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Stygian Quake II
v1.2.1
Made by Stygian Emperor
Based on Quake II PSX 1.2


CHANGELIST
Weapons
-------
Blaster:
* Increased projectile speed from 1500 -> 2000 (33%)
* Increased damage vs. corpses x2 (100%)
* Increased damage vs. inanimate objects from 15 -> 20 (33%)
* Alerts enemies at the end of each firing loop instead of the beginning
Chainfist:
* Increased damage from 7 -> 14 (100%) and reach from 24 -> 48 (100%)
* Alerts enemies or consumes silencer charges at the midpoint of swings, rather than throughout: Silencer charge consumption per full attack animation loop reduced from 27 to 3 (900%)
Shotgun:
* Increased damage per-pellet from 4 -> 5 and knockback per-pellet from 8 -> 10 (25%)
* Increased fire rate by 2 "frames," from 10 -> 8 (20%)
Super Shotgun:
* Reduced horizontal spread from 1000 -> 667 (33%)
* Increased fire rate by 1 "frame," from 10 -> 9 (10%)
Machinegun:
* Reduced max vertical spread from 500 -> 375 and horizontal spread from 300 -> 225 (25%)
* The first 10 bullets fired are more accurate
- Accuracy reduces per-bullet fired from 0 spread with the first bullet fired to a maximum of 75% spread of the base game machinegun with the 11th bullet fired onward
- Accuracy begins to recover 0.5 seconds after you stop firing, and fully recovers, at most, 1 second after you stop firing (less if you had not fired 10 bullets)
* Silencer charge consumption reduced from 1 per shot -> 1 per every 2 shots (100%)
ETF Rifle:
* Restored shield-ignore effect
* Increased projectile speed from 1150 -> 1725 (50%)
* Silencer charge consumption reduced from 1 per shot -> 1 per every 2 shots (100%)
Chaingun:
* Shortened spinup time from 10 -> 5 frames (50%) and removed firing during spinup
* Mechanically removed/reworked spindown
- During the first half of spindown you can skip spinup and resume firing immediately
- During the second half of spindown you can begin spinup as if from idle
- Spinning up without firing (tapping "fire" once) proceeds directly to the second half of spindown
* Reduced damage per bullet from 8 -> 7-8 (-06.25%)
* The first 15 bullets fired are more accurate
- Accuracy reduces per-bullet fired from 20% spread of the base game chaingun with the first bullet fired to a maximum of 100% spread with the 16th bullet fired onward
- Accuracy begins to recover 1 second after you stop firing (the moment the barrels stop spinning), and fully recovers, at most, 1.5 seconds after you stop firing (less if you had not fired 15 bullets)
* Silencer charge consumption reduced from 1 per every bullet fired (up to 3 per frame) -> 1 per every 3 bullets fired (1 per frame) (200%)
Hand Grenades:
* Enabled surprise attack damage (100%)
Trap:
* Currently unchanged
Tesla Mine:
* Now counts as energy damage
* Increased mine health based on difficulty level: Easy = 75; Medium = 100; Hard = 125; Nightmare = 150 (Vanilla health was 50 on all skill levels) (50%-200%)
* Tesla maximum lifetime increased from 30 seconds -> 60 seconds (100%)
Grenade Launcher:
* Increased projectile speed/distance from 600 -> 750 (25%)
* Increased fire rate by 3 "frames," from 10 -> 7 (30%)
Prox Launcher:
* Increased projectile speed/distance from 600 -> 750 (25%)
* Prox ammo pickup quantity reduced from 5 -> 4 (-20%)
* Max prox ammo carried reduced from 50 -> 40 (-20%)
* Prox damage increased from 90 -> 120 (33%)
- Undeployed prox damage increased from 60 -> 80 (33%)
* Prox maximum lifetime increased from 45 seconds -> 90 seconds (100%)
Rocket Launcher:
* Increased projectile speed from 650 -> 975 (50.0%)
Hyperblaster:
* Increased projectile speed from 1000 -> 1500 (50%)
* Silencer charge consumption reduced from 1 per shot -> 1 per every 2 shots (100%)
Ion Ripper:
* Increased projectile speed from 500 -> 600 (20.0%)
* Alerts enemies 1 frame after firing (this doesn't do much)
Plasma Beam:
* Currently unchanged
* Silencer charge consumption reduced from 1 per firing frame -> 1 per every 2 frames (100%)
Railgun:
* Currently unchanged
Phalanx Cannon:
* Increased projectile speed from 725 -> 1090 (50.0%)
BFG10k:
* Removed line-of-sight check between the player and potential targets for the larger secondary explosion
Disruptor:
* Reduced knockback from 3 per damage dealt to 1 per damage dealt (-66.7%)

