Continuing with Version 3.6 improvements, this version reworks Sorlag to her Quake Champions model and also reworks the OED Beacon.
+Reworked Sorlag completely to update her model and sounds to her Quake Champions version, she now have a special action of biting enemies making them drop even more health if it kills, she is also the only Tank-role character to have less damage resistance due to her ability of healing
+Reworked Orbital Elemental Deconstruction Beacon completely
+Improved Hossman's ability to also apply projectile multiplication with spread based on weapon power level and functionality (Gauntlet, Lightning Gun and Railgun are unaffected)
+Replaced more dead corpses of the monsters with mod ones instead of the vanilla sprites
+Changed Battle Recruit skill level to allow respawning
+Changed Vadrigar Reincarnation skill level to spawn enemies meant for Cooperative mode, disabled cheats for it and allowed Major Health Spheres to spawn
+Health Vials and Armor Pieces now have the magnetic effect towards the player, similar to DOOM (2016) and Doom Eternal health and armor drops
+Flashlight is now a proper long spot light instead of a segment of point lights
*Added a wind sound for vertical movement for better immersion
*Added a Sprint state to Uriel's Trauma form for better mobility similar to Tyzen's
*Vehicles now have different behavior when interacting with swimmable water based on their physical traits (i.e GEV Tank will hover over it)
*Extended the message hint of abilities to warn the player when the character's ability is passive and that they can't be used while inside a vehicle
*Changed the behavior of blood and gore when interacting with swimmable water
*Changed the behavior of Grenades when interacting with swimmable water
*Changed the behavior of Rocket trails when interacting with swimmable water
*Fixed Anarki's ability damaging himself and possibly nearby allies
*Fixed Lightning Gun's beam not passing through allies
*Fixed Visor's Gravity Hammer being attempted to be targeted by friendly AI
*Fixed Uriel not being able to transform into his Trauma form whenever a script or powerup applies temporary invulnerability
*Fixed Morgan's Dakka not being applied to Chaingun and Lightning Gun
*Fixed GEV Walker blinking invisible briefly after releasing barrels
*Fixed Major's passive stop working after exiting a GEV Walker
*Fixed Grunt and Keel's abilities stop recieving charges after exiting a GEV Walker
*Fixed mech vehicles not playing their walking animations inside swimmable water
*Fixed Tyzen's not returning to regular run after firing a weapon or crouching when in sprint state
*Fixed a weird frame in Tyzen's swimming animation
*Improved Tyzen's sprint animation
*Improved Lightning Gun's Ultimate Core Beam effect to the same used by the weapon itself
*Optimized Uriel's Trauma form model
-Reduced the amount of ammo pickup of Railgun from 10 to 5 and ammo capacity from 100~200 to 40~80
-All ammo dropped from enemies will vanish after 20 seconds and have changed visual to their sprites form
-Reduced the chances of Astral Rages spawning between regular zombies from 1/30 to 1/50
-Reduced Morgan's ability pool from Medium to Small (20 kills to 10 kills required to refill ability)
-Removed some duplicated lumps
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I get a script error when I try to launch the mod through GZdoom:
Script error, "huntersmoonv3.6.1.pk3:decorate/items/powerups/oedb.txt" line 156:
Expected ')', got ','.
Are you using the latest GZDoom version? Too old versions may not have the current features being used.
I want to download and play this game but One thing makes me hesitate.
Gunfires from gun muzzle does not match with center of screen especially when you move aside while shooting. This worsens when you use machinegun.
It makes game look too unnatural. Is this fixed on this version?
Fix the description. Cause it is saying that this mod is for Zandronum and GZDoom, but on practice, it works only on GZDoom or LZDoom. So yeah, fix the description so people know the truth.
There always been separate branches for GZDoom and Zandronum, unfortunately i stopped the Zandronum branch because its codebase support is becoming too far behind GZDoom, thus becoming hard to downgrade the code of the mod to work properly without breaking anything.
Does this work on older gzdoom versions
im not the creator but no you need latest version of gzdoom or lzdoom