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Created by
VelserUploaded by
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Activity logs
This page was last updated on 28 April 2025, 1:39AM
- Changelogs
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Version 7.5
- Fixed some visibility issues with some levels.
- Added an additional Demon Hub portal in Urdak.
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Version 7.4
- Removed the loadDevMenuOption command text from the lobby since it is not required to play Invasion.
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Version 7.3
- Added Urdak.
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Version 7.2
- Added the Playable Arachnotron - excells at movement, long-range combat, & placing traps.
- Increased the 2-way portal cooldown to 8 seconds for all players.
- Moved the teleport destination for some 1-way Slayer portals and added a faint particle emitter at the destination.
- All Playable Demons now have a dash icon, which will be grayed out if they do not use a dash.
- The Slayer can now shoot trough all doors and destructible walls that Demon Players can pass through.
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Version 7.1
- Removed CC for Slayer.
- Increased Toxic Hazard damage to 15 (from 12).
- Misc bug fixes yada yada.
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Version 7
- Added ARC Complex.
- Removed the Weakened effect when Demon Players respawn.
- Demon Players now slowly heal when in the Demon Hub.
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Version 6.4
- Slightly toned down the SGN intro arena.
- Added No Arb Zoom for Slayer.
- Fixed PVP map selection not properly displaying the campaign maps.
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Version 6.3
- Undid nerfs regarding Pain Elemental Soul Shield & Mancubus Smoke Bomb active durations.
- Heal Zone now heals 50% more over its duration.
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Version 6.2
- Fixed an issue where the Icon of Sin stage2 encounter will trigger again during the ending cutscene.
- Slayers now have 20 lives (from 30).
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Version 6.1
- Demon Players now drop 80 health when killed (from 100).
- Fixed some softlocks in Nekravol.
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Version 6
- Added Nekravol. Difficulty parallels Super Gore Nest. No AI Marauders will spawn in this map.
- Playable Doom Hunter Cyber Chainsaw deals more damage but no longer gives a shield on successful hits.
- Playable Dread Knight Armored buff now gives 40% damage reduction (from 50%).
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Version 5.6
- Encounters now reset when a round "ends". This means that dying will restart the combat encounter you died in.
- The difficulty modifier punchable is now a teal skull switch and ups the AI to Slayer damage from Hurt Me Plenty to Ultra Violence.
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Version 5.5
- Slayers can increase the AI difficulty by activating a punchable at the beginning of the level.
- Demon Players now deal 25% less damage when recovering after being killed (from 50%).
- Fixed an issue where Tyrants could move (this caused clients to crash).
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Version 5.4
- Fixed some visibility issues in SGN & optimized the Doom Hunter a little.
- Reduced the demon player weakened duration to 25 seconds.
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Version 5.3
- Added Meathook Nodes at the end of a few encounters. I know what you cheeky Pain Elemental players are doing ;)
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Version 5.2
- Demon Players may now swap their card decks or transform into other demons mid-game through commands. See the mod description for more details.
- Fixed an issue where hazards in the Cultist Base blood pit were activated on map start instead on during the encounter.
- Final Sin now has fade teleporters located below traversal sections.
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Version 5.1
- Updated Doom Hunter and fixed some issues with breakable walls.
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Version 5
- Added the Doom Hunter as a playable demon.
- Fixed an issue where Demon Players cannot pass through some combat barriers.
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Version 4.7
- Increased the Unmaykr's damage against Demon Players (100 per projectile, from 60).
- Fixed a bad spawn position for the second Taras Nabad Marauder.
- Improved teleporter collision.
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Version 4.6
- Demon Players now respawn at 25% health but will regenerate health to 100% over 30 seconds.
- The Weakened status effect applied when a Death Player respawns now lasts for 30 seconds.
- Improved visual and audio indicators for when a Demon Player is weakened.
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Version 4.5
- Added a few Tyrants to some of the larger arenas.
- Added some energy barriers to prevent the Slayer from leaving the arenas.
- Changed the Team Heal demon card to Heal Zone. This was changed because catching up to the Slayer is no longer an issue due to the abundance of demon portals.
- Less AI will despawn when the Slayer dies.
