DOOM

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ElderMoloch

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ElderMoloch

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About this mod

Rebalances different aspects, adds some things and changes some things drastically.

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Permissions and credits
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Changelogs
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All ReadMe files are in main archive. Presets and Compatibility files are all optional. Variation version for Hardcore or original shouldn't be used together.

* For further info check "Almost Full Description.txt":

- Increased Difficulty and related Elements (including AI effectiveness) for Normal Difficulty and above

- Rocket Jump extended mechanic, which allows to use all explosive tools for higher jumping

- Many Weapons and related Elements were rebalanced


- Chainsaw has 9 ammo and own Ammo drops. It also drops less Ammo for other weapons and has these
Ammo requirements: 0 - Zombies; 1 - Imps; 2 - Soldiers/Hellrazers; 3 - HellKnights/Revenants/Pinkies;
4 - Summoners/Cacodemons/Pinkies Spectre; 5 - Mancubuses; 6 - Baron

- BFG is nerfed, but has Secondary Fire Mod with AoE damage/unique effects and 2 Mod, which visually acts like flamethrower (but shoots projectiles in reality), rare regular Ammo Drops and 60 ammo cap

- Rocket Launcher Lock On can lock/fire without targets and have 2 ammo Firemodes

- Changes to Upgrades in general


- Swapped values for weapon upgrade/suit upgrade cost


- Each Equipment upgrade grants grenade and cooldown decrease

- 3rd enviromental Upgrade grants immunity from Enviromental damage (apart from some death zones, like fall into abyss) and own Shots


- PowerUp Upgrade, which grants HP also grants Armor

- PowerUps were rebalanced in general (damage dealing slightly nerfed, more passive buffed)

- Many Runes/Rune Challenges rebalanced and 3 slots are accessible from start

- "Vacuum" Rune also restores more HP, when HP is low

- "Ammo Boost" also grants more chances of Chainsaw/Shotgun Ammo Drop

- "Seek and Destroy" also grants ShockWave on GK

- "Savagery" also grants damage mitingation/damage increase vs enemies

- "Blood Fueled" has longer faster speed boost big damage/mitingation vs enemies for low HP

- "Saving Throw" has longer Slowmo duration and spawns Decoy when HP is low

- Armor is 100 by default

- Siphon grenade restores Armor by default and Decoy duration increased

- Turned off in-game tutorials for any Difficulty

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Includes Variations&Presets. For further info check "Variations&Presets.txt".


Compatibilty Files for few Mods.

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Mod requires DooMModLoader. Information about using Mods without it could be found on "Doom2016Mods" Reddit or in Modding Discord here:
https://discord.gg/ymRvQaU.
Due to 11.04.24 update for Doom 2016 you need now to launch ModLoader and then game. LegacyMod or Doom Launcher can't be used for now.
Alternatively, you can downgrade your Doom version, so everything will work.
Here is method by beth:

  • winkey + R, then enter steam://nav/console
  • entered this into the steam console: download_depot 379720 379721 2206249600939156631
  • once it's done, i went to Steam\SteamApps\content\app_379720\depot_379721 and copied everything into my game's install (you can make backup of these files just in case)

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If you experience freezes from killing enemies with new BFG Secondary Fire/2nd Mod - please, let me know.
Please, provide feedback, if you can regarding new buff to BFG beams and regular/Rune BFG ammo drops - is it overpowered or not in your opinion.

Updated 15.04.2024
- Nerfed damage for BFG 2nd Mod vs bosses. Cleaned some code for BFG in general and made some minor changes.
- Map upgrades cost increased to 1/1/1 and Power Up upgrades cost decreased to 1/2/3.
- Added "PreS BFG 2nd Mod Rapid Sphere Arc" and "PreS BFG 2nd Mod Rapid Sphere" as alternative to 2nd Mod BFG.

This is probably last update for Rebalance Mod, until I figure out, how to fix issues or someone will help me with it.
Updated 10.04.2024
- Added 2nd Mod for BFG, which visually functions as flamethrower (in reality shoots projectiles with some delay between shots).
Tapping allows to shoot projectiles with Primary/LMB and Secondary/RMB. Holding Secondary/RMB shoots AoE projectile similar to main version.
- Created Preset with BFG secondary fire only to give options with increased capacity for 2nd mod, which is barely visible in the bottom.
- Changed some code for BFG and added proper ammo count for mission select, but only for BFG Secondary Preset (for some reason mission select doesn't work
for command given BFG - don't know, if vanilla bug or not). Don't know, how to make it work for 2 Mods version.
- Rebalanced new mod and buffed splash radius for vanilla projectile.
- Decreased damage for BFG secondary fire, but increased duration and fx for it.
- Updated last descriptions for Weapon Mods Mastery and new BFG Mods.
- Increased Mastery challenges conditions for Chaingun Gatling and Heavy Rifle Burst.
- Fixed freeze from killing Zombies with Secondary Fire/2nd mod, if reaching checkpoint, while holding BFG. Unfortunately, the only good fix (without
checking all values in AI damage mitingation for all difficulties) was to delete damage over time function that acted like radiation effect and caused freezes.
Please report any freezes with new Secondary fire/2nd mod from any enemies, if you encounter one.