CHANGES FROM VANILLA VERSIONS: ------------------------------ GLOBAL: Added a Riot Soldier variant, called the Commando -In summary, it's a reskinned Hell Soldier with double the health and Riot Soldier projectiles WORLD SPEAR: -Added Revenants to the opening with the Cyber Mancubus -Added two Dread Knights and a Baron to the Pinky Quartet encounter (just after the first poison dome section) -Added four maintained Prowlers and a Marauder to the Imp horde wave in the central village encounter (and some tentacles) --The DOOM Hunters spawn after the Marauder dies -First church courtyard encounter: --Added three stone imps at the start ---Moved their tutorial from their original intro to them to here to compensate --Added two Carcasses when the Whiplashes appear -In rad room afterward: --Added two shotgunners among the maintained fodder zombies --Added a Baron after the wave of two Hell Knights -Added a Blood Maykr to the cliff right before the platforming puzzle afterward --Moved the tutorial from the escalation encounter to here to compensate -Added two Revenants and a Cyberde- ahem, TYRANT, to the Quad Damage encounter right before you get the hammer -In the first room with the hammer: -Added a wave between the Arachnotrons and the Tyrants that has two Pain Elementals, two Hell Knights, and a DOOM Hunter -Added two Mancubi to the Tyrant wave -Added one singular Cacodemon to the original Stone Imp intro section -Added an encounter with three of'em after you push the button to open the gate to the dragon -Added a Spectre and two Whiplashes to the first encounter after you ride the dragon toward the World Spear --Refined the triggers for the Armored Baron in that same encounter -Modified the encounter after the mountain bridge with the Hell Knight and three soldiers to maintain the soldiers until the Hell Knight is dead -Added a Cacodemon to the traversal area right afterward -Mixed up the FUN room encounter: Five Pinkies, three Spectres, respawning imps -First Escalation Encounter: --Added three Revenants to the Pinky/Prowler wave --Added a Blood Maykr, two Arachnotrons, and a Dread Knight to the Baron wave -Second Escalation Encounter: --Replaced two of the four maintained Hell Soldiers with Commandos --Added two Hell Knights to their wave, changed three of them into Dread Knights --Added another Mancubus to their wave --Somewhat overlapped the first three waves --The two Arch-Viles now appear at the same time --Added two Carcasses to the Arch-Vile wave, maintained until the Arch-Viles are dead --Added a wave after the Arch-Viles that has two Buff Pods, three Spectre Whiplashes, and four Stone Imps --Added respawning Cacodemons (max three) to the final wave; they stop respawning when the superheavies are dead -Added two Carcasses to the first waterfall encounter -The third Blood Maykr in that encounter spawns together with a fourth -Added a Marauder and some respawning tentacles to the second waterfall encounter (when the second Baron spawns) --Also added a Mancubus, a Cyber-Mancubus, and a Revenant to this encounter (on the cliffs) --They slowly respawn until the superheavies are dead RECLAIMED EARTH: -Added a Possessed Whiplash and two Pinkies to the opening encounter, made the second Hell Knight appear earlier -Added two Arachnotrons, two Hell Knights, three Commandos, and a bunch of tentacles to the alley encounter, along with some pickups -Added a fourth Riot Soldier to their intro encounter -Added an encounter to the traversal path leading to the Escalation Encounter arena (two Cacodemons and two Riot Soldiers) -First Escalation Encounter: --Readded the Stone Imps --Added a wave before the Cursed Prowler that has a Baron, three Shotgun Soldiers, and two maintained Commandos --Added two more Riot Soldiers to the Cursed Prowler wave, randomized their spawns --Added another Cyber Mancubus to its wave -Second Escalation Encounter: --Added a second Pain Elemental --Maintained two Commandos and a Riot Soldier from when the Pain Elementals spawn to the end of the encounter ---Replaced the Riot Soldiers that hard-spawn with Prowlers --Added a third Hell Knight and second Cyber Mancubus to their wave --Added a second Cursed Prowler to its wave ---Delayed the Arch-Vile spawn until after one of'em dies --Changed the possessed Hell Knight into a possessed Baron, spawned after the Cursed Prolwers and Arch-Vile die --Added two more Barons after the possessed one's health becomes 25% or less ---Delayed the next wave until the first and one of second two are dead --Added a third Cacodemon --Added a Carcass and an Armored Baron to the final wave --The spirit no longer possesses the Marauder -Added five more hammer pickups and a two-Arachnotron, four-Stone Imp wave to the HAMMER TIME room -Added two Riot Soldiers to the room below the HAMMER TIME room -Added