![]() Projectile Reflection for the Gladiator second stage flail defense and the marauders Shield. next week? i dont know) -new Pain Elemental ![]() =trial of maligog going crazy has been fixed, unfortunatly, he doesnt look =Screecher Zombie now messaging its buff on death again =Cursed Prowler freezing up once it cursed a player A few adjustments for the future addon which involves Glorykills and Berserk mode finishers Dark Lords death sound fixed, you will hear it anywhere now instead of being sooooo quite Spectre Whiplash renamed to Whiplash Spectre. Icon of Sin Stage 2 health changed to 45000 (Original) Icon of Sin Stage 1 health changed to 45000 (Original) Cursed Prowler Health changed (1000 -> 950(Original)) Prower Health changed (1000 - 750 (Original)) Armored Baron Health changed (5500 -> 4000(Original)) Baron of Hell (Fireborn) Health changed (5500 -> 4000 (Original)) Doom eternals latest update buffed their health (now 60 hp) Thanks for all the support throughout my play throughs. Demonic troops wont instantly die by any damage. 2 years of owning the game, 600+ hours on the game grinding, or replaying the campaign, and 3 weeks of non stop UN attempts later, it’s over. Latest Update -fixed bug where trial of maligog is mistaken as an imp Zoom Eternal Mod gameplay This mod is just plain fun, turning everything up to 11 for things like speed, jump height, and even more How this enhances gameplay: Makes the game more fun, not meant to be balanced A nice change from normal gameplay Get this mod here: 13. Icon of Sin summon point (for the icons summoning ability) The Dark Lord (DLC2) (PvE focused, player vs him)Īrchvile summon point (for the archvile summonability) Icon of Sin (Stage 2) (maybe theres a map to fight him properly) Icon of Sin (stage 1) (probable no map to fight it properly) Modified Demons that are currently unsused, but exist ( probably for Master Levels and other things) A Major Threat and Stronger then the Smaller ones The smaller, weaker demons that can be deadly in hordes. They appear in specific locations and arent spawned durring combat situations Heavy and Super Heavy Demons are not affected by Knockback Health Value of some of them match the online stated health values ( all cannonfodders. Works with the Doom 2016/Eternal weapon pack (WIP) Taunts around once all enemies are Dead (or no more enemies seen) Working Buff Totem and Working Spirit, behaving like in game A relatively "good" simulation of their original behavior Some will Gib when they die via explosive damage (no Custom gibs) Tech Shields can be destroyed with Shock Damage (like vortigaunts range attack) Weakspots like the Arachnotron Turret, Mancubus Weapons or The Blood Maykrs head Hitgroup Damaging (metal pieces do less, headshots do more) Majority of them are able to jump up/down areas Walk/Run speed from Doom Eternal itself. General Features:-Spawn Animation + Spawn Effect/death animation + Death effects (Spawn/Death Effects adjusted to the Demons class (cannon fodder, Heavy, SuperHeavy)
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