____________________________________________________________________________________________ EM Rebalance Mod author Elder_Moloch (special thanks to Zwip-Zwap Zapony) (Update 171020) ____________________________________________________________________________________________ Includes Mods based on following content from these authors: * "Rocket Jump Extended Version" - inspired by/based on "Rocket Jump" Mod: - author Zwip-Zwap Zapony https://discord.com/channels/570112501853978624/588013446667436042/685770583115694118 * Code line from Won_Doe "DoomFX" Mod Link doesn't work atm ____________________________________________________________________________________________ Info List #0 General Description #1 Slightly more specific Description #1.5 Known Issues #2 Appreciation ____________________________________________________________________________________________ #0 General Description ------------------------------------------- * To use this Mod put EM Rebalance Mod.zip Archive in your "mods" folder and launch ModLoader. Installation of ModLoader - Download "Debug.zip" from https://github.com/ZwipZwapZapony/DOOMModLoader/releases/tag/v0.3 - Extract ModLoader.exe and SharpZipLib.dll to Doom 2016 Main Folder (one where DOOMx64.exe is) - Create in Same Folder New Folder named "mods" (without "") * Potential issues: (You can't play normally without "devMode_enabled 1" with ModLoader; Achievements/MP are blocked) Alternatively install Doom Launcher: https://github.com/brunoanc/DOOMLauncher You will be able to play with Achievements/MP. There is alternative way to run Mods without both, but it has own downsides and risks. See "Doom2016Mods" Reddit or Modding Discord here: https://discord.gg/ymRvQaU. Uninstall - To Uninstall Mods, delete Mod(s) or rename Mods folder and Run ModLoader+Game without it(them) (may require New Game) * This Mod rebalances and changes many aspects of Vanilla game, while also adds and restores some elements. * This Mod includes: - "Rocket Jump Extended Version Mod" based on Zwip-Zwap Zapony "Rocket Jump" Mod (beta version) ------------------------------------------- 0.1 Variations&Presets ------------------------------------------- * To use them just put .zip Archive into "mods" folder where "EM Rebalance Mod" is placed. * For futher info check "Variations&Presets.txt". ------------------------------------------- 0.2 Comp Files and Compatibility ------------------------------------------- * "Comp Files" folder contains compatibility .zip Archives and txt material for: - Zwip-Zwap Zapony "Weapons - MP over SP [Beta] - elizabethany Weapon Mods For futher info check "Comp Files.txt" in this folder * While I can't gurantee compatibility with other Mods, atm (24.09.20): - Mods in "Compatibility.txt" were checked and can be recommended for use to certain extent (check Notes there). ------------------------------------------- 0.3 Patch Notes ------------------------------------------- For Patch Notes info check "Patch Notes.txt" ------------------------------------------- 0.4 I don't take any responsibility in general. All at your own risk. I just share content I made and use. ____________________________________________________________________________________________ #1 Slightly more specific Description ------------------------------------------- * 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 (can kill without ammo with F attack); 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 (up to 4 grenades with 30 seconds cooldown) - 3rd enviromental Upgrade grants immunity from Enviromental damage (apart from some death zones) 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, when BFG is acquired - "Seek and Destroy" also grants ShockWave on GK - "Savagery" also grants damage mitingation for player/increased damage vs enemies - "Blood Fueled" has longer fast speed boost with big mitingation/damage 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 ------------------------------------------- #1.5 Known Issues ------------------------------------------- * Pistol Primary has problems with firing rate consistency (requires few taps to warm up or Secondary Shot to work at full rate) and its aim affects visually aim of Chaingun (and vice versa) * Chainsaw New Ammo Capacity isn't fully visible. BFG new capacity is barely visible. * Quickswap for 2 Mods BFG always switches to shotgun as 2nd weapon. * BFG 2nd mod shoots invisible projectiles, when tapping. Same mod shoots from Secondary fire/RMB, when tapping. Flamethrower effect seems to be just visual thing, which doesn't deal damage, unlike projectiles and I don't know, how to make it work similar to Mancubus flame attack. * Switching between BFG mods removes glowing visual effects from BFG. Switching between weapons and BFG restores them. * New BFG Mods delayed damage doesn't count as kills in Arcade mode. * "Vaccum" Rune preset resurrection, if health was acquired in time has disappearing sound bug. * "Ammo Boost" doesn't grant additional Chainsaw/Shotgun ammo drops, until Player gets BFG weapon. * "Dazed & Confused" Rune preset slows down GK, but not game world itself. * Rocket Launcher Detonate damage has rare chance to deal damage even with self-shot immunity. * Rocket Launcher Lock On Main Fire Mod Rockets may spin around, if won't hit something. * If to play with Chainsaw from start, Intro level would have black boxes instead of Chainsaw drop model. * Unknown how to turn off suit tutorials atm. ------------------------------------------- Rocket Jump Extended Version issues: * May be balance hell due to potential of getting into areas where player isn't supposted to be * There is vanilla bug, which increases movement boost to extreme levels, which affect jumps too. ____________________________________________________________________________________________ #2 Appreciation ------------------------------------------- Without these people this Mod would be hardly possible. Huge thanks to: - my beloved Mother, Grandparents and Friends: for all the help, support and love - ID Software and Bethesda: for creating and helping this game to appear - emoose: for creating DooMModloader/DoomExtract/DoomLegacyMod - basically all the Modding Tools I use - Zwip-Zwap Zapony: for enourmous educational help with many Mods, for answering tons of my questions, for Modding Discord and for permssion to use "Rocket Jump" Mod - elizabethany: for help, support and own high quality Mods - distortion: for providing valuable feedback - Won_Doe: for permission to use "Doom Fx" Mod (mod not included) ____________________________________________________________________________________________