Some more updates on the upcoming new version of DN3DooM (WIP):
- Archviles can now resurrect enemies from gibs
- New enemies: undead humans, psx pig variants (zombie pigcop, pig-in-a-dress, magum p.i.g.), aracnorb, wolfenstein dogs
- New Spider Mastermind attack: summon Aracnorbs
- Added option to use vanilla doom enemies (useful if the map pack has custom enemies, or if you want to use a custom monster pack)
- More details in the video:
- fixed bug with impassable invisible objects in maps with dehacked decorations (Auger Zenith, DBP10, etc)
Plus more:
- fixed bugs in maps that use tids in enemies to trigger events (this made some maps unfinishable)
- fixed damage taken when telefragging an enemy that explodes
- fixed not being to be able to throw pipebombs and tripbombs when you are out of ammo in some weapons
- fixed pigcop tank pitch calculation
- added ability to switch weapons during reload animation
- added option to disable visual bullet tracers from your own weapons
- added ability for summoned friendly monsters to kill slimers when face-hugging
- added option for archvile's chance to resurrect enemies
- increased archvile's shield strength when resurrecting enemies
- increased ammo capacity to: devastator, expander
- improved regular pipebomb throw (works better when aiming up)
- added body parts to gibbed corpses
- new body parts for megabrain
- renamed sprites for better compatibility with other wads: shotgun, battlelord, cycloid emperor, explosive barrel
- nightmare mode (damn I'm good) now respawns all monsters (including gibbed bodies and metal enemies, except when frozen/shrinked)
- other fixes/improvements
More stuff to come while preparing for next version
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Very cool how in-depth you went with the resurrection logic.
The other new features and improvements sound really good as well.
I'll be quite happy to play the new update once it's ready.