Devkit with all the necessary assets for the mod to work. Includes a complete mapping guide and updated FGD entity definition file.
Changes since v1.2.3b:
Additions
- New nightmare mode overhaul:
Arachnofloyd: Moves faster and has a higher attack chance
Axegrunt: Runs faster
Bambler: runs faster, leaps before slash attack
Centurion: dodges faster, fires in larger volleys
Fiend/Mutant: runs faster
Death Knight: similar to Copper's nightmare
Dog: runs faster
Dreadnaught: flames fly faster
Drone: much smaller pain chance
Edie: runs faster, harder to circle around
Enforcer: 6-shot volleys in a higher ROF
Floyd: volleys fire at twice the rate, double walking speed
Hunter: faster projectile velocity
Knight: faster attack
Mega Enforcer: faster missiles
Ogre: multi-grenade volleys
Ogre Berserker: runs faster, quicker leap charge
Scrag: strafes faster, shoots a 4-spike volley that deal slightly less damage each
Shambler: Harder to shambler-dance, longer lightning bolt time
Vore: same as Copper's
Fast Zombie: turns nearly invisible at a distance - Vorepod movement tracking works the same as in Copper - more predictable below nightmare skill, and moves
in a larger arc once the caster is dead; - Enforcers now fire a ~4-shot volley;
- Prowler (monster_rider) shots can be dodged more easily;
- Probe and Grenade Probe shots don't track movement as much;
- Added Quakeworld HUD option (press H to toggle styles);
- Added full setstate support to all entities that can be toggled on/off in any way;
- Added target_giveitems;
- Trap shooter additions: grenade and rocket attacks, can target a specific entity or the nearest player;
- Added minimum duration to trigger_textstory.
Corrections
- Fixed player picking up keys in full-noclip mode.