Doom3 Monsters for Killing Floor 1 - ScrN Edition
- Original monsters from Doom3 by id Software
- Unreal Tournament 2004's port by INIQUITOUS
- Initial Killing Floor port (up to BETA 4) by Marco: https://steamcommunity.com/sharedfiles/filedetails/?id=98454734
- Further development of KF-Doom3 Monsters mod and ScrN Edition by [ScrN]PooSH
Starting from v5, ScrnDoom3KF version matches the newest version of ScrN Balance available on the release day.
- Revenant: removed additional rocket impact damage. Now rockets do aprox. the same damage as before v9.69.51.
- Cacodemon lowered projectile base damage to 20 (down from 25), HoE - 35 (43) to compensate for damage increase due to player collision fix.
- Berserker: increased base damage resistance to 50% (up from 40%) and closed chest resistance to 25% (up from 20%).
- Fixed a bug where Doom projectiles collided with
KFBulletWhipAttachment
- an auxiliary cylinder around players. As a result, players were 3x wider (from the projectile's perspective), making it ridiculously hard to dodge projectiles. On the other hand, Doom projectiles dealt ~30% less damage due to exploding farther from the player. In other words, ranged Doom Demons were acting like KF2 - dealing inevitable but low damage. After the fix, they fit more into KF1 - projectiles can be avoided but deal crucial damage when hit, rewarding skill over RNG. - Doom AI Skill level is now scaled across difficulties, allowing ranged Doom Demons to aim better on Suicidal or Hell on Earth. Previously, Doom AI was always "Skilled". Now, it is "Masterful" on Suicidal and "Godlike" on Hell on Earth (speaking in Unreal Tournament terms). Higher-skilled enemies can predict player movement and shoot ahead, or even shoot at the ground below the target for splash damage.
- Fixed a bug where Lunge/jump attack damage didn't scale across difficulties. This affects Berserker, Maggot, Imp, Vulgar, Tic, Trite.
- Fixed Maggot. Previously, it tended to get stuck in attack preparation animation.
- Short-ranged demons (Imp, Vulgar, Hell Knight) don't try to throw their fire/plasma balls from far away (and always miss).
- Tic, Trite: Increased spider () jump range but lowered the damage.
- Vulgar: Significantly boosted melee/lunge damage from 8/18 to 18/27 (+lunge damage scale fix) to fit its role as an advanced version of Imp.
- Revenant: increased rocket homing effect to mitigate the player collision fix.
- Revenant: rockets can now be destroyed with explosions (150 unperked damage required).
- Revenant: Fixed a netcode issue where destoyed rockets continued to fly on the client side (but did no damage). Yes, you could always destroy the rockets with bullets by dealing 150 unperked damage.
- Mancubus, Hell Knight choose a ranged attack more ofter when low on health.
- Vagary: adjusted ranged attack rate, including spider throw.
- Fixed an issue when Vagary was throwing spiders non-stop when low on health.
- Berserker: increased melee damage as it was over-nerfed in v9.62.
- Sabaoth: BFG charge time lowered to 0.5 (down from 0.5s).
- Sabaoth: Increased BFG cell's collision to match the visual size.
- Sabaoth: BFG cell deals additional damage on direct hit.
- Sabaoth: The explosion of a destoryed BFG cell (shot by players) no longer damages the players around.
- Adjusted bounty of some demons
- Invulnerability Hunter renamed to Electro Hunter
- Electro Hunter shield damage reduction set to 90%. While shielded, he receives 10% of incoming damage instead of being completely invulnerable (same as Guardian).
- Electro Hunter shield longevity raised from to 30..45s (up from 20..30s). However, each electric projectile fired consumes the shield energy equal to 5s.
- Electro Hunter shield cooldown raised to 8..12s (up from 4..9s).
- New monster Chaser - Electro Hunter's cousin for Escape the Hunter game mode. Chaser has less health but his shield stays longer.
- Guardian melee damage lowered by 25%. How it cannot instantly kill a 100hp player.
- Seeker lifespan lowered to 30..45s (down from 30..90s).
- Seekers cannot teleport anymore.
- ScrnDoom3KF.ini: added
bBossChat
- Doom3Mutator now can spawn only Doom Monsters. Use either ScrN Balance or Zed Manager to spawn custom mobs.
- Deprecated
LargeMaps
because all Doom Bosses can spawn on all maps. - Server-side
[ScrnDoom3KF.Doom3Mutator]
moved from Doom3KF.ini to ScrnDoom3KF.ini and heavily reworked. - Client-side
[Doom3Karma D3Karma]
left in Doom3KF.ini.
- Cyberdemon and Revenant rockets do explosive damage now - so Demolitions Expert has resistance to it.
