The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
Adds new weapons, enemies and items to the game, improves graphics, bugfixes, more options and much more.
For information on latest changes, see the bottom of this page.
This mod aims to extend Brutal Doom with new weapons, items, enemies, bugfixes and balance changes, as well as options to customize the game for your own liking.
I work with the mindset that "less is more", so this mod does not include "a heck load of new stuff" but rather aims to perfect things and make Brutal Doom feel more complete.
Please note that the mod is not playable by it's own, it has to be loaded together with Brutal Doom.
I've been working on this mod for some years just for fun and had at the beginning no intention to release anything of it to the public, therefore there might be some people missing in the credits. I have really lost track of every sprite, sound and mod that I have used in some way throughout the years, so if you find some credits missing, please contact me: email@example.com
Also, any of the stuff that I've made are free for anyone to use and modify in any way. No need to ask first.
I would love to know if you've been using any of it in your mod though.
Please note that some sprites are also made by other people that might want to give permission before use. Check the included readme-file for a full list of credits.
If you find any bugs, or have any questions. Just leave a reply below or send me an email.
The two lead words for my mod is Quality and Rebalance.
* All weapons should feel complete, have no missing or missaligned sprites, get full brightmaps and feel powerful and satisfying to use.
* There should be as few bugs as possible.
* Items, enemies and FX should have brightmaps and lightning where it fits.
* No weapon should be too powerful, and no weapon should feel useless. Every weapon has it's place and uses.
* Weapons that share the same ammunition may split in using different ammunition, if it helps the above statement.
* Enemies that feel weak compared to vanilla doom will get buffed, and gets some new tricks to use.
A part from the new weapons this is some of the major things that has been changed:
(for a full detailed changelog, see the readme file)
Some weapons have a few pixels changed in some places. Most noticable is the machinegun.
All weapons have recieved what I call "Smoothed animations" that means that:
These animated gifs shows some of the graphical changes.
They look even better in-game.
A short video made by Lezuum, showing most of the new weapons:
The great 32 map wad Eviternity is supported by the mod. All new enmies has been updated "brutal doom style" and some maps has recieved a few tweaks and updates. If you haven't tried this map pack yet, I highly suggest you go ahead and download it now:
The new weapons can spawn in two places:
They replace the chainsaw once you have picked one up.
They have a 30% chance to spawn instead of another weapon. See their descriptions.
Note: each of the new weapons can be disabled in the mods options menu.
The new enemies as well as the zombie variants (SMG zombie, Rifle zombie, Scientist) will start to spawn after you've played a few levels. This can be turned off in the option menu.
Added two new weapons: Automatic grenade launcher and Spiderman auto cannon.
The automatic grenade launcher has a chance to spawn in place of a rocket launcher.
The auto cannon will drop from spider masterminds.
Added a new enemy: Phantom
The Phantom will replace Spectres and are a sneaky bastard that will hide from sight and try to ambush the player.
Added new explosion sprites.
Added support to dual wield the SSG and machinegun when having the Bloodrush sphere.
Added an option to select pumping animation for the shotgun aim down sight.
Added new sounds to the Ifrit.
Fixed some bugs causing the Ifrit sounds not to play.
Increased the damage of the sniper when zoomed by 25%.
The sniper now uses it's own ammunition.
The invisibility powerup is now more powerful.
Added an altfire to the BFG9k.
Greatly increased the direct damage of the BFG9k.
Fixed some bugs related to the green blood.
Reduced the smoke emitted from the minigun.
Added some missing sprites to the machinegun.
Reduced the recoil of the revolver.
Added support for the map pack Eviternity.
The mods new enemies has been updated "Brutal Doom style" and there's a new weapon exclusive to this mod. If you haven't tried out Eviternity before, I highly suggest you go and try it out:
The mod now works on the latest version of Brutal Doom. (BDv21RC9)
The automatic shotgun can now be unloaded.
The sniper rifle now holds 6 bullets. 5 in magazine, 1 in chamber.
The assault shotgun now uses the new BDv21 sprites.
You can now dual wield the plasma rifle.
You can no longer damage yourself with the BFG10k.
Added some new FX for the BFG10k projectile explosion.
Added dual wielding sprites for the pistol without attachments.
Added some missing sprites for the chainsaw.
Fixed a bug with the mancubus flame cannon causing it to not alert enemies.
Fixed a bug related to BDv21RC9 causing you to shrink when using the SMG.