tentacles to the submerged subway section -A Dread Knight follows the Hell Knight out after the first swimming section -Added two Commandos to that same subway encounter, one of them replacing a Mecha Zombie -Added two Commandos, three Riot Soldiers, and two Pain Elementals to the big open encounter after the possessed Pinky encounter --Also added respawning Zombies -In the first Skyscraper encounter: --Added three Cacodemons to the Armored Baron wave --Added a couple maintained Commandos --Replaced the Riot Soldiers with Hell Soldiers --Added a Shotgun Soldier -Added an encounter before the second Skyscraper encounter with a Marauder right in the first purple sludge area --It has a hammer pickup and a meathook node to make it less bogus -In the second Skyscraper Encounter: --Reverted it to end when all but the zombies are dead --Replaced the last two Riot Soldiers with Commandos -Added a surprise Spectre to the secret BFG area -Added a Tyrant to shoot at when the BFG round at the top of the skyscraper is touched -Added some Lost Souls to the path right before the encounter with the two Spectre Whiplashes -Final Encounter: --Added an extra Baron and a Buff Totem after the Cursed Prowler --Added two Spectre Whiplashes and three maintained Commandos to the Arch-Vile wave -Added a Plutonia Experience in the opening arena, accessed by pulling a switch near the Gate of Divum then pulling a new switch in the opening arena --Beating it automatically refills your health and armor, and you also get a chance to refill your non-super-weapon ammo IMMORA: -Fixed ships appearing in opening cutscene too early and missing monkey bar in city rooftop encounter (See also Konvaz's Immora fixes) -Maykr Drones are now red -In the opening encounter: --Changed some of the fodder to Gargoyles, one of them to a Mancubus --Changed the original Mancubus into a Cyber Mancubus --Added a Riot Soldier behind the Shield Soldiers --Added an Arachnotron, a Revenant, a Commando, and some Demonic Troopers --Reworked the trigger for the second part --Added an Onslaught and Overdrive on top of each other before the Revenant --Added two Barons and a Tyrant after the Revenant -Added a Meathook node to the Escalation Encounter arena -First Escalation Encounter: --Set Maykr Drone maintain amount to infinite instead of 10 --Added a couple Hell Knights to the first wave --Added a wave after the first that has two Cyber Mancubi, four Shotgun Soldiers, and an Arachnotron --Added a Cursed Prowler, a Cacodemon, and a Carcass -Second Escalation Encounter: --Added a maintained Commando throughout --Added another Armored Baron and Normal Baron to their waves --Moved the Carcass and Prowler spawns to the Normal Baron wave --Added a Possessed Cursed Prowler after the Barons, Prowlers, and Carcasses die --Added a wave after that with five Pinkies and three Pain Elementals --Changed the two Cacos in the first Marauder wave into three Arachnotrons and two Whiplashes --Added three Mancubi before the Tyrant wave --Added a third Tyrant to their wave --Added four Screechers to the second Marauder wave --Added a wave after the second Marauder with three Cacodemons, three Hell Knights, three Blood Maykrs, four respawning Riot Soldiers, and a Buff Totem --Slightly reworked some of the triggers between waves -Added some Demonic Troopers to the incidental encounter with the Super Tentacle -Added a Cursed Prowler to the Blood Punch room (where there was gonna be four) -Added a barrier behind the player in that same room --Added a hidden trigger for a bonus encounter based on the cut Four-Crowlers-And-Two-Mancs encounter (It's in that same area) -Added three Cacodemons to the Stone Imp encounter right afterward --Maintained those Stone Imps until all the heavies are dead -Added a surprise to the "oscar encounter" (You'll know when you see it.) -Added an elevated Riot Soldier to the encounter right afterward -Changed the Hell Knight that spawns after the possessed one in the small catapult arena into a Baron --Also made sure this encounter doesn't spawn extra zombies after the heavies are dead -Changed the checkpoints between the cannon launch and the double marauder fight so that they start with light combat music -Added some Demonic Troopers immediately after the wall breakthrough -Added four Cacodemons, three Hell Soldiers, and three Commandos to the city reveal wave -Swapped the dash refills in the city reveal section out for Meathook nodes -Added some Lost Souls before the double Marauder fight -Added two Cyber Mancubi and two Arachnotrons to the double Marauder fight (they spawn when one superheavy remains) -In the big open area encounter(s) after the double Marauder fight: --Added a Meathook node in the middle of all the walkways --Added a Pain Elemental whose purpose is to die --Added two Riot Soldiers, two