This file contains files to replace those in the included folders of Alien Armageddon. NOTE THAT YOU MUST DOWNLOAD THE MAIN FILE OF 4.65 OR LATER FIRST IN ORDER FOR THS PATCH TO WORK
You do not need this unless the game has been updated since you did the full download. This file contains files to replace those in the scripts folder and other folders. Copy the files into folders of same names, overwriting files when applicable.
LAST UPDATE: 12:55AM PST, July 13, 2023
- Fixes a bug causing the wrong dialog to display on one of the NPCs in the Resistance episode.
From January 8-13 2022
- Various minor changes to the Space Gladiators episode, including: two new quests that unlock later in the campaign, more money stacks that appear later in the campaign, and rebalancing of several of the later maps. Also, some general balance changes for the Good Day to Die difficulty to make the campaign playable on that difficulty.
- Some bugfixes for the Space Gladiators episode. No more mishaps with flag pickups such as sideguns or civilians picking up flags. Fixed issue with final boss and his hand rockets staying white. Also fixed issue where ending cutscene could be accidentally skipped, and ending credits could not be skipped.
- Flying Imperial coins (money) will no longer break vending machines and other breakable wall textures
- Improved hit detection and damage calculation on Wes’ ice bombs; they are more effective now and won’t explode as close to the player when thrown at cracks
- Reduced coin drops from high level monsters, reducing the pinata effect in endgame, but still giving the player enough money
- Fixed a bug in which an object being destroyed while being held by the player would cause a glitched player state
- Fixed bug where the EDF radio icon status would not display when melee weapons are held
- Fixed bug where buying the Executioner weapon and then switching between characters could lead to the weapon being missing from the loadout until it was re-selected from the vendor menu
- Fixed bug where allied blood zombies would sometimes moonwalk
- Fixed a bug where it was possible to cause the pistol to fire at a glitched high rate when suddenly switching from sword to pistol
- The radiation explosion from Wes’ radiation arrows will now always spawn regardless of whether the arrow hits a live target or not. Also, the projectiles from the explosion are now correctly attributed to the player, so they will do full damage to enemies and receive level bonuses from the bow and the player. They can also hurt the player but this can be nullified with the no-friendly-fire perk
- Fixed bug where Cyclodius Maximus boss could stay white after rising from his regeneration state
From January 5th
- Made Cheerbot much more likely to retaliate after being hit. Also, once she reaches 1/3 health she cannot be stunned.
- Fixed bug where Cyclodius Maximus boss could stay white after rising from shielded state
From January 3
- Fixed bug where player could become non-targetable after a sliding kick.
- The AI partners will no longer be able to block the player, ever. Likewise for the EDF soldiers.
- Fixed longstanding bug where switching to commander gun or alien pistol would sometimes play the normal pistol selection sound.
- Due to performance issues, replaced Beach CBP map with Iggy’s Moonbase map as a final attrition map (but Beach CBP is still a random map).
- Added Memory of The Waters by DannyFromNewOrleans as a random.
- Idle animations won’t play when hammering end of level nuke button.
- I-frame upgrades will now get much more expensive, although they still start cheap. Prior to this, it was possible to become practically invincible by purchasing a lot of these upgrades.
- Improved collision handling on Army Ants.
- Companions will no longer keep attacking a target after it has changed alliance (happened with BFF babifier perk).
- Pistols will no longer play their reloading animation if there are no bullets to reload.
From December 30th
- Fixed issue where energy shields would not take extra damage from armor piercing rounds
- Improved companion bot handling of certain collision situations. Now they are more likely to jump over sprite fences and similar obstacles and less likely to spaz out and get stuck
- Fixed issue where bot companion could get negative HP when shrunk, then still have negative HP after unshrinking
- Fixed bug that was preventing small holoduke drops from raising holoduke amount above 15%
- Adjusted Wes bot sword attack so that he continues to move forward during the second swing, making it more likely it will hit
From December 29th
- More adjustments to difficulty settings. Now it is all documented in the AA quick-ref google doc: Docs.google.com
- Some dead slimed civilian sprites had their hitscan bit off by default -- fixed
- An enemy's level cannot be lower than 1/2 of the player's level
- Fixed issue with the stomp damage caused by the Canhead robot boss. Before it was a hitradius, which could hurt its allies and its own sideguns or shields. Now the damage will be confined to its enemies and un-allied creatures and objects. It will no longer be able to destroy cracked walls, either.
- Adjusted formula for how often mini-boss enemies can randomly spawn to replace normal enemies: Now it will depend on the difficulty setting, in addition to a check on how much equipment/health you have
- Shooting an enemy's shield will automatically make you the target of that enemy if it has none – this should fix issue where some shielded enemies would fail to attack
From December 26th
- face-hugging slimers are now *reliably* destroyed by all kicking actions, including sliding kicks, karate-style sidekicks etc.