Items
-----
Ammo Pack:
* Increases maximum ammo capacity for any ammo type that it did not increase in the base game
- Prox (to 80)
- Tesla (to 10)
- Trap (to 10)
* Refills ammunition for types not it did not refill in the base game (counts as one pickup of those types)
- Prox
- Tesla
- Trap
Bandolier:
* Increases maximum ammo capacity for any ammo type that it did not increase in the base game
- Grenades (to 75)
- Rockets (to 75)
- Prox (to 60)
- Tesla (to 8)
- Trap (to 8)
Quad Damage & Double Damage:
* Quad damage and double damage now stack additively, rather than multiplicatively (max damage multiplier is 5x instead of 8x)
Power Screen:
* Now blocks 100% of damage from the front angle, at the cost of 50% of the damage blocked in cells, up from blocking 33% of damage taken at the cost of 100% damage blocked in cells
- Note: This affects both players and enemies

Enemies
-------
Arachnid:
* Reduced the damage of railguns from 50 -> 38 (-25%)
Berserker:
* Reduced jump attack velocity and max target distance from 1.95f -> 1.55f (-20%)
* Reduced jump attack min target distance from 150.f -> 125.f (-16.7%)
* Reduced jump attack damage radius from 165 -> 83 (-50%) and knockback inflicted from 300.f -> 150.f (-50%)
Carrier:
* Changed voice attenuation (volume decrease over distance) from NONE to NORM
Guards:
* Increased health of blaster guards from 20 -> 30 (50%) and shotgun guards from 30 -> 35 (16.7%)
Hornet:
* Changed voice attenuation from NONE to NORM
Icarus & Daedalus:
* Increased damage dealt per shot from 1 -> 1-2 (50%)
Makron:
* Changed voice attenuation from NONE to NORM, except for taunt and death sounds
Stalker:
* Reduced max health from 250 -> 200 (-20%)
Supertank:
* Doubled max number of grenades per volley from 2 -> 4 (100%)

Other
-----
Music:
* Completing the final objective in a mission no longer turns off game music. It randomly selects from among 16 of the PC version's non-ambient tracks to play, instead
- Note: This can potentially be the same track that was already playing prior to completion
Physics:
* Reduced rate of fall damage accumulation from 0.0001f -> 0.000085f (-15%)

FOR CHANGES ONLY BETWEEN STYGIAN QUAKE II 1.2 -> 1.2.1, SEE CHANGELOG_1.2.1.TXT


REQUIREMENTS
* Quake II Re-Release
* Quake II PSX 1.2 https://www.nexusmods.com/quake2/mods/50
ModDB mirror: https://www.moddb.com/mods/quake-ii-psx


INSTALLATION
* Make a backup of the game_x64.dll found in Quake 2\rerelease\baseq2 and replace it with the one from this mod.
* Add the .pak file from Quake II PSX to one of your game folders - for myself I renamed it to pak1.pak and put it in \Users\USERNAME\Saved Games\Nightdive Studios\Quake II\baseq2\, though it might also work if you and put it in your \Program Files (x86)\Steam\steamapps\common\Quake 2\rerelease\baseq2\ folder.