Changelog
Bold start to a sentence = New in version 3.0.
Most features in v3.0 are AI improvements.
ARSENAL:
<<<Super Shotgun (SSG)>>>
-The SSG can be fired *twice* between each reload animation (increased DPS but not damage).
-However the reload animation/delay is slightly longer (+0.25 seconds).
-Knockback for enemies and the player both is reduced by 40% since you'll often be firing twice in succession.
-Horizontal accuracy slightly increased (still not sensible to use at medium-long ranges, but improves range ever so slightly).
-Increased recoil slightly.
-Additionally, kick attack is now enabled during weapon reload animations (see below) -- it is extra proficient to combo kicking with the SSG now.
-v3: increased horizontal accuracy slightly more.
The intent is to make the SSG a true successor to Doom's SSG in terms of fun factor and shred potential. Given that Q1.5 and this add-on both increase difficulty via new enemies and smarter overall AI it permits this buff.
<<<Shotgun>>>
Pellets fired per shot increased from 6 to 7. This results in an approximate +17% damage increase per shot and yields exactly half the number of pellets per shot of the SSG. The intent is to make the Shotgun slightly more viable overall and also not left behind by the new SSG.
<<<Kick Attack>>>
Kicking is vastly improved with the following changes:
-Faster melee kick/transitioning to being able to shoot or kick again.
-You can kick during weapon animations, such as while the SSG is reloading. The kick is more viable to combo with other attacks.
-BUGFIX: No input buffering with kicking -- you won't accidentally be kicking twice in a row all the time if spamming.
-Reduced kick enemy knockback by 20%. It was too much (would send grunts flying). This nerf attempts to tone that down while still making kicking enemies into traps etc viable, and also make follow-up kicks or other close-range attacks easier by not sending enemies too far.
-(v3) refined kick combo input timing with the super shotgun
-OPTIONAL: Kick damage increased by
25% (see below)
<<<Nailgun>>>
-BUGFIX: tapping fire/shoot with the nailgun will no longer cause the weapon to muzzleflash and vibrate (animation), but not fire a nail. Now you can single-fire/burst fire the nail gun effectively with a single mouse press or short hold.
-OPTIONAL buffs to projectile speed, damage and ammo capacity (See below).
<<<Grenade Launcher>>>
-Grenade Velocity increased by 20%. Makes the GL more enjoyable and versatile to use; viable at medium ranges or vs enemies with moderate elevation advantage on you, is more effective at bouncing off walls, and hopefully not almost entirely outclassed the moment a rocket launcher is found.
<<<Lightning Gun>>>
-Cell consumption rate reduced by 35%.
-Picking up a lightning gun gives you 30 cells as opposed to 15.
The intent is to fix an obvious vanilla design flaw: to actually let you enjoy the lightning gun rather than it eating all your ammo in seconds (also alongside cell ammo being very rare outside of the final level of episode 4).
<<<Rocket Launcher>>>
-Removed bonus damage on direct impact. Deals the same damage as GL, as per vanilla.
-Very minor increase of base damage in the absence of the large direct impact bonus (Optional. see below).
ARTIFICIAL INTELLIGENCE:
<<<Ogre & Death Knight>>>
(v3) Split in half behavior:
-Ogres & D Knights won't split in half to the first rocket or grenade. Low health required.
-Super shotgun is now included. Again low health is required. At least 10 of the 14 pellets fired have to hit to split, assuming default SSG damage values.
-Chance of a split after these conditions are met is reduced from 30% to 25% (Ogre) and 25% to 20% (Death Knight).
<<<Scrag>>>
-Reduced Scrag's chance of teleporting while simply moving by 75%. Chance of teleporting while taking damage remains. This will make them LESS predictable. You could trigger a room of enemies and back off, the scrags would teleport into your hiding spot for easy thinning of the crowd. This makes that less abusable, and they teleported too much anyways (especially on nightmare).
<<<Fiend>>>
-(v3) Will jump at you when has a slight elevation advantage over you. Prevents them being helpless when on a ledge a little bit higher than you, and makes them scarier in general. Player having the high ground is still an easy kill.
-Increased the distance/speed of the fiend's jump attack by a random range of 0-25% per jump.
-Added further Z offset/displacement when initiating a jump in an attempt to reduce fiends getting stuck on geometry.
-Made fiend jump "motion blur" visual effect stand out slightly more.
Fiend Teleportation:
-Darkplaces engine bug workaround: if a fiend gets stuck on geometry it will teleport to a new nearby location.