Fixed a visual bug where the shotgun would briefly show the wrong weapon sprites.
Added support for smart ammo for the C4 ammo pack.
The ammodropper will now drop lesser ammo ammounts for the revolver and minigun.
Fixed some sprite issues with the green blood.
Added a new improved headshot system to hellknights and barons.
Improved the death animations for the ssgzombie.
Added destroyable bodies to the ssgzombie.
Added an option select to either spawn the original BD monsters or my updated variants. (Hellknight, Baron, Cacodemon)
Added information to the mods option menu that explains some settings in more detail.
Added brightmaps and some improved sprites for some Doom1 decorations.
Fixed a bug when selecting to start with the rifle you needed to pick up an additional 2 rifles before you could dual wield. (3 total)
Added a new enemy: Ifrit
This magical hellspawn will sometimes replace pain elementals on later levels. It also replaces the Ifrits for Scythe2.
The mod now works on the latest version of Brutal Doom. (BDv21RC8)
Added some missing gore sprites from earlier versions of brutal doom.
Slightly increased the damage of the railgun.
Added smart-ammo support for the revolver.
The revolver should now *feel* more powerful.
Increased the damage of the revolver.
Fixed a bug with dual revolver alt-fire causing the two shots to fire at different heights.
Fixed a bug where shooting the SSGzombie in the head would deal less damage than intended.
The mod now works on the latest version of Brutal Doom (BDv21RC4)
Added some more death animations for the SSG Zombie.
Added an option to switch between toggable and holdable ADS-mode
Added the ability to roll grenades by double tapping the grenade toss-key
Added an option to turn down some effects for better performance
Added option to play 32-map wads maps in random order
Added smart ammo, which will make ammo packs (such as shotgun boxes and cellpacks) spawn smaller ammunition upon being picked up when near ammo cap which helps conserve ammo
(this can be turned off in the options menu)
Added more selectable options for starting weapons
Added options to select machinegun grenade indicator icon and screen location
Added an UI indicator of the players C-4 amount as well as options to select screen location
The BD flashlight-key can now be used as the weapon special-key
Added support for the 1st person executions
Added slidekicking(crouch move+kick)
Added option to select between old and new grenade sprites
Added a new skin to SSG
The ssg now has a wooden stock
Implemented the new BFG10k shots from the latest version of BDv21
Increased the direct damage from BFG9k shots
The flamecannon can now be dual wielded with the Bloodrush powerup
Slightly increased the damage of the railgun
Added green and blue blood sprites to knife
Added a kick combo to knife attacks
Remade knife alt fire - it's now a chargeable attack that leaves a bleeding wound on the enemies, making them lose health over time
Having the bloodrush sphere makes the charged attack charge faster
The machinegun can now be unloaded
You now get one C-4 explosive from backpacks
Improved the code of revenant launchers seeking rockets
Bloodrush sphere now also regenerates the players health
Decreased the time of the bloodrush sphere from 120 seconds to 90 seconds
Added support for the demon sphere
Updated the graphics of the demon sphere
Updated the BFG explosion sprites
Improved the graphics of smoke fx
Added brightmaps to the super shotgun
Added new brightmaps to the BFG10k
Added brightmaps to the night vision goggles
Implemented BD21 green and blue blood
Slightly increased the health of cacodemons
The SSGzombie can now be taunted - making him attack and reload faster
The SSGzombie can now be kicked in the nuts
Added some variations to the SSGzombie death animations
Added some custom gibs for the SSGzombie
Improved the SSGzombies death animations
Added a fatality death animation for the SSGzombie
Bots in deathmatch will now occasionally use secondary fire modes
Fixed a bug causing the female taunts to not play when playing as a female
Fixed a bug causing fire to float in the air on moving sectors
Fixed a bug causing evil marines would sometimes drop railguns
Fixed a bug causing berserk packs to not spawn
Fixed a bug causing the minigun to fire way faster than intended
Fixed a bug causing the railgun charged fire didn't do as much damage as intended
Fixed a bug where rifle zombies would sometimes spawn invisible
Fixed a bug causing the flashlight (item) brightmaps to not show
Fixed a bug causing Hellknight, Baron and Cacodemon gibs to show up on the BD21 enemy healthbar indicator
The mod now works with the latest version of Brutal Doom. (BDv21aug09)
Fixed a bug with Purist BFG9000 could not fire vanilla BFG balls.
