This mod REQUIRES GZDoom 4.5 (4.10 recommended). This is a gameplay mod for DOOM II, Final DOOM, and FreeDOOM that aims to adapt the mechanics and weapons of the Ratchet & Clank series into GZDoom. There are a total of 27 weapons that can all be leveled up through the acquisition of XP, with all but the Omniwrench transforming at V5. Maximum health can be increased in the same fashion, reaching a maximum of 400. You'll be facing off against an extended bestiary with more complex behaviors than your standard DOOM monsters. The package contains modified versions of gleasspty's weapon wheel, Xaser's DAMNUMS, and Sgt_Mark_IV's Bolognese gore mod. Lastly, a mapset is in the works for this mod. Any and all help is welcome on this front.
After two long years, Hot and Bothered 3.0 has finally arrived! See the companion article to this update for more information. See below for the changelog.
FILES
-Completely rebuilt rc.pk3. It now takes better advantage of the PK3 format, no longer being a mess of WADs (maps excluded), and it now incorporates all add-ons except Bolognese.
-Many, many duplicates have been removed. Seriously, how did I let this happen?!
-Converted nearly all audio files to .ogg format.
-Documentation files consolidated and simplified.
-Credits in the readme files have been changed to properly identify myself with new name and new username.
ADDITIONS
-A Jukebox menu for changing music. This will load the soundtrack for the IWAD being played so the menu isn't a cluttered nightmare full of invalid commands. If you include Annihilation Nation in your load order, you'll find all of the mod's unique music in the list as well. For IWAD levels, the idmus console command is used, so custom music that overrides the mod or vanilla should work just fine. Note that this won't work with anything beyond E4M9 and Map32 without a patch.
-Save point prefab for Annihilation Nation.
-Patches to enable New Game+ outside of Annihilation Nation.
-Option to toggle a kill counter. Note that the give ammo console command will break this.
-QTilt has been exchanged for Tilt++.
-Weapon Queue - You can now cycle through the last three weapons you used. The queue is displayed on the HUD as an extension of the current weapon icon.
-Optimized Supplement - Gives 3% health.
-Healing Scalar - Players can set the healing power of basic healing items from 50% to 200% of their stated value.
-Monster Speed Scalar - Adjust movment speed for monsters from 50% to 200% of their base speed.
-Ammo Scalar - Players can set the ammo received through pickups from 50% to 200% of their stated value.
-Elemental Damage - This has been expanded beyond damage types that do specific things. There are seven elements in total: Physical, Incendiary, Plasma, Lightning, Ice, Explosive, and Infect. Infect behaves the same as it always has, but the ramaining five have varying pain chances from one enemy to the next and, in Challenge Mode, strengths and weaknesses become a factor. Strengths and weaknesses can be turned on before starting a new game, but this is not recommended.
-Soul Tree - A glowing Skull Tree that spawns Lost Soouls when hit.
-Core Tentacle - A tentacle with an eye that pops up out of the ground to attack the player.
-Hell Rose - A demonic flower that attacks with spores and brambles.
-Minimum Start Health mutator - When starting a level with less health than this setting, health is restored up to it. Setting to 0 turns it off, and it cannot exceed 200.
-kodi's MiniMap mod - Includes options for toggling, position, size, zoom, and alpha.
-NanoPak - Health items add charge which is then consumed to heal the player when their health is low.
-Bolts as money.
-Togglable level stats.
MONSTERS
-Many, many monsters have had their aggressive behaviors toned down. Some zombies have been toned down in general.
-Volacubus has a chance to fire bursts of six fireballs under aggressive monster behaviors.
-Aggressive Grenadiers sometimes fire frag grenades.
-Aggressive BFZ is now capable of chasing the player while firing.
-Being hit by Grell now gives a green screen tint to show the player has been poisoned (i.e., movement speed quartered).
-Spitters no longer retreat.
-Several gibbed monster now spawn Forgotten Ones when Gib Souls is active.
-Lava balls will now bounce, extending their range. Previously, these were of little to no consequence to the player.
-Some X-Grade spawners have had their drop chances redistributed. Zombieman spawner no longer spawns Chaingunners. Shotgunner spawner no longer drops Elites.
-Arachnorb spread fire covers a much wider radius. This makes it simultaneiously harder to avoid and less likely to decimate the player. Spread damage reduced.
-Catharsi spread fire launches four projectiles instead of six.
