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.