Fixed a bug where the screen turned red when dual wielding without the Bloodrush Sphere.
Increased Minigun max ammo from 400/800 to 500/1000.
Added one new enemy: super shotgun wielding zombie(Beta).
Added options to individually disable the new zombies:
* Pistol zombie
* AxeZombie (scientist)
Added dynamic spawn to some enemies (on by default):
SsgZombie, SmgZombie, AxeZombie and RifleZombie will only start to spawn when you have played a few levels.
This can be disabled in the options menu.
Dual wielding added to the following weapons(beta):
Added options for dual wielding: enabled/disabled/powerup
Added a new powerup (beta): Bloodrush sphere - enables the player to dual wield some weapons for 2 minutes.
The bloodrush sphere will spawn in the following places:
* 10% chance to replace a backpack once you have one.
* 20% chance to replace a computer area map.
* 10% chance to replace a berserk pack.
* 10% chance to replace a chainsaw once you have one.
Changes to ShotgunZombie and RifleZombie:
* Added some more frames to the shooting animation.
* Can now be taunted and will then be more aggressive and shoot and reload faster
Bosses now take less damage from the minigun.
Increased the damage done to cacodemons from rockets and explosions.
Added some more frames to some of the cacodemon gibs.
Fixed some brightmap bugs with the cacodemon.
Fixed a bug where cacodemon, baron and knight corpses and gibs got destroyed when the player walked over them.
Severed knight and baron heads can now be kicked around just like other heads.
Barons have recieved a slight resistance to damage from the minigun.
Lowered the damage delt when headshoting barons and knights.
Updated graphics for the ammo dropper.
Added minigun ammunition to the ammo dropper.
Fixed a bug where bubbles could live forever.
Fixed a bug where shooting liquid surfases with the revolver did not cause a splash.
Sligtly decreased the accuracy of the revolver.
The revolver bullets can now penetrate smaller enemies.
The revolver bullets can now penetrate thin walls.
Decreased maximum revolver ammunition from 100/200 to 50/100.
Decreased ammo gained from revolver ammo packs from 30 to 15.
Slightly increased the damage of the machinegun.
The machinegun grenadelauncher will now instantly reload when playing with "instant reload" enabled.
Slightly lowered the time to reload the machinegun grenade launcher.
Fixed a bug where the machineugn grenade launcher could be reloaded instantly.
Fixed a bug where fireing grenades with the machinegun would not alert enemies.
Lowered rifle ammo gained from rifleboxes from 100 to 80.
Lowered ammo gained from dropped rifles from 30 to 10.
Slightly increased the damage of the rifle.
Changed the "clipbox replacer" to slightly more often spawn revolver and rifle ammo and slightly less minigun ammo.
More than doubled the direct hit damage of the BFG9000.
Slightly increased the damage of the super shotgun.
Smoothed the pumping animation when fireing the shotgun down sights.
Updated the animations of the AssaultShotgun (AA12), no stat changes.
Updated the graphics and animations of the SMG.
Updated the fadeout of some particle effects.
Changed so a maximum of two C4weapon (1 detonator, 3 C4 charges) will spawn on levels that contain a high amount of shotguns.
Increased the damage of the revenant missiles. (the weapon)
Slightly lowered the volume when fireing the pistol with a silencer.
Fixed a visual bug with the railgun powerfire indicator, causing it to sometimes "float around".
Slightly increased the damage of railguns charged fire.
Increased the damage dealt to enemies from flames on the ground. damage to player stays the same.
Increased the speed of flamecannon fireballs.
Fixed a an error shown when fireing flamecannon fireballs.
Reloading a weapon will now only drop a magazine if the magazine is empty.
Fixed a bug where unloading one weapon would cause other weapons to be unloaded as well.
Fixed a bug where you couldn't rescue captured marines by pressing "use".
Added a lot more sprite variations for pre-placed dead marines. (from 6 to 18!)
Added sprites from smooth doom to some doom1 decorations and added lightning.
Added sprites from smooth doom to Computer area map and added brightmaps.
Added new sprites for the minigun belt links.
Renamed the actor "9mmMagazine" to "Magazine9mm" for better compatibility with custom HUDs.
Renamed the actor "2Shell" to "GreenShell" for better compatibility with custom HUDs.
You can now access the mods option menu from "Brutal doom options" in the main menu.
(It came to my attention that gzdoom does not support changes to the normal option menu, making the mods options inaccessible for those playing on gzdoom.)