Mancubi, three Revenants, and four Cacodemons --Added a BFG pick-up for those too lazy to hunt down and kill the newly added demons --Moved the DOOM Hunter inside and put an Arch-Vile in its place --Added two Commandos among the fodder that appears with the Arch-Vile and DOOM Hunter -Added a Mega Health over by the bridge leading to nothing in the lower city area (After the doors are unlocked) -In the Hangar Encounter: --Added a Meathook node in the middle above the arena --Added two Cacodemons and two Screechers to the opening wave --Randomized the Cursed Prowler's spawn location to one of three --Added a DOOM Hunter to the Blood Maykr wave --Added two Shield Soldiers, four Stone Imps, a Whiplash, a Pinky, two Revenants, a Prowler, a Dread Knight, and a Marauder between the Blood Maykr and Possessed Baron waves --Added a Pain Elemental to the Possessed Baron wave --Added an Arch-Vile wave before the final wave (WARNING: It can be possessed!) --Added three Riot Soldiers, two Commandos, and a Tyrant to the final wave --Added two Hammer pick-ups and a midair Onslaught pick-up -On the final hangar platform: --Changed the final Stone Imp wave to spawn Tyrants after some of them are killed --Added an Onslaught pickup that triggers an encounter with Commandos, Hell Knights, and Barons --Taking either the Onslaught or the Overdrive pickup hides the other -Ported and tweaked (version 1.3.3 of) the Final Arena from Konvaz's Immora Master Level (credits to him) as a bonus encounter after the Stone Imp barrage --(To access, go to the Maykr console by the armor past the exit pit and interact with it, then go back to where you landed on the platform) --(There is a checkpoint between the two major parts. Once reloaded, this checkpoint puts you in front of another Gore Nest, which triggers part two of the encounter directly.) --(Completing it opens a portal to the Dark Lord's balcony shown in the level's opening cutscene.) THE DARK LORD: -Hammer pick-ups removed -Dark Lord changes (Based heavly on Konvaz's Dark Lord Rework): --Sword attacks: ---Are faster, stronger, and more frequent ---Break the Chaingun Shield in one hit ---Eyes flash green on every THIRD sword attack --His health: ---Max is 80% of vanilla amount, across all stages ---Recovers more of his health when he hits you with his sword or shield ---No longer recovers it from you shooting him at the wrong time for no reason --Requires a hard-hitting shot to falter (SSG, Ballista, Rocket) --Has a quicker recovery from both standard and hammer faltering --Moves progressively faster per stage of the fight --Summons Maykr Drones and/or Hell Knights instead of wolves --No longer drops extra hammer charges when "Glory-killed" --Uses his mortar in Phase 1 ---Mortar now emits a stunning hazard on detonation --Shoots projectiles based on the Slayer's arsenal starting in Phase 2 ---Adds quick-swapping and Samur-type projectiles in Phase 3 VERSION 6.6.6 ------------- GLOBAL: Added a Riot Soldier variant, called the Commando -In summary, it's a reskinned Hell Soldier with double the health and Riot Soldier projectiles THE WORLD SPEAR: -Added three stone imps at the start of the first church courtyard encounter --Moved their tutorial from their original intro to them to here to compensate -In rad room afterward: --Added two shotgunners among the maintained fodder zombies --Added a Baron after the wave of two Hell Knights -Added a Blood Maykr to the cliff right before the platforming puzzle afterward --Moved the tutorial from the escalation encounter to here to compensate -Added two Revenants to the second church courtyard encounter, along with the Baron that appears -In the first room with the hammer: --Added a wave between the Arachnotrons and the Tyrants that has two Pain Elementals, two Hell Knights, and a DOOM Hunter --Added two Mancubi to the Tyrant wave -Added one singular Cacodemon to the original Stone Imp intro section -Added an encounter with three of'em after you push the button to open the gate to the dragon -Refined the triggers for the Armored Baron in the big open mountain forest encounter -Added a Meathook node to the Escalation Encounter arena -In first Escalation Encounter: --Added three Revenants to the Pinky/Prowler wave --Added two Arachnotrons and a Dread Knight to the Baron wave -In second Escalation Encounter: --Replaced two of the four maintained Hell Soldiers with Commandos --Added another Dread and Hell Knight to their wave --Added another Mancubus to their wave --Somewhat overlapped the first three waves --Made the two Arch-Viles just appear at the same time --Added two Carcasses to the Arch-Vile wave, maintained until the Arch-Viles are dead --Added a wave after the Arch-Viles that has two Buff Pods, three Spectre Whiplashes, and four Stone Imps RECLAIMED EARTH: -Added two Pinkies to the opening