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Version 4.4
- Added a few Zombies with finite respawns in empty hallways. Decreased the amount of health and ammo given to roughly 1/4 by the end of encounter refills.
- Pacing has been adjusted. Encounters are more difficult for the Slayer later in the level. For most encounters, not all fodder need to be killed to proceed.
- Streamlined the amount of fodder on maintainAI for main encounters. This should range from about 4 - 6 active fodder per arena.
- Archvile's Lake of Fire now applies a 15% increased damage debuff and no longer decreases the damage for the Slayer.
- Fixed a few energy barriers in Final Sin not functioning properly.
- Added in-lobby GUI text for each loadDevMenuOption command.
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Version 4.3
- Disabled a geo behavior that briefly stops the player after walking off a ledge, preventing ledge boosting in a few areas. Go nuts lol.
- Replaced the earbleeding Slayer Victory sfx with the BATTLEMODE announcer declaring victory for the Slayer and defeat for the Demons.
- Entering an end-of-level portal or leaving a ending cutscene will now redirect players back to the lobby.
- Fixed another softlock in Cultist Base.
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Version 4.2
- Implemented minor QoL changes. Spawned some green lights to tell the Slayer where to go. Exiting shell lobby will tell clients not to select accept, avoiding accidental party disbands.
- Fixed a few minor bugs related to energy barriers.
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Version 4.1
- Fixed a few visibility layer issues and softlocks in Cultist Base and Super Gore Nest.
- Demon Players should now be able to see energy barriers, but they can still move and attack through them.
- Demon Players will be pushed off each ledge atop the Blood Pit encounter when it is active. No more camping you fuckers ;)
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Version 4
- Added Cultist Base. It uses the master level spawns.
- Implemented minor tweaks to Taras Nabad.
- Nerfed Slayer restack. Chainsaw kill now give roughly 50% ammo. Fodder kills now drop 20 health. Heavy kills drop 30 health. Super Heavy kills drop 40 health. Glory Kills and Chainsaw Kills give 10 additional health.
- Demon Players now deal 40 self-damage from primary attacks. More from abilities that deal self-damage. This was done so Demon Players can die more quickly in locations to deny the Slayer their loot.
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Version 3.7
- Demon Players no longer take damage from SGN lava floor and IoS fire hazards. Reduced overall hazard damage to reflect Battlemode hazards.
- Removed duplicate files related to the Dread Knight in each campaign map.
- Dread Knight primary attack now deals up to 10 self-damage.
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Version 3.6
- Slightly reduced the amount of ammo the Slayer will receive from Chainsaw kills (now gives roughly 80% ammo instead of a full stack).
- Slightly decreased the brightness of demon player FX renders so their skin is easier to see.
- All 2-way Slayer portals now have 5 second delays before he can use them again.
- Dread Knight Berserk damage is now reverted back to 16 (from 14).
- Did some minor resource optimization.
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Version 3.5
- Permanent energy barriers are now red instead of orange. This was changed to mitigate confusion between "real" energy barriers which would be removed after an encounter has been completed.
- Added a red skull switch at the beginning of each level that will execute restartmapwithlobby, so the host no longer needs to type it in the console.
- Implemented minor bug fixes to each map. Jump pad triggers are now thicker and fire poles deal much less damage to AI.
- SGN now has a "Mall" checkpoint before the Canal, and a "Hospital" checkpoint before the Skyscraper.
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Version 3.4
- All player demons except Dread Knight can deal self-damage. This lets demon players die and respawn without needed to be killed by the Slayer.
- Some meathook nodes have been moved. They are designed to help lesser-skilled Slayers traverse the map more easily, especially when fighting crowd-control player demons.
- Changed the default demon player loadout to Offensive (Noxious Hazard).
- Added a few Slayer jump pads in Taras Nabad.
- Fixed a few minor errors related to Slayer portals.
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Version 3.3
- Added French localization.
- Removed the armored and slowness status effects when Demon Players respawn. Instead, they will deal 50% less damage for 20 seconds after respawning.
- Demon players now use a purple render highlight for their 3rd person model. The obnoxious orange light rig has been removed.
- Moved some teleporters in Super Gore Nest. The Slayer can no longer enter the Demon Hub.