-There is also a very low chance a demon will teleport to a new location upon taking damage.
<<<Enforcer>>>
-(v3) Will not throw sticky proximity grenades at close range (Less than 200 units).
-(v3) Will not throw multiple sticky proximity grenades in a row on Nightmare mode (these things are a little overkill).
<<<Warlord>>>
-(v3) Increased spike projectile speed by 20%.
<<<Bosses>>>
-(v3) Increased Episode 2 Boss Health on Hard and Nightmare.
-(v3) Increased Episode 3 Boss Health on all difficulty modes.
<<<Misc>>>
-(v3) Removed slow-mo on player death, since it was causing quickload slow-mo bug.
-(v3) Reduced the frequency in which dogs howl (was too often to an unbelievable extent).
[ALL OF THE BELOW IS OPTIONAL]
These features are optional, but required to complete the design vision for combat+ and I strongly advise you grab them. Nonetheless, if you do not want the following changes or don't want them to overwrite your q15_config.cfg, simply don't copy over the respective file from the download.
<<<Nailgun>>>
-Increased projectile speed by 80%! The intent is to make this remain a useful weapon once the SNG is found. SNG is still far better as it deals much more damage (higher DPS and better ammo conservation), however the nailgun will be appealing for longer ranges, as well as good against fast or small enemies since it is harder to dodge. This also works well in tandem with the bugfix that enables single shot/burst fire marksmanship.
-(v3) increased projectile speed in bullet time also.
-Increased damage by 2. Nailgun = 11. SNG = 18.
<<<Axe & Kick>>>
-(v3) Axe and kick damage increased by 5 (+25%).
<<<OP Ogre>>>
Reduced Ogre grenade damage by 12.5%, since ogres are deadly accurate in Q1.5 (good) and are everywhere on higher difficulty modes.
<<<Rocket & Grenade Launcher>>>
-Increased damage of both by 17%. Since the direct impact damage bonus and split in half behaviour of the RL was removed (it was killing ogres and Death Knights in one shot!) and damage between the weapons has been normalized, I gave them both a minor boost since Q1.5 is regardless notably harder than vanilla.
<<<Misc>>>
-Increased the animation speed of ALL monster's ranged attacks by +10%.
-Removed screenshake when shamblers corpse hits the floor (it wasn't smooth)
-Reduced chance of enemies setting on fire to explosive weapons to 15% (was 40%). This is cool but it is merely a cosmetic death animation, and they get in the way while running around. 40% was too much.
<<<Ammo>>>
An attempt to address vanilla design, the following ammo capacity changes encourage smart pickup management, resolve balancing issues, and increase trigger happy time with the overly-limiting weapons (e.g Lighting gun, nail gun).
-Nails max ammo capacity increased by 50 (200 -> 250). Picking up a nailgun grants 50 nails (was 30). Nailbox pickups unchanged.
-Cells max ammo capacity increased by 20. (100 -> 120). Increased all cell pickup counts slightly (except backpacks of any kind).
-Shell counts and capacities remain unchanged.
-Rockets/Grenade ammo capacity reduced by 40. (100 -> 60). In this mod you'll rarely reach max regardless, since ammo is quite tight.
-(v3) New Enemy Type Tweaks (most notably adds slightly more to the game):
<<<Warlord>>>
-Warlords have a 2% chance of replacing Ogres (was 1%).
-Increased Warlord health by 30 (250 -> 280).
-Reduced Warlord grenade damage by 12.5%.
<<<Afrit>>>
-Has a 4% chance to spawn alongside a shalrath (previously 0%).
<<<Spider>>>
-Removed spider's 25% resistance to shotguns and nailguns.
-Removed chance of replacing spawns/tarbabies.
-Has a 6% chance to replace a zombie (was 5%).
-Has a 2% chance to replace a knight (was 1%).
<<<Reiver>>>
-Has a 2% chance to replace an ogre (was 1%).
-Has a 1% chance to spawn alongside an ogre (was 0%).
-Has a 2% chance to spawn alongside a fiend (was 1%).
-Has a 10% chance to spawn alongside a Shalrath (was 0%). Note: Shalraths are a rare enemy.
-Has a 1% chance to spawn alongside a Tarbaby/Spawn (was 0%).
-Increased Reiver health by 50 (=200, same as Ogre).
Note: this add-on is designed with default Q1.5 CVAR config in mind. I do not recommend modifying this file.
Support me on Patreon!
https://www.patreon.com/gmdx