- Added parent classes for all Doom3 demon attacks:
DamTypeD3Burned
,DamTypeD3Melee
, andDamTypeD3Proj
. All three indirectly extend fromKFWeaponDamageType
- Linked to ScrnShared.u
- Fixed Vagary throwing spider ability
- Reduced Guardian melee damage
- Enhanced headshot detection on flying monsters
- Fixed an issue when online head scale was not always applied on dedicated server
- Fixed laser projection
- Pinky now has a "head" hitbox. Pro-tip: shoot into its mouth.
- Optimized headshot detection for all Doom demons.
- Removed crispy effects because those look stupid on Doom demons.
- The shock damage now is scaled across the difficulties: Normal: 40, HoE: 70. Previously the shock damage was constant 50.
- Default melee damage lowered to 45 (down from 90).
- Charge damage raised to 108-189 (up from 90-157).
- Guardian may charge only if the player has been detected by Seeker.
- Melee range lowered to 2.5m (down from 5m)
- Seekers should not back off too far away anymore
- Seekers are running out of fuel and die in 30-90s
- Fixed a bug that sometimes prevented Invulnerable Hunter to attack or drop shield
- Melee range increased
- Melee-locking eventually pisses him off, which, in turn, leads to multiple ranged attacks in a row
- Removed debug message from BFG projectile
- Restored teleportation ability of Doom monsters. Now, demons may randomly teleport from time to time. Small demons do teleport more often.
- Fat Zombie moves faster: 105 -> 120 ups base.
- becomes more aggressive when low on health.
- Can throw multiple rocks in a raw when her health drops below 50%.
- Damage multiplier to the opened chest raised to x2.5 (up from x2.0)
- Opens chest more often
- Opens chest at rage start
- Prevented infinite melee attacks in rage mode
- 666+ damage to heart during jump attack stops him from raging
- Raised BFG projectile's health from 40 up to 100. However, now damage can be stacked from multiple shots. Perk damage bonus doesn't apply to BFG proj.
- Sabaoth is more likely to stay at range rather than charge a player
- Added 1s cooldown before BFG projectile starts emitting rays.
- Now it takes 1s for BFG projectile to charge fully. A partially charged projectile does less damage.
- Fixed bug when per-player health multiplier was applied twice for end-game bosses
- BossPerPlayerHP doesn't affect end-game boss anymore (use PatBossMult instead)
- Health of Doom Bosses now are scaled normally, even if not spawned by Doom3Mutator
- Doom Bosses made smaller.
- Added bSpawnMonsters to Doom3KF.ini allowing to turn off doom3 monster spawning for ScrN Waves.
- Fixed headshot detection algorithm.
- Fixed headshots of almost every Doom3 Monster.
All DooM monsters now have at least x1.5 headshot damage multiplier.
- gained ability to spawn multiple spiders in a row.
- base health raised to 7000 (up from 5500)
- Base health raised to 5000 hp (up from 4000)
- Base damage resistance lowered to 40% (down from 75%)
- Closed heart damage resistance lowered to 20% (down from 50%)
- Added x2 damage bonus to opened heart.
- Removed fire resistance.
- Berserker Hunter's heart now is open while doing jump attack.
- 666+ damage to heart during jump attack stops Berserker Hunter in mid-air.
- Sabaoth doesn't stuck anymore
- Destroying BFG cell in mid-air does huge amount of damage to monsters nearby
- Summoned monsters now are properly destroyed on master's death (e.g. Archvile)
- Fixed Maledict's head hitbox
- Lowered Lost Soul's damage (28->19)
- Lowered Forgottens's damage (30->27)
- Raised Cacodemon's melee damage (26->48)
- Raised Cacodemon's ranged damage (20->25)
- New spawn variables
- Adjusted hitboxes for Imp, Boney and Vulgar
- Lowered bounty for small monsters
- Adjusted zapping threshold and damage multiplier
MUTATE BIGMAP
- mark map as big (allows spawning big bosses)MUTATE SMALLMAP
- mark map as small (no big bosses)MUTATE ISBIGMAP
- returns current map statusMUTATE DOOMSTAT
- returns doom monster percentage
- Spawn intervals now respect map's
WaveSpawnPeriod
- Berserker and HellTime Hunters can fit on normal maps now
- When head isn't open, any damage to heart area does 50% damage (up from 25%)
- Fixed head hitbox
- Killing Guardian destroys its Seekers
- Lowered Seeker health
- Seekers are invulnerable during first 2 seconds
- Longer Seeker regeneration time
- More Seekers are spawned
- Added second head
- Added second head
- Lowered collision radius of several monsters. They may clip though walls now, but at least they won't stuck so much.
- Karma file auto detection can be configured now (same as FemaleFP).
- Fixed bug when boss death didn't trigger achievements.