- Reduced quicker kicks price from $8000 to $6000
- Improvements to “darkness” enemy trait: now you can hit them in their shadow form if your goggles are on; also they will resume normal form more quickly if you are close to them
- Varanors (lizard dogs) should no longer spawn in space sectors or in other out of bounds areas
- Addresses bug that could cause the bow to fire single shotgun pellets directly after switching from character who was holding a shotgun
- shrinker ammo now also gives small amounts of expander ammo, making the expander more viable
- Enemies with shock aura will no longer send retaliation bolts when taking damage over time due to stuck arrows, burning or radiation
- Rare instances of battlelords dropping dead for no reason should now be fixed
- Addressed bug where some enemies could be exploited for weapon XP while they were invulnerable, because they would process the damage for XP purposes before nullifying it
- Addresses issue where Deanova/Assassin could get stuck in falling animation because ground is not detected
From December 23
- Added new feature whereby nuke coins dropped by enemies can give you small amounts of ammo, but only if you are very low on ammo.
- Fixed bug where battlelord boss at the end of Episode 1 had the rapid fire perk. He is supposed to have the gigantism perk instead (fixed with included map)
- Big buff to the EDF Rescue perk. Now the rescue team is more powerful, and also they will continue to follow you into new areas, making them more useful for longer.
- Changes to "A Good Day to Die" difficulty -- it is harder now. Also some minor adjustments to "Damn I'm Good" difficulty making it slightly harder.
- Fixed bug where Duke could be heard saying "See you in hell" line even when he is not on the team.
From older December 6 patch:
- Ice bomb upgrades for Wes will now be reduced in price if you have purchased upgrades on the same slot for other characters
- Fixed typo of highest difficulty. It is "A Good Day To Die"
Can this mod be ported to the raze source port by any chance?
Raze doesn't support the scripting language I use to code everything, so no. My understanding is that Raze only works with the original version of CON script that shipped with Duke in '96
hola, muchas gracias, el mod es extremadamente bueno y lo he disfrutado mucho, ¿pero exactamente que corrige este parche?
the link is broken and just takes me to dukeworld's home page
I fixed the link in the description.
So, I need to install or overwrite my current Eduke folder with the new one?
Are you referring to this patch specifically? You just need to put files in folders of the same names, overwriting where applicable.
Love this mod! Best duke content/remake ever released. Revived this game in the most awesome way. I recently finished a Duke map that plays perfect with this. It's action based and rather challenging. I think it would fit well in War of Attrition. (I recognize most of those user maps) Try it out: Moddb.com
For this mod works i only need to put the mod paste in my Duke Nukem 3D paste, and after i used eduke32 of the mod paste. But because i have an old notebook, i changed opengl to software, and works flawless. But yes, some glitches in menu image and movies don't work. But i watched movies in opengl mode and to play i changed to software mode. This mod is really really good, congratulations DeeperThought. I played Attrition before and is really good too!
Anyone know why the level stats in this latest version appear over the top of the health counter in the bottom left of the screen? Can't seem to work out how to fix it by just tweaking the options. Thanks
Have you considered possibly naming your patches in a more sensible manner? Like calling the (most recent patch as of this comment) AAPATCH.v4.51 would make MUCH more sense than AAPATCH.8 since the patch updates the game from v4.50 to v4.51. Also AAPATCH.8 is the same exact name used as a patch you uploaded for an older version from about 9 months ago.
Edit: I guess you don't really read the comments? AAPATCH.12 is yet another rehashed patch name (a previous patch release in August 2021 was also named AAPATCH.12) and it still makes no sense.
I'm not actually changing the name of the file at all, that is done automatically by Mod DB. Nevertheless I'll see what I can do.
Halleluiah! Sensible patch names! Thank you.
Hi, I have a serious issue that I never got before and I need some help. I installed the latest version (4.52) and then the patch to 4.53. Then, like always, I put the eduke32.exe from the same version you used but on its 32 bits version (because my system it´s a 32bits one). After the eduke32 menu showed up I clicked on start and after a while I got an "out of memory in ???:0" error!! What can I do? I can´t even initialize the game now and it worked nice till the last installed version I had, I think it was 4.3...
Same problem here.
f***ing nice. i beated war attration 4 times!
Am I the only one having problems with Pig Cop Tank? I know that you can destroy them by pressing a button on the back. But how many times have I not tried, and the click script does not work or the Tank instantly turns to me.
почему у меня некоторые враги и обьекты отображаютя разноцветными квадратами??помогите.
I am having an issue with the original model of the shotgun has garbled graphics in polymost mode this doesn't happen in the original mode and or polymer mode which this mod doesn't support, and in the log it complains about some texture missing.
8.3144s ERR| File tilefromtexture/2499classic.png not found
Will be there any next update? This mods is awesome
Thanks for the great job! I'm really looking forward to the new version. This Mod is the best of the best!
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When I run out of ammo for the weapon I'm using, I find that it often switches to another empty weapon, such as a shotgun, thus leaving me in a lurch mid-battle. Is there any way to configure it to always pick a weapon that has ammo? Or sometimes it doesn't switch at all on empty.