Added options to disable these weapons:
* Flame Cannon
* Revenant Missile Launcher
* Hand Grenades
Added the option to select between BDv20b and BDv21 shotgun sprites.
Added the option to select between BDv20b and BDv21 SSG sprites.
Added the option to select rocket launcher alt fire (infrared scope or grenade launcher).
Added some new cacodemon gib sprites.
Made a new sprite for the revolver ammunition.
Slightly increased the lightcone (wider light) from the pistol flashlight.
Changed the blood decals for green and blue blood, they now match BDv21 much better.
Changed the way bubbles look and behave under water, they should now look much more realistic.
All fire and flames should now burn out when in contact with water.
Added new casing sprites for the rifle, machinegun and sniper rifle.
Added brightmaps to the pistol and shotgun.
Added brightmaps to BFG10k (item), cell and cellpack.
Added some missed brightmaps for the cacodemon.
Added support for QueueCorpse for all gibs.
Added support for turbo reload for all weapons.
Reintroduced SGT Marks ammodropper.
Remade the shotgun strap physics, which works for both shotgun skins (and is ofc toggable).
Playing as the purist class now shows the correct weapon item sprites.
Fixed a bug causing hellknights to sometimes have red blood.
Fixed a bug where the chainsaw would switch between different bloody sprites.
Fixed a bug where some cacodemon gore dissappeared when under water.
Fixed a bug where some projectiles would stick to walls in deathmatch.
Fixed a bug where the crosshair would sometimes disappear when using the sniper rifle.
Added some new ammunition items:
* Box of rifle ammuntion (100 bullets for Rifle, Machinegun and Sniper rifle).
* Box of minigun ammunition (100 bullets for minigun).
* Railpack (24 ammo for the railgun and BFG10k).
Increased ammo pickup for Revenant Missile Launcher from 6 to 8.
Increased the spawnrate of green shellboxes from 15% to 20%.
Decreased shell box and green shell box ammount from 20 to 16.
Decreased the spawnrate of railcores from 15% to 10%.
Increased the spawnrate of SMG and C-4 replacing the Shotgun from 30% to 40%.
Cellpack now has a 10% chance to spawn into a railpack.
Single rockets will no longer be replaced with C-4 charges.
Added SMG, AssaultShotgun, Machinegun and Grenade launcher to the chainsaw-replacer spawnpool.
Remade the clipbox replacer from 10% revolver bullets, 90% clipbox to 75% minigun ammo, 12.5% revolver bullets, 12.5% rifle ammo.
Increased the damage of the Sniper rifle when zoomed.
Decreased the damage of the BFG 9000.
Slightly faster reload speed for the MP40.
Pressing the "weapon special" key with the railgun equiped will switch between normal and charged mode. The charged mode uses double ammunition but is more powerful (works exactly like BDv21 Railgun)
No longer shares ammunition with the minigun.
Now uses the same ammunition as the machinegun and sniper rifle.
Now uses a different type of ammunition from the rifles.
Increased maximum ammunition from 300/600 to 400/800.
Lowered spin up time.
The weapon is much more accurate but has more recoil.
Lowered damage but increased RPM.
Added new sounds.
The barells now spin in the other direction, which is more realistic concidering its belt fed from the right side.
Now uses the same ammunition as the rifle and sniper rifle.
The weapon now uses magazines instead of a belt (and has to be reloaded).
Slightly increased bullet spread.
Slightly lowered damage.
The UI now shows if you have loaded a grenade into the machineguns grenade launcher.
You can change the position of this indicator with the variables TE_MGX and TE_MGY
Made altfire more powerful
Added light to all fire.
The weapon will no longer be able to fire under water.
Now uses railcores as ammunition instead of cells.
Updated pickup sprite.
Reduced charge up and cooldown time.
Slightly increased damage.
Max ammunition lowered from 999 to 666 (becase it a weapon from hell! duh?) ammo/shot lowered to compensate for this.
You no longer get ammunition from killing zombies, the weapon slowly recharges itself.
(It takes about 15 minutes to get full ammo.)
The mod has been updated to work with BDv21.
Temporary disabled my custom HUD.
There is no longer two versions of the mod (zandronum and gzdoom), they have been merged into one.
Temporary removed dual wielding for all weapons.
Temporary removed the "Ammodropper".
Temporary removed the tactical class.
Replaced BDv21 railgun with my railgun.
Replaced the BDv21 pistol with my pistol.
