Hard Doom is a replacement/enhancement mod that replaces all monsters in Doom 2 with versions that are similar in role, but more dangerous. In general, Hard Doom is geared towards players who want a more difficult, genuine survival experience, and it has a variety of visual effects that are more subtle and don't block your view of the action. Over the years since its initial release, it has been meticulously balanced and rebalanced, with new features and effects added to make this a great mod to play through the popular megawads with, without changing Doom's flavor or core gameplay. This mod requires ZDoom, GZDoom, or Zandronum in order to play!

Report RSS Version 6.9

Version 6.9 of Hard Doom has finally been released!

Posted by on

The next version was supposed to be v7 and have three new enemies but I decided to release it as is for now as v6.9.

Hard Doom v6.9


List of changes in this version:

  1. Added a new fullscreen HUD!
  2. Improved the normal HUD!
  3. Sonic Railgun Zombies now have 2x chance (20%) to stop firing at 1024+ range and 4x chance (40%) to stop firing at 2048+ range after 4 shots (normally 6).
  4. Sonic Railgun Zombies alt-fire now has a longer delay before the shot at 1536+ range.
  5. Increased the delay after the Super Shotgunner fires by 10tics.
  6. Removed +MissileMore from the Agathodemon.
  7. Adjusted the Agathodemon's tracer offsets so they should hit walls less.
  8. Fixed a bug that would cause Ricti to infight even though they can't damage eachother.
  9. Rictus kamakazi attack now damages Pain Elementals.
  10. The Rictus now deals damage when spit out by the Pain Elemental (like normal lost souls).
  11. Lowered the HP of the Rictus kamakazi projectile to 20 (from 25) so that it can be killed more reliably with 2 bullets.
  12. Removed +MissileMore from the Fusion Arachnotron.
  13. Removed +MissileEvenMore from the Bruiser and replaced it with +MissileMore.
  14. Removed one projectile from the Bruiser Demons spread attack so it now throws 6 (was 7).
  15. Adjusted Annihilator homing rockets so they wont loop around and blindside you anymore.
  16. Changed the spread of the Dark Cyber/Spider's BFG10K to 6,2 (from 5.2,2.6).
  17. Removed the BFG9K attacks from the Dark Spider, so now it only uses the BFG10K and dual chaingun.
  18. Reduced the Nazi Officers speed to 10 (from 12).
  19. Removed +MissileMore and +MissileEvenMore from the Mutant. He already fires non-stop so he doesn't need to start firing instantly.
  20. Improved gibs! Now you wont get the same gib peice twice except 50% of the time you get two eyes.
  21. Added a new "gib" blood that stays as long as gibs. This way blood from gibs doesnt dissapear twice as fast as the gibs do.
  22. Adjusted the stay-time of gibs.
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