Spreadgun technology! ...What is this, Contra? (Sprites: Eriance) * Added AlphaGuy and MarineGuy sprites to dead player spots. * Added some of the player corpses from Doomzone to dead player spots. * New Player Class: SlayerGuy! Rip and tear, until it is done. (Sprites: AbyssWalker, silentzorah (color edit)) * New Grenade Type: D4 Grenade. Doesn't require a pin pull, but is less bouncy, and requires time to arm once thrown. (Sprites: Captain J) * New Weapon: EMG Pistol. Hits just a tad harder when it's charged... But not by much. (Sprites: Kinsie) * New Weapon: Chaingun Mk3! Wait, don't hit that altfire key! (Sprites: Kinsie, Smooth Doom Team) * New Weapon: Swarm Launcher. This behemoth of a rocket launcher doesn't just seek and destroy. More like seek and f*cking annihilate. (Sprites: iamcarrotmaster) * New Weapon: Plasma Rifle Mk3! You might feel a *slight* burning sensation. (Sprites: GAA1992, silentzorah (edit)) * New Weapon: Gauss Cannon! Get ready for the siege. (Sprites: Kinsie) * Added spawners that replace any placed actors by the name Minigun, Unmaker, Railgun, and GrenadeLauncher. -- New Patches -- * Added general Zagemod font fix (zagefontfix.wad). * Added Cheogth 2 patch for keys. * Added Doom Tribute Project patch. -- Bug Fixes -- * Fixed duplicate key graphics appearing on alternate HUD. * Fixed Incendiary Launcher bombs dropping straight down every time. * Fixed gas grenades disappearing when hitting Arachnotrons. * Added FloorClip flag to Super Shotgun. * Added FloorClip flag to Auto Shotgun. * Fixed Burst Pistol jumping to the wrong state while holding the altfire button during reloading. * Fixed Assault Shotgun wasting the last shot if you used its altfire with exactly two rounds remaining. * Fixed ZoraGal displaying an incorrect frame during her Burn Death state. * Fixed classes other than ZoraGal picking up the Burst Pistol. * Added missing light definitions for Nightmare Imp fireballs. * Added missing light definitions for AlphaGuy. * Fixed magazine counter not displaying for Heavy Pistol in translucent HUD mode. * Fixed an infinite recursion crash with the BFG8000, when the ammo count left in the weapon is between 1 and 9 cells. * Fixed Hellphage spirits not ripping through some enemies. * Fixed Machine Gun's deselect state not handling the weapon switch sound correctly. * Added missing light definition to Imp. * Fixed UV-Pistol Start not giving ZoraGal her starting equipment.