encounter, made the second Hell Knight appear earlier -Added two Arachnotrons, two Hell Knights, three Commandos, and more tentacles to the alley encounter, along with some pickups -Added a fourth Riot Soldier to their intro encounter -In first Escalation Encounter: --Added a wave before the Cursed Prowler that has a Baron, three Shotgun Soldiers, and two maintained Commandos --Added two more Riot Soldiers to the Cursed Prowler wave, randomized their spawns --Added another Cyber Mancubus to its wave -In second Escalation Encounter: --Maintained two Commandos and a Riot Soldier from when the Pain Elementals spawn to the end of the encounter ---Replaced the Riot Soldiers that hard-spawn with Prowlers --Added another Cyber Mancubus to its wave --Added a second Cursed Prowler to its wave ---Delayed the Arch-Vile spawn until after one of'em dies ---Delayed the Possessed Baron spawn until after both die --Added two more Barons after the possessed one's health becomes 25% or less ---Delayed the next wave until the first and one of second two are dead ---Also removed the spirit's ability to possess the Marauder --Reworked the spawn triggers for the super heavies in the last wave -Added five more hammer pickups to the HAMMER TIME room -Added two Commandos to the incidental flooded subway encounter, one of them replacing a Mecha Zombie -In the Crane encounter: --Changed the first two Riot Soldiers to Commandos --Relocated the second two to under the skyscraper, added a third -Fixed visual bug where the particle effects of the crane encounter barrier were misangled -In the first Skyscraper encounter: --Replaced the maintained Cacodemon with three normally-spawned ones --Added a couple maintained Commandos --Replaced the Riot Soldiers with Hell Soldiers --Added a Shotgun Soldier -Added an encounter before the second Skyscraper encounter with a Marauder right in the first purple sludge area --It has a hammer pickup and a meathook node to make it less bogus -In the second Skyscraper Encounter: --Reverted it to end when all but the zombies are dead --Replaced the last two Riot Soldiers with Commandos -Added a Tyrant to shoot at when the BFG round at the top of the skyscraper is picked up -In the final arena: --Readded the Spectre Whiplashes --Added three Commandos when the Arch-Vile spawns, maintained them to the end -Fixed apparent issue where nothing was being summoned by the Archviles in the secret bonus encounter --Added six Commandos to the end of that bonus encounter IMMORA: -Fixed ships appearing in opening cutscene too early and missing monkey bar in city rooftop encounter (See also Konvaz's Immora fixes) -Added an Arachnotron, a Revenant, a Commando, and some Demonic Troopers to the opening wave -Reworked the trigger for the second part of the opening wave -In first Escalation Encounter: --Set Maykr Drone maintain amount to infinite instead of 10 --Added a couple Hell Knights to the first wave --Added a wave after the first that has two Cyber Mancubi, four Shotgun Soldiers, and an Arachnotron --Randomized the Cursed Prowler spawn -In second Escalation Encounter: --Added a maintained Commando throughout --The two Armored Barons now both appear at the very start ---Two unarmored Barons spawn when one of them dies ---Moved the Prowler and Carcass spawns to the same point --Delayed Cursed Prowler Spawn until the heavies are dead --Added fifth Pinky to their wave --Added two Whiplashes to the first Marauder wave --Moved the Mancubi to before the Tyrants and added a third --Added a third Tyrant and a fourth Screecher --Derandomized the Screecher spawns, slightly randomized the Buff Totem spawn --Added a third Blood Maykr --Added three Hell Knights to the final wave --Slightly reworked some of the triggers between waves --Fixed spawn FX for the demons that didn't have'em -Added some Demonic Troopers to the incidental encounter with the Super Tentacle -Added a barrier behind the player in the Used-To-Have-Four-Crowlers room --Added a hidden trigger for a bonus encounter based on the cut Four-Crowlers-And-Two-Mancs encounter (It's in that same area) -Fixed the Oscar Encounter surprise to be more immediate and more consistent -Changed the checkpoints between the cannon launch and the double marauder fight so that they start with light combat music -Added some Demonic Troopers immediately after the wall breakthrough -Added four Cacodemons, three Hell Soldiers, and three Commandos to the city reveal wave -Removed the post-warp-tunnel Spectres and Blood Punch pickups -Added two Commandos among the unlock encounter fodder -In the final big arena: --Added two Cacodemons, two Screechers, a DOOM Hunter, two Shield Soldiers, four Stone Imps, a Whiplash, a Pinky, two Revenants, a Prowler, a Dread Knight, a Marauder, two more Riot Soldiers, and two Commandos --Added two Hammer