In the 3.0 release, the non-fullscreen HUD was missing. This was a silly mistake on my part, so this update addresses that. As usual, see below for the very short but complete changelog.
FILES
-All old Annihilation Nation WAD files have been removed with the exception of boss maps.
ADDITIONS
-A new non-fullscreen status bar has been added. This one is a copy of the fullscreen HUD that places the bolt counter above the key panel.
MONSTERS
-Monsters that call A_BossDeath and A_KeenDie are able to respawn.
-Arachnotron fire sound is more unique.
WEAPONS
-N60/N90 fire sounds changed, mixed with UT2004 sounds for better dynamics.
-Dual Cryolator primary fire sound changed.
OPTIONS
-When playing Annihilation Nation, Liberator difficulty is changed to Gladiator and Exterminator is changed to Hero.
I did actually notice when playing with AN from 3.0.0 unlike the version before it was that I was seemingly unable to jump up to certain areas or crawl through them like the size was buffed and jumps were nerfed. I could not just go through the maps anymore for some reason.
That's odd. I was sure I tested for that before the decision was made to can that version of AN, but maybe not. The player's size is different in a way, to fix some massive issues with voodoo dolls.
Doesn't matter now though! New maps are already under construction.
I see.
Oh ye, also as a small question at this point. Is there some way to turn the mod's soundtracks back to the maps' own default themes?
Been playing and poking a couple good mapsets to play the mod with and toying with the jukebox mutator only to seemingly not be able to play with the original tracks the mapsets use as a choice.
Unless it is buried somewhere I am not looking. Not that I ever played the Jukebox addon with the mod before it all was sorted to be a built-in package (Besides at that point when loading saves caused a crash making it difficult to play a one-life-wonder).
You can always load other music after rc.pk3, but presently there is no option to switch back to map default. I tried to have a separate package for that but swiftly realized it would balloon the complexity of the mod files and overall size.
What about gutting the music out of the mod? Assuming the mod is not going to fall apart because it cannot read the built-in music.
That was initially how the mod's music was set up. I can always reverse the change for 3.1.