Added an option to turn off the BDv21 weapons individually.
The BDv21 flashlight is now only available for the purist class, and has been updated with my graphics.
Merged the pistol and rifle start-classes. Starting weapon is selected in the options.
Improved some stuff for deathmatches.
Updated the purist class and weapons. They should now feel more smooth and solid.
Fixed brightmaps not showing up for Zandronum.
Fixed a bug where the flashlight would flicker when turned on.
Fixed a bug causing the game to crash when using some weapons under water.
Fixed a bug causing no weapon or ammunition to respawn in Zandronum deathmatches.
Fixed some bugs causing the C-4 to not work properly in multiplayer.
Slightly changed the AI of the Cacodemon. It should now feel much more intelligent and dangerous.
Improved the Baron bosses for doom e1m8.
Improved some general fx.
Added some more frames to some casings.
The Radiation Shielding Suit has received new graphics. (Selectable in the options menu)
The Radiation Shielding Suit now gives an additional 90% dmg reduction against fire. (Yes, even imps and mancubus attacks)
Rebalanced the damage for some weapons. They should now feel more solid.
Autoshotgun pickup ammo raised from 8 to 20
The AA12 now uses the green shotgun shells.
Shotgun, SSG and Plasma Rifle has been reverted to BDv20b sprites. (This will be selectable in the future)
Re-added the option to disable the Shotgun strap physics.
Sniper Rifle now uses normal Rifle ammunition.
Increased the damage of the BFG9000.
Increased max ammuniton for the railgun from 40/80 to 50/100.
The BDv21 SMG will now have a chance to spawn instead of a Shotgun once you have one.
All magazines now has a 50/50 chance to be either a rifle magazine or a 9mm magazine. (pistol, smg & mp40)
Removed the random weapon spawn from the computer area map.
Added brightmaps to the Rocket Launcher.
Added brightmaps to the Shotgun. (Not complete)
Updated the secret weapon "Hitlers Buzzsaw" to be more smooth.
Added an option to select between BDv20b and BDv21 sprites for the Buzzsaw
Probably changed some more minor stuff. Can't remember everything...
Slightly increased health of Barons and Knights.
Added particle effects to all shotguns.
Added new ricochet graphics for hitscan weapons.
Player will no longer leave bloody foot prints on liquid surfaces.
Weapons and projectiles will no longer leave flames on liquid surfaces.
Updated graphics on splashes when shooting and walking on liquid surfaces.
Increased the spawn rate of the new weapons from 20% to 30%.
The SSG will now spawn in DTWID.
Crosshair now gets disabled when aiming down sight (not yet on the rifle).
All hanging bodies are now destroyable.
Impaled bodies now sometimes drop ammo.
Barrels can now get hit by rockets and plasma.
The Barons and Knights will now have green blood upon fatalities.
Fixed a bug where Barons had the sounds of Hell knights.
Fixed a bug causing some casings to disappear.
Railgun has new infrared graphics and will no longer remove the effect from night vision goggles when turned off.
Changed the screen effect from Night vision goggles.
Changed the screen effect from Invulnerability sphere.
Updated graphics on some items:
* Small health bonus
* Small armor bonus
* Soul sphere
* Mega sphere
* Blur sphere
* Invulnerability sphere
Weapon won't disappear when kicking or taunting.
Fixed a bug where the strap physics option didn't work as intended.
Weapon won't disappear when kicking or taunting.
Added two new reload animations. they can be chosen in the options menu.
Updated Plasma Rifle:
Weapon will no longer stay on the ground efter been picked up.
Weapon won't disappear when kicking or taunting.
Updated BFG 9000:
Decreased the charge up time before fireing the weapon.
Slightly updated the graphics to make the weapon look more interesting.
Weapon won't disappear when kicking or taunting.
Changed how the weapon works:
It will now fire a fast moving projectile that does continous damage and has a large aoe upon detonation.
There is an option to change the behaviour to the classic mode in the options menu.
2 new weapons: Knife(slot 1) & Pistol(slot2)
New keybind: Throw C-4.
New keybind: Weapon special.
Railgun nightvision toggle now uses weapon special key instead of unload key.
Revolver cylinder spin now uses weapon special key instead of unload key.
Sniper rifle zoom change now uses weapon special key instead of unload key.
You can now roll handgrenades by pressing the new weapon special key, in addition to the reload key.