- Windows clients check for Doom3Karma.ka file and enable/disable karma ragdoll animations depending of its existence.
- Support KF v1058
- Fixed Maggot's head. Due to some limitations in KF code Maggot has "only" one real head (which is used for counting headshots) - right head.
- Fixed Cacodemon's head. Same as Maggot - aim to the right brain.
- Invulnerable Hunter's max melee attack in a row lowered to 3 (down from 5)
- Minor bugfixes.
- Fixed a bug when some Doom monsters didn't receive full damage from explosives
- Revenant now has 50% damage resistance against explosives
- Raised Hell Knight's per-player health bonus to 20% (up from 10%)
- Prepared for Doom3 achievement pack
- Projectile's damages now are scaled by difficulty.
- Adjusted projectile damages.
- HeadHealth is lowered on headshots, making it avaliable to track headshots.
- Trites spawn by Vagary have damage resistance while being in her hands.
- Max doom monsters during end game boss fight now is scaled by number of players
- End game boss now can teleport away from the players up 3 times.
- Made compatible with Summer'2013 update (
ScoredHeadshot()
) - Vagary now summons and throws Trites (spiders) at the players
- Fixed references to
none
when monsters are taking environmental damage - Implemented "smart" choise of teleport destination
- Top-tier doom monsters can't be flich-locked anymore
- Changed
bFatAss
propery for some monsters.
- If end game boss class is wrong, it will be replaced with Sabaoth.
- Pipe bomb threat level adjusted (e.g. single spider doesn't activate pipe anymore)
- Removed Forgottens from Archvile's spawn list
- ScrN version system applied. Beta 12 now is v5.12
- Fixed end game boss
- Lowered Maledict's damage
- Fixed squad spawns in PAT wave - no more spawn spam
- Shows Pat Replacement's HP, if team gets wiped
- Changed
CanKillMeYet()
behaviour: last small monsters get auto-killed faster while Boss can stay on the map much longer.
- Fixed huge bug - players didn't get any money for killing doom monsters!
- Using of ragdoll death animation reverted to the original (Beta4). Ragdolls must be enabled on the client side (in Doom3KF.ini). Clients must have doom3 monsters pack installed on their system to view proper death animations (must have KarmaData/Doom3Karma.ka file).
- Pat Replacement: if Boss looses > 10% HP during five seconds, extra squad will be spawned immediatelly.
- Fat Zombie's ground speed raised to Clot's speed (105)
- Boney's speed raised to 100 (up to 65)
- When full of health he shoots rarer (extra 2s cooldown).
- In normal conditions he shoots 1-2 rockets in a row (before was random from 1 to 4).
- When raged (health < 75%) he shoots 1-4 rockets in a row and moves x3.5 faster.
- Big monsters' health now is scaled through the number of players.
- Base health lowered /1.5 times, giving 10% hp per extra pleyer. So 5-player team will get same-health monsters as original, 6+ players - slightly more hp, but small teams and soloers can kill them easier. Monsters with scaled health: Commando, Revenant, Bruiser, Archvile, Mancubus, HellKnight.
- Bosses' health is scaled as before (controlled via config variable).
- Made compatible with 1035 patch
- Sharpshooter receives normal headshot multiplier bonus for perked weapons (not only 50% like it was in Doom3KFBeta4 + 1035)
- Big doom monsters get 30% damage resistance from Xbow/M99 headshots on Sui/Hoe Resistance is applied to Bruiser, Archvile, Mancubus, HellKnight and all bosses
- PatBossMult variable added, allowing to make Pat Replacement bosses to have more health comparing to regular, in-wave bosses
- Removed Sentry turret
Fixed Ragdoll death animation replication on client side- Fixed Mac10 burning
- Imp's fireballs now sets players on fire (but base damage is lowered by 25%)
- Imp and Archive now can't be set on fire
- Bounty for killing bosses significantly increased and it raises per player with same rate as health (BossPerPlayerHP)
- Maledict's base health lowered to 4000 (down from 6000)
- Changed PAT wave: now Doom Boss periodically will spawn demons to help him
- When Boss is spawning as Pat replacement, he receives extra 75% resistance to fire DoT
- Zeds require significantly more damage to ignite, but when do, they receive constant, average damage per burn tick.
- Ignition requirement: Deal burn damage at least 3% of zed's max health, 75 max
- Walk animations while burning fixed.
- MAC10:
53
(constant) - Other weapons:
((base damage * 1.5) + 27) * (firebug damage bonus)
For example level 6 firebug flamer's tick damage is 72. - Tick count is lowered to 8 (down from 10), but each next fire damage received will continue burning (reset tick count back to 8 again).
- Burn continuation is possible only when dealing the same or higher fire damage, e.g. you can't keep zed burning with shooting with MAC10 after flame nade.