A progression-based gameplay overhaul mod. Over time, you will get stronger weapons, sidegrades, and items, while also discovering new, more powerful enemies. Includes several new features centered around progression.
Full version of Pandemonia 2.4. Includes many major changes such as new bosses, new weapons, an overhauled Myrkura, options for balanced death exits, and a system to reroll enemy spawns after loading an autosave.
Full version of Pandemonia 2.4.
Some of the biggest changes include:
Full changelog:
--2.4--
Major code changes:
- HUD is now in ZScript instead of SBARINFO
- In simple terms, making new content that works with the HUD is 10x easier now
- Game Level is now shown in HUD
- Level time is now shown in HUD
- No more Sidegrade or Durability tokens, instead the necessary info is included in the weapon itself
- Making new sidegrades or durability weapons is significantly easier now
Added boss spawn progression
- Bosses are split up into 4 tiers:
- Low tier (zombies, imps, demons, spectres, maybe lost souls?)
- Mid tier (hell knights, cacodemons, mancubi, arachnotrons)
- High tier (barons, pain elementals, archviles)
- Super tier (cyberdemons, masterminds)
- Low tiers will spawn normally through Game Level progression
- Mid tiers require 3 low tiers to be killed before one can spawn
- High tiers require 3 mid tiers to be killed
- Super tiers require 3 high tiers to be killed
Added Death Exit Behavior
- By default, death exits will be balanced:
- Lose all weapons except for Durability and slot 8 weapons
- Durability weapons will be broken
- Sidegrades are kept, and will transfer to new weapons
- Ammo is removed except for 50 bullets
- All inventory items are kept
- Can choose between three options: Balanced, "Keep Everything", and default
- "Keep Everything" will only reset your health to 100, all other items and weapons are kept
- "Default" acts like the vanilla Death Exit behavior, where everything is reset
- This option is not balanced around Pandemonia's progression, as Game Level is not reset
Added Pistol Start Behavior
- Allows you to choose whether or not each map should be a forced pistol start
- Like with death exits, there is a Balanced option and a Default option
Added Autosave Spawn Rerolling
- By default, loading an autosave after a Death Exit or Pistol Start will reroll all enemy spawns on the map
- There is also an option to reroll *every* autosave, even without a death exit or pistol start
Added Hell Prince Asch, hell knight boss (mid tier)
Added the Abyssal Savage, imp boss (low tier)
Added the Cyber Imp, imp class
Added the Brimstone Imp, imp class
Added the Scourge Zombie, chaingunner class
Added the Scourge Rifle, slot 6 weapon
Added Convergence, slot 8 weapon (dropped by Myrkura)
Added Game Level settings
Overhauled Myrkura
- New effects
- New attacks
- Will gain the powers of any runes you have active
- With 2 runes active, it will drop Convergence
Changed progression-based spawners
- Somehow, I forgot a check that determines whether or not enemies should be "skipped" in the list
- To cut technical talk short, spawners should feel a slight bit more varied depending on your game level
Changed Plasma Repeater
- Can now deal self-damage
- Deals more splash damage, but less direct damage
- Less chance to stunlock enemies
- Increased spread
Changed Laser Rifle
- Fires an instantaneous beam instead of a projectile
- Enemies will still fire the old projectile
Changed Railgun
- Beam sidegrade uses slightly more ammo over time
Changed Scoundrel
- Lunges during its melee attack
- Buffed health to 120
- Projectiles are much faster
- Receives speed and resistance buffs when in groups of imps
Changed Plagueling
- Buffed health to 230
- Lunges during its melee attack
- Melee attack can now give poison status
- Added close-ranged breath attack
Changed Hectebus
- Longer delay between its normal shots and Dark Blaster shots
Changed Dreamweaver
- Flower projectiles only weave when initially fired, and will then quickly seek towards the player
Changed Apollyon
- Slightly nerfed damage on Grenades
Changed Chaos Monolith
- Enemies it spawns no longer count towards the kill count
Changed Dark Revenant
- Nerfed health to 350
Changed Dark Cacodemon
- Buffed health to 450
Changed Doomsphere
- Now gives 75% resistance instead of 50%
Changed Chaos Ecclesiarch
- Aeonstave 2nd Altfire ball has less seeking when accelerating, is easier to dodge
Changed Sacrosanct Aeonstave
- Charges up from Chaotic Essence quicker
Changed Semi-Auto Sidegrade (Auto Shotgun)
- Successive shots will increase spread significantly
Changed Cybernetic Armor
- Now has a separate bar to store shield charge
- Shield charge can be refilled with cells
- Takes 60 cells to fully refill, can be refilled partially if low on ammo
Changed Heliacal Arkh Solbeam effects
Changed Spawn Event message
- Is now properly offset on Corruption Cards selection menu
- Spawn Event is logged to the console
Changed sprites for the Nailborg Commando
Changed sounds for Double Damage Sphere
Added higher quality sounds for certain enemies
Overhauled drop rates for the Completionist Rewards
Removed Harvester
Fixed a bug with Sidegrade/Rune drops for certain enemies
Animated the logo in the main menu
Fixed Poison effects still spawning when poisoned enemies die
Fixed a VM abort (hopefully) caused by the Cryptek's chaos buff
Fixed a VM abort (hopefully) caused by the Chaos Ophydian
Fixed a VM abort caused by the Cyberwarden and Hell Warden
Fixed odd effects and lightning spawning from the Sacrosanct Aeonstave's altfire
Fixed issue with backpacks