- All Slayer progression portals are now green.
- Fixed a bad AI spawn position in Taras Nabad.
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Version 3.2
- Most of the invisible projectile collision volumes have been removed; which means that clients can now teleport and fire through doors after they have been opened by the host Slayer.
- Slayer checkpoints are now condensed to one location. New checkpoints will replace old ones when unlocked. This will help alleviate confusion with which portal to choose.
- All demon portals in their starting hub are now two-way teleporters. They are labeled with the "Hub" GUI text.
- Added the Unmaykr. It deals reduced damage to player demons. Killing AI with the Unmaykr will drop ammo.
- Ammo dropped from the BFG and Unmaykr are no longer random, but the ammo quantity has been reduced.
- Demon players are immobile, armored, and deal less damage for 10 seconds when they respawn.
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Version 3.1
- Jump pads and FX teleporters that demon players cannot use are now red.
- Moved some teleporters in Taras Nabad.
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Version 3
- Added Taras Nabad. The encounters have been minimally changed.
- Added an additional portal for demon players in Super Gore Nest. It is in the demon lobby and takes them to the Skyscraper area.
- Fixed a crashing issue with demon players activating fade teleporters.
- Mancubus Flamethrower no longer deals less damage.
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Version 2.6
- The net_maxRate has been increased to 100 upon loading a map (from 50). This should help with some latency for clients.
- Tweaked the lightrigs for each playable character. They should have increase clarity from a distance.
- Removed a lightning door hazard at the start of the underground section since that creates unavoidable damage for some of the demon players.
- Increased the height of the demon fast travel portals in Final Sin. The demon players would need to jump to enter them. This was done to avoid accidentally entering a portal once respawned.
- Lost Souls conjured by Pain Elementals no longer drop health.
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Version 2.5
- The Slayer will now be prompted with the end of level screen after completing Super Gore Nest (Finally).
- Some of the walls that demons can pass through are now purple, so they are obvious to demon players.
- Added an additional Meathook Node before the Atrium arenas in Final Sin. This should help Slayers who struggle with navigating past the demon players attempting to blockade him.
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Version 2.4
- All non-hitscan projectiles and sound effects are now visible and audible from the host.
- This includes: Micro Missiles (+ Primary Charger), Power Surge (not Heat Blast), Meathook (only SFX), Lock-On Burst, Destroyer Blade (projectile is smaller), Mobile Turret (only Impact FX).
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Version 2.3
- Chainsaw now gives full ammo.
- Health pickups now give 30 health from kills, 40 from glory kills. Just like in BATTLEMODE.
- The Slayer may unlock additional fast travel portals as he progresses in Final Sin.
- Demon players can no longer directly teleport to the Icon of Sin arenas in Final Sin. The Chasm portal will be their fastest option.
- Demon players in Final Sin will always respawn near their starting hub room.
- Revenant players may now deal self-damage so they can trigger Sadist more efficiently.
- Pain Elemental player aerial dash cooldown now recharges in 3 seconds. Just like in BATTLEMODE with the Fit Meatball upgrade.
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Version 2.2
- Implemented minor QoL improvements for some of the demon cards such as being able to place hazards on walls and ceilings.
- Reverted the Final Sin ambient music structure back to vanilla since there is now a mod that fixes its transitions.
- Greatly decreased the damage of a few hazards in Final Sin.
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Version 2.1
- Demon players no longer have the Armored and Haste buff when respawned.
- Added some barriers in Final Sin to prevent the Slayer from skipping some encounters.
- 2 Skull Switches were added in the Slayer's starting lobby that will activate a portal to either the Icon of Sin stage 1 or stage 2 encounters.
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Version 2
- Added Final Sin. The Icon of Sin is "mostly" functional.
- The 2 unique demon end-of-round upgrades are now applied by default.
- Fixed numerous bugs.
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Version 1.3
- Demon players will now drop 100 health and 50 armor.
- The Pain Elemental MC Pain skin should now have a consistent hit box like the other skins.
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Version 1.2
- Fixed an issue where some of the demon players could obtain their Battlemode end-of-round upgrades when not intended.