pick-ups and a midair Onslaught pick-up --Allowed the Arch-Vile to be possessed --Rotated the Meathook -Added an optional final platform encounter with Barons, Hell Knights, and Commandos, triggered by an Onslaught pick-up --Overdrive still triggers the Stone Imp encounter as before; picking up either hides the other. --The Stone Imp encounter now has Tyrants appear after some of them are killed. -Added a secret portal to the Dark Lord's balcony shown in the opening cutscene --The portal appears when the bonus encounter is completed. THE DARK LORD: -Hammer pick-ups removed -Dark Lord changes (Based heavly on Konvaz's Dark Lord Rework): --Sword attacks: ---Are faster, stronger, and more frequent ---Break the Chaingun Shield in one hit ---Eyes flash green on every THIRD sword attack --His health: ---Max is 80% of vanilla amount, across all stages ---Recovers more of his health when he hits you with his sword or shield ---No longer recovers it from you shooting him at the wrong time for no reason --Requires a hard-hitting shot to falter (SSG, Ballista, Rocket) --Has a quicker recovery from both standard and hammer faltering --Moves progressively faster per stage of the fight --Summons Maykr Drones and/or Hell Knights instead of wolves --No longer drops extra hammer charges when "Glory-killed" --Uses his mortar in Phase 1 ---Mortar now emits a stunning hazard on detonation --Shoots projectiles based on the Slayer's arsenal starting in Phase 2 ---Adds quick-swapping and Samur-type projectiles in Phase 3 VERSION 3.0.0 ------------- World Spear: -Ported id's fix to the Master Level -Modified the encounter after the mountain bridge with the Hell Knight and three soldiers to maintain the soldiers until the Hell Knight is dead -Rebalanced the final waterfall arena Reclaimed Earth: -Rebalanced the Crane encounter, made sure it was always possible to progress after clearing said encounter -Fixed bug in first skyscraper encounter that kept the Cyber Mancubus from spawning -Ported id's changes to the second skyscraper encounter (Extra Riot Soldiers) -Slight nerf to wave three of the bonus encounter Immora: -Fixed the catapult encounter to not spawn extra zombies by accident when the heavies are dead -Rearranged the Spectre spawn locations at the end of the warp tunnel -Slight rebalance to the hidden bonus encounter (and addition of tentacles) VERSION 2.0.0 ------------- WORLD SPEAR: -Merged the original changes with id's new changes, with a few differences --The two DOOM Hunters in the Fountain encounter spawn together after the Marauder dies --Reduced the number of Carcasses in the first Church Courtyard encounter to two --In the second Escalation Encounter, the second Arch-Vile spawns when the first is at half health --The third Blood Maykr in that encounter spawns together with a fourth RECLAIMED EARTH: -Merged the original changes with id's new changes, with a few differences --Removed the random Pinky in the first building encounter --Readded the Stone Imps to the first Escalation Encounter, plus an extra one --Swapped one of the DOOM Hunters in the second Escalation Encountner for an Armored Baron. --Moved the Pain Elementals to the new second wave of the Crane Encounter, added a barrier to make it unskippable --Readded the Shield and Riot Soldiers to the first library encounter --In the second library encounter: ---Fixed issue where sometimes a zombie would spawn where the Arachnotron should be ---Readded the Riot Soldier at the end --Left Spectre Whiplashes (From TAG2+) and Riot Soldiers (From vanilla) out of the UAC Facility arena (The last one) --Moved the Secret Encounter unlock switch to a more visually obvious location --Reworked the Secret Encounter a little bit, also made the reward for completing it actually carry over to the next level IMMORA: -Updated to work for Update 6.66, with some differences: --Buffed the second Escalation Encounter ---The second Armored Baron spawns sooner ---Four Pinkies join the Pain Elemental wave ---Two Mancubi join the Tyrant wave ---Added an extra Screecher to the second Marauder wave --Added some Cacodemons to the Stone Imp encounter after the Blood Punch room ---Also maintained the Stone Imps throughout and added a Hammer pickup --Added three Spectres right after the hyperspeed tunnel, along with a couple Blood Punch pickups --Added two Cyber Mancubi and two Arachnotrons after two of the three superheavies in the double Marauder encounter die --Removed the hard-to-notice Cyber Mancubus in the big open Bullet Hell encounter afterward, replaced with four Cacodemons in the air --Fixed the big Hangar arena near the end to make the spirit stop possessing things when the Arch-Vile appears --Restored how fast the Stone Imps at the end spawn to vanilla levels, made it harder if not impossible to cheese with DB or Hammer