-Annihilation Nation bosses renamed.
-Incubus now only fires rockets.
-Non-boss monsters killed with the Afterburner have a 50% chance of dropping flames that damage nearby monsters.
-All monsters are immune to Poison Soul gas clouds and similar monster area denial attacks.
-All damage RNG removed. The averages of damage rolls were used to calculate flat damage.
-Lieutenant's explosive fire sound fixed.
-Keens now spew massive piles of XP on death.
-Snipers fire explosive bullets that do no impact damage.
-All zombies make a better effort to face the player before firing. Many have received accuracy and damage nerfs as they were too powerful for their class.
-Commanders switch to Phalanx balls at long range under normal behavior and always fire them under aggressive behavior.
-The Icon of Sin has been completely rebuilt. It is now a timed survival battle.
-OLDRADIUSDMG flag removed from Afrit fire.
-Deep Ones completely lose their invisibility when dead or dancing.
-Monster rockets that were doing all their damage via splash now split the damage with impact.
-Summoners can now only summon a certain number of monsters. After this, they must resort to using their own attacks.
HAZARDS
-TNT crates will not damage the player if they shoot them. They still do damage if allowed to explode on their own.
-Running out of air is instant death.
WEAPONS
-Thruster punch damage bonus halved.
-Fist sprites changed to use a better series with the same hands. Attack speed increased. Damage decreased. Mini capsule drop chance greatly increased.
-Punches have a 75% chance to drop Nanotech Supplements every time they connect with a monster.
-Parent class made for all weapons which includes bob style, ammo give/use amounts, NoAmmo, and punch states.
-Sound cutoffs for several weapons have been fixed.
-Up state added to each weapon so they don't repeat their startup code.
-Elements added to all weapons. Some have been given an A/V rework to better suit their elements.
-General rebalnces to nearly all weapons including damage, ammo, speed, accuracy, and homing aggressiveness among others.
-All melee attacks have seen a reduction in range. Omniwrench range increases more slowly. However, all melee attacks gain damage as the player's health increases.
-V3 weapons alert the player to their most signficant upgrade.
-V5 stoarage of XP gives up to 1000 points.
-Weapons that have a limit on the number of active shots have seen that limit reduced.
-Omniwrench projectile reflection has been severely buffed. The player is immune to reflected projectiles, their speed doubles, and damage increases dramatically.
-N60/N90 projectile hit sounds have been pitched down to be less irritating.
-N90 now has an altfire. Fire rate is much higher, accuracy is much lower, one projectile is fired at a time, and projectiles bounce on surfaces.
-Background noise removed from N90 up sound. The sound is lower quality, but cleaner.
-Mr. Zurkon's lines have been completely re-recorded. Sprites changed to be more unique. Now fires pairs of V4 Arbiter rockets instead of a burst of 10 small rockets.
-Morph-O-Ray XP needs greatly increased.
-Chickens spawned with the Beakinator now drop 25 XP instead of 100.
-Tesla Claw and Thunderbolt have an altfire, launching limited-range electric bolts with a high rate of fire.
-Tesla Claw pierces through more targets with each level.
-Thunderbolt chain lightning arcs reach slightly farther.
-V4 Arbiter fires rockets in a duck's foot pattern.
-Arbiter alt fire sound changed. Ten-second timer removed.
-Decimator primary hits 10 times instead of 7.
-Bomb glove bounce sound changed. It now uses the Bouncer jingle.
-V3/V4 Bomb Glove fires a ring of nails on detonation.
-V4 Bomb Glove throws two bombs.
-B6 Obliterator alt has fixed spread in a hex pattern.
-Meteor Gun now uses a more vanilla explosion in terms of look and sound. V4 homing removed, speed and radius increased.
-HK22 now releases a spread of energy balls instead of rockets.
-R.Y.N.O. altfire added to launch all seven rockets at once with increased speed but no homing.
-Nanoswarm and Flux Rifle pick up Ice-based damage at V3, become the Frostswarm Glove and Snowblind Splitter at V5.
-Pulsar/Blackstar Cutlass have a red glow applied to primary.
-Blitz Gun and Blitz Cannon primary fire lightning trails fade much faster.
-Blitz Gun charge slowed by 5 tics, uses 2 ammo.
-Blitz Cannon primary fires fewer rails that each do more damage.
-Plasma Storm primary fire can only have two active orbs at once.