- Added energy barriers to some of the encounters so they are no longer skippable.
- Added a small number of enemies to some of the lighter encounters.
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Version 1.1
- Destroyer Blade should not deal appropriate damage against a Dread Knight player.
- Mancubus Smoke Bomb ability now lasts a little bit longer.
- Toxic Zone should now deal 15 damage (from 12).
- Portals are available for the Slayer in the underground tunnels. This should decrease the likelihood of him getting trapped.
- Removed the spinning floating skull thingy in the lava skyscraper arena and replaced it with a floating platform. This should make it easier for player demons to navigate to the portal on the other end.
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Version 1
- Initial release.
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- Author's activity
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April 2025
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28 Apr 2025, 1:39AM | Action by: Velser
File added
'Invasion Mode v7.5 [version 7.5]'
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27 Apr 2025, 8:58PM | Action by: Velser
File added
'Invasion Mode v7.5 [version 7.5]'
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27 Apr 2025, 8:56PM | Action by: Velser
Changelog added
'Change log added for version 7.5'
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27 Apr 2025, 8:56PM | Action by: Velser
Attribute change
'Mod version changed to 7.5.'
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20 Apr 2025, 7:39PM | Action by: Velser
File added
'Invasion Mode v7.4 [version 7.4]'
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20 Apr 2025, 7:37PM | Action by: Velser
Attribute change
'Description changed.'
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20 Apr 2025, 7:35PM | Action by: Velser
Attribute change
'Description changed.'
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20 Apr 2025, 7:13PM | Action by: Velser
Changelog added
'Change log added for version 7.4'
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20 Apr 2025, 7:13PM | Action by: Velser
Attribute change
'Mod version changed to 7.4.'
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17 Apr 2025, 2:00AM | Action by: Velser
File added
'Invasion Mode v7.3 [version 7.3]'
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16 Apr 2025, 12:44AM | Action by: Velser
Changelog added
'Change log added for version 7.3'
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16 Apr 2025, 12:44AM | Action by: Velser
Attribute change
'Description changed.
Mod version changed to 7.3.'
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13 Apr 2025, 2:37AM | Action by: Velser
File added
'Invasion Mode v7.2 [version 7.2]'
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12 Apr 2025, 3:47AM | Action by: Velser
Changelog added
'Change log added for version 7.2'
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09 Apr 2025, 3:58AM | Action by: Velser
Attribute change
'Description changed.'
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07 Apr 2025, 9:39PM | Action by: Velser
Changelog added
'Change log added for version 7.2'
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07 Apr 2025, 1:40AM | Action by: Velser
Attribute change
'Description changed.'
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07 Apr 2025, 1:13AM | Action by: Velser
Mod image added
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07 Apr 2025, 1:13AM | Action by: Velser
Mod image added
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07 Apr 2025, 1:07AM | Action by: Velser
Attribute change
'Description changed.'
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- Mod page activity
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May 2025
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14 May 2025, 3:34AM | Action by: Khalaron
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Invasion Mode
January 2025
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24 Jan 2025, 11:59PM | Action by: LuigiSlayer1993
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'Invasion Mode'
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24 Jan 2025, 1:57PM | Action by: pingoo3o3
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October 2024
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25 Oct 2024, 11:16AM | Action by: pandorasteamplayer
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03 Oct 2024, 9:41PM | Action by: BersekCZ
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15 Sep 2024, 7:18PM | Action by: sYnc3
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24 Jul 2024, 7:32AM | Action by: fddnn
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05 Jul 2024, 11:39AM | Action by: Grimoire11
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March 2024
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18 Mar 2024, 3:51PM | Action by: GibMonkey
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04 Mar 2024, 10:06AM | Action by: DarkcrownIII
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03 Mar 2024, 6:37PM | Action by: 11Hundredth
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02 Mar 2024, 6:02AM | Action by: Lraafe
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February 2024
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29 Feb 2024, 1:12AM | Action by: ChadinskiJones
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28 Feb 2024, 10:51PM | Action by: InfernusDaedrus
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27 Feb 2024, 3:24AM | Action by: DarthNeodeus
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26 Feb 2024, 4:59PM | Action by: Acejaden
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'Invasion Mode'
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