C-4(Weapon) now has a 20% chanse to spawn instead of a shotgun, once the player has a shotgun.
The hellish missile launchers primary fire will now allways fire homing projectiles, even if you don't have a target in sight.
Slightly increased the speed of the rocketlaunchers rockets.
Rifle and dual rifle moved to weapon slot 4
Revolver moved to weapon slot 2
Added new green blood sprites.
Added some new cacodemon gore stuff.
The green and blue blood has recieved some updates and should now look and behave much better.
Some slight changes to increase performance.
Fixed a bug where baron of hell and hellknights became totally confused upon meeting an invisible player.
Weapon won't disappear when kicking or taunting.
Weapon will keep bloodstains when kicking or taunting.
Weapon won't turn silent when kicking or taunting.
Going on a killing spree with the chainsaw will give cruelty bonus (armor) and sometimes drop ammo.
New option menu:
Each new weapon of this mod can be individually disabled.
The players starting weapon can be selected between fists/knife/pistol/rifle
The pistols flashlight is kinda heavy on performance, so it has three graphics options to select between. (GZDOOM only)
The automatic shotguns reload can be cancelled with a kick.
The C-4 will bounce much less.
Pressing "unload" while zoomed with the railgun toggles nightvision on/off.
Slightly increased revolver reload.
Slightly increased sniper rifles fire speed and reload.
Increased drop rate of sniper magazines from 10% to 15%.
Reduced vertical recoil of the MP40.
Increased MP40 reload speed.
The rocketlauncher grenades will now bounce less.
Updated some explosion, smoke, fire and plasma effects.
Some changes for better preformance.
The Super Shotgun will now spawn in Doom1 and FreeDoom1 maps.
Weapon casings will now spawn closer to the weapons extractor and behaves more realisticly.
The crosshair will dissapear when zoomed with the sniper and railgun.
Smoothed the middle-finger-sprites.
The Doom2 boss cubes that spawns demons has new sprites.
Updated Hellish Missile Launcher:
Buffed projectile speed and damage.
Weapon won't disappear when kicking, taunting or throwing grenades.
Increased ammo upon pickup from 4 to 8.
Increased maximum ammunition from 50/100 to 100/200.
New altfire: Fire non-homing rockets.
Bugfix: Weapon won't alert enemies when displaying "NO TARGET".
Fixed a bug casuing the C4 to never spawn.
(Well not a bug really, I just forgot to implement the code. Duh!)
New weapon added: C4 explosives.
Slightly increased AutoShotgun fire speed.
Reduced the charge time of the railgun.
Moved the new weapons to the back of weapon selection.
Added three new death animations to the cacodemon.
Made remaining cacodemon bodies destroyable.
Remade how casings behave when under water.
Fixed a bug where hellknights sometimes bled red blood.
Fixed a bug with green blodspots not showing properly.
Fixed a bug causing the blue blood pools to not show up.
Fixed a bug where cacodemon bodies and pieces sometimes had red blood.
Remade the MP40:
New updated sprites and animations.
The weapon no longer disappears when kicking or taunting.
It now fires with a open bolt system, as it does in real life.
Slight increase in damage.
Slight increase in accuracy.
Slight increased altfire zoom.
The weapon no longer shares ammunition with the rifle and minigun, but has it's own ammo added.
9mm magazines will spawn instead of regular clips if the player has found an MP40.
Updated Rocket Launcher:
Smoothed animations during reload.
The weapon no longer disappears when kicking or taunting.
Added altfire - fire rockets as timed grenades.
Bugfix: Weapon will no longer alert enemies when firing an empty weapon.
Fixed all errors upon loading the mod.
Fixed a bug causing the new ammunition spawning when playing in classic mode.
Added support for zandronum (separate file) and the latest version of gzdoom.
The updated mugshot is now a seperate file with a complete HUD replacement.
Fixed sound errors of barons and knights.
Increased sniper rifle damage with 25%.
Increased droprate of green shells (4x) from 10% to 20%.
Increased droprate of green shellbox (20x) from 10% to 15%.
Increased green shells gained form backpacks from 4 to 12.
Slightly increased AutoShotgun reload speed.
AutoShotgun can now be fired mid reload, like the normal shotgun.
Railgun now has it's own unique ammo type which has a 15% chance to spawn instead of cells.
Increased railgun damage with 25%.
Increased railgun ammo capacity from 5 shots to 8 shots.
Updated graphics for railgun pickup.
Mod released on the internet.