Loremaster: Loremasters can now pierce invulnerability Reaver: Increased Reaver's projectile damage by 1, and increased their melee speed. Stalker: Dropped their health from 120 to 100 Shadow Acolytes: Raised their hp from 110 to 13 and sped up their attack state by 1 tic Upgrade stamina now gives you +10 max hp and can now give you a total of +100hp Ophidian: Ophidian's fire projectiles can now pierce invulnerabilityīishop: Enchanted Bishops now pierce invulnerability 10,30,50, and 75 armor drops can now be picked up from monsters/players Dropped armor amounts have doubled across the board. It now takes 6 instead of 8 Chaingunners to unlock Revs, and 6 instead of 5 Mancubus to unlock Arachnotrons Adjusted the number of unlocks in the center tech tree. 'ZDW_LMSSSNaziSpawnRate' is the name and the default value is 0
Just a quick dark outline to tell the difference between the two
Same goes for the 'old school hud' cvar since you can pretty much do that easier with other wads nowįlem Meteor: You can now altfire Flem Meteors to spawn the version without the common flemoid split at the original 40/20 priceįlem Meteor(Upgrade): Quickly threw together an upgrade sprite that matches the upgrade flemspores. Removed the ban class cVars because they never worked correctly. When you die now your unlock progress (summoners, monsters made to next tier) is now saved (Sword) Added information about what monsters can pierce invulnerability on their cost message If you have a double class/color you will automatically be reassigned to a different color for now. You can now select your color on LMS mode.
Regular hud puts it in white above the Mana bars and full screen hud puts it to the right of the flight/ghost symbols Also made a counter that tracks how much mana you've picked up per game. Made a quick (and rough) indicator on both huds to tell you what heroes you have alive and how many you've summoned. They're not as perfect as they used to be, but they should be much much more usable on all resolutions now Added in hud scaling to both full screen and normal ones. Internally everything is a lot more streamlined Tens of thousands of lines of Decorate and about 20+ ACS scripts have been removed entirely.
Doing this also allowed for the mod to be cleaned up considerably. They are ZDW_HeroReimbursementPercentage, ZDW_EliteReimbursementPercentage, ZDW_MidReimbursementPercentage, ZDW_LowReimbursementPercentage Of course CVars are made in case you wanted to adjust the values yourself. The amounts are like this: heroes still are 50%, Blue Mana monsters 40%, Pink 30%, Green 20% No longer active.-All monsters (except those that cost 2 mana) now have partial reimbursements. Īs of October 18, 2011, Repo Man along has taken over duties in updating the original ZDoom Wars and has released a version known as ZDoom Wars I. On September 5, 2010, Captain Ventris announced a sequel, showing a vague page at.
There are excessive manuals available for not only the wad itself, but each individual faction in detail, as well as a strategy guide that is a modified version of Sun Tzu's The Art of War. The unique enemies of each game ensure varied battles, and the map-pack made for the wad very much heightens the experience. The statistics of all the monsters have been altered in order to better balance out the gameplay experience. Some maps may contain hazards, which often cannot affect Hero Units, such as the Cyberdemon or Korax. Luckily, players have been given a very high jump, are invulnerable to some monster's blast damage, and smaller monsters are able to be pushed aside. Though the player has quite a bit of health, they have no way to directly defend themselves, relying on their monsters. Players are also able to upgrade certain monsters, referred to as Retro-fitting, or can buy them pre-upgraded, and each side has a special ability. A projectile fires from you upon clicking, spawning the monster on impact. Note that you have to have enough room around