With Lippeth's permission, Faspon has created a mod based of of Weapons of Saturn. The goal of the mod is to make DOOM faster paced but also more difficult.
For latest version: Forum.zdoom.org
JULY 1
- Fixed a bug with the toss ammo mechanic where you would slide instead of saying "Nope"
- Fixed a bug with the Minigun not telling you to reload if you let-go of the trigger at the right time
- Increased Mancubus single fire projectile speed
- Imp will be knocked back further when kicked in the air
- Cleaned up state jumps
- Cleaned up toss ammo code
- Minigun sprite will now show no belt if you reached 0 ammo
- Fixed sliding bug
JUN 30
- New Archvile attack
- Modified weapon ammo2 amounts player starts with
- Modified Minigun's accuracy to bit a bit less (Combat Rifle is now the most accurate hit scan weapon)
- Hopefully the last Minigun balance tweak. No more reloading unless you run the belt dry. Will then need to manually feed in a new belt. Will notify you via the hud
JUN 29
- Imps killed with shotgun when jumping knock them back super far! What a feeling.
- New plasma gun firing and hit sounds
- Fixed a bug with Caco randomly not stopping when hit with a shotgun
- Fixed a few bugs with the hud
- Cyberdemon is now actually faster
- Removed new weapon bobs for Zand compatibility
- Lowered NATO max ammo to 200/400 and raised loaded ammo limit to 200 in order to lower the total amount of NATO ammo you can have to 600 (with backpack). This is an attempt to balance the Minigun's speed and large ammo belt.
- Made shotgun reload animation faster
- Increased Plasma gun projectile speed
- Increased Caco projectile speed
JUN 26
- Changed Revenant missiles
- Changed bobbing on weapons
- Fixed some bugs with the reloading toggle
- Added recoil to BFG per stage
- Hellknights now have the same missile attack pattern as the imps
- Mancubus now has two additional new attack patterns
JUN 25
- Added an option to turn reloading functionality on/off.
- Increased Pinkie / Spectre chomp speed
JUN 22
- Since I have been updating the monsters to have new attacks and abilities, I made a hard decision to remove reloading entirely to speed up the gameplay. The new file is called "FoS-NoReload.PK3" which contains the new changes.
- Fixed an issue with the BFG firing sprite animations
- Fixed an issue with Imp's XDeath animation
- Changed Minigun damage and ammo consumption rate
- Imp now always fires two fireballs, one from each hand, one after another with a small delay
- This also includes new animations for the throw
- Increased speed of all enemies by around 15 - 20% to speed up gameplay
- Weapon switch time is now faster
- Remade hud to look like ZDoom's but with support for all ammo types and features
- Caco will now stop when trying to charge you but will only charge if Melee is a guaranteed hit
- Changed Lost Soul sprites to the "Resurrection" version
- Increased Imp, HellKnight, and Baron's projectile speed
JUN 13
- Added end slide frames and sounds
- Force TOTALLYFROZEN instead of FROZEN for slide to force a crouch
- Put Caco / PainEle thrust back up 1 point
- Added A_Stop to Caco / PainEle thrust so after a few frames, they will stop moving and not go mach 8 around the map
- Changed shotgun sound
JUN 9
- Actually added Spectre recoil because I am a diddle
- Baron of Hell movement speed increased by 25%
- Caco charges at you to get into melee range and eat you
- Reduced Caco / PainEle dodge thrust by 1
- Slide does basic kick damage when hitting an enemy
- Slide has sounds
- Due to monster changes, shotgun is back to 8+1 for balance
JUN 7
- Changed slide logic
- Added legs when sliding
- Caco and PainEle have a 75% chance to dodge on pain instead of missile
JUN 5
- Sliding partially added. Needs graphical work
- Basic hud integrated that displays all the necessary info
JUN 4
- Made the mod Zandronum compatible
- Caco and Pain Ele can now dodge when firing
- Arachnotron dodges left/right while firing at you
- Increased Minigun by 2 damage
- Lowered max NATO ammo because of the damage increase
JUN 2
- Added ability to throw ammo to your friend in need.
- Added two new keys to bind:
- Switch Ammo to Throw:
- Throw Mags
- Throw Shells
- Throw Nato
- Throw Rockets
- Throw Cells
- Throw Ammo: Throw currently selected ammo toss
JUN 1
- Changed shotgun sound to the one from Brutal Doom SE
- Added empty ammo drops for:
- Combat Rifle
- RPG
- Pulse Rifle
- BFG
- Changed bullet puffs to the ones found in Smooth DOOM.
MAY 28
- Added plasma deaths for (which also have a chance of just turning into dust):
- Zombie Guy
- Shotgun Guy
- Pinkie/Spectre
- Renvenant
- Changed SSG firing sound
- Added casing for:
- Zombie Guy
- Shotgun Guy
- Chaingun Guy
- Hopeless addicted to Witcher 3. Please send help.
MAY 18
- Lost souls no longer bleed when shot
- Shotgun zombies have a chance to shoot twice in a row
- Imps, Hell Knights, and Barons have a chance to shoot two projectiles in a row
- Lowered combat rifle damage back down (leaving it at 8 damage per pellet was out damaging the shotgun due to its clip size and high damage. It's a starting weapon and should be out-classed but still useful [minimal recoil and high acc])
- Minigun no longer reloads automatically when the loaded ammo runs out. Will now just spin indefinitely until you hit the reload key
MAY 15
- Put shotgun back to DOOM default pellet count and damage
- Put super shotgun back to DOOM default pellet count and damage
- Made the Minigun easier to reload when you have not run the belt dry of bulllllets
MAY 14
- Change shotguns number of pellets to 9 (to simulate a real buckshot) and lowered damage to make sure it is still the same vanilla DOOM range
- Change super shotguns number of pellets to 18 and lowered damage to make sure it is still the same vanilla DOOM range
MAY 12
- Imp and Pinkies both have 100% chance of going into a pain state from kick. Will also get knocked back outside of melee/jump range.
- Decreased Combat Rifle max ammo to 150 / 300 (backpack) to follow a 30 base
- Imps throw fireballs more often
- Increased Pinkie / Spectre speed by 30%
- Decreased drop chance rate of grenades from zombies
- Squashed bug for Riotgun when entering a new level while reloading
- Squashed bug for BFG when entering a new level while charging/firing
MAY 11
- Added more recoil to the SSG to make it feel more powerful
- Added kicking pain states to the Pinkie
- Kick has 50% chance to go into pain state
- Berserk Kick has 100% chance to go into pain state
- Modified the BFG stages
- STAGE 1 - ~45% less radius and ~45% less radius damage
- STAGE 2 - ~30% less radius and ~30% less radius damage
- STAGE 3 - ~15% less radius and ~15% less radius damage
- STAGE 4 - Default BFG damage and radius
- Barrels now slide along the walls when being kicked
- ZombieMen can now shoot between 1-3 bullets randomly instead of a set attack pattern per unique spawn
MAY 9