-Plasma Storm altfire launches six balls instead of nine and is now fully automatic.
-Bouncer and Heavy Bouncer bombs have a fixed range for bounce height and lower gravity and speed, but they have a BounceCount of 10 instead of 5.
-Harbinger and Supernova have been overhauled. Drop time is near instant, lasers have a height limit, fadeout speed doubled, bomb graphics option removed. Most weapon stats have been altered as well.
-Infector and Infect-O-Bomb have been made silent.
-Lacerator and Dual Cryolators' range limit removed.
ITEMS
-Al's Glasses have received the ADDITIVETIME flag.
-Phaserator now prevents seekers from tracking the player.
-The ammo bonus given by Amm-O-Matics decreases with higher difficulties.
-Ammo capsules give a fixed amount of ammo, no longer scaling with capacity.
-Ammo capsules never count toward item total.
-Ammo capsules are no longer wasted when all weapons are full.
-Mini ammo capsules give signficantly less ammo.
-All healing items are now percentage-based. Supplements no longer give XP.
-Nano-Nano removed.
-Nanotech Supplement has a 30% chance to spawn an Optimized Supplement.
-Optimized Supplement, Small Nanotech, and Large Nanotech provide charge for the NanoPak.
-The Thruster pack cancels half of your vertical momentum if used while in freefall.
-Groovitron time extended, damage increased.
-Slot 2 dud token removed.
-A token has been added to track total kills.
-All bolts and washers give some amount of currency.
OPTIONS
-Simplified difficulties to put more emphasis on gameplay mutators.
-Highway to Heck difficulty slightly adjusted, renamed to Eternally Doomed.
-Hero difficulty now allows normal monster infighting.
-Liberator difficulty is now more in line with vanilla Nightmare with fast, respawning monsters and double ammo. Exterminator follows suit but removes all player buffs.
-Skin of Your Teeth mutator removed.
-Always Pickup Ammo option removed. It is now always on.
-Main weapon and quick slots can now be set to "None", disabling the former and skipping over the latter.
-Alpha value added to Scouter.
-Added option to disable Damage Numbers. Color selection removed.
-Auto XP mode removed.
INTERFACE
-Some HUD messages have had their timers reduced.
-The HUD now completely disappears when the weapon wheel is opened or when the player dies.
-Option menu text cleaned up. Verbose descriptions are gone for the most part.
-Recolored Weapon Wheel panels.
-Cmpact "normal" status bar removed.
MAPS
-Custom map check use map lump name instead of level number. This will potentially improve compatibility with other mapsets.
-Annihilation Nation soundtrack extended to add some variety. FreeDOOM music removed.
-Annihilation Nation intro text altered.
PRESENTATION
-Projectile trails have been reduced in quantity and duration.
-Intermission fixed to use more consistent fonts and not turn to a black screen.
-Intermission and title screen music have been changed.
-Intermission sounds changed to be more varied and less deafening.
-Item count removed from intermission screen.
-Ranking no longer takes items into consideration.
-Fire effects on mushroom cloud explosions now fly up instead of out.
-Annihilation Nation music is now played in normal maps.
-The player no longer creates a shower of gibs upon death.
-Unique sounds and damage tint for slime, KO, and drowning damage.
BUGS FIXED
-Freeze death was being overridden by the CorpseFadeOut script when enabled. Solution: Extend the fadeout timer to 1 tic greater than the freeze death timer.
-Occasional access violations occur, crashing the engine. Solution: Change ACS_NamedExecuteAlways to ACS_NamedExecute in the player actor.
-BFG Guys werre occasionally freeze the game. Solution: Limit range checks to before and after attacking, not during.
-Resurrecting via the console caused the Thruster Pack to to double in force. Solution: Remove "Always" from respawn and resurrect ACS calls.
-Picking up G-boxes would cause their associated gadget pods to spawn. Solution: Address naming conflict with Gadget state.
-Slot +/- 1 and Chaos spawns broke the item count. Solution: Manually remove replaced items from the total.
-Made the teleporter exiting the firing range in VR Training repeatable.
-Many long-standing issues with voodoo dolls. Solution: Player now checks if it's a voodoo doll before calling scripts. If it's not, it's height is decreased.
-The Armor Magnetizer's effect would remain active after starting a new game. Solution: Force the player's pickup range back to 256 if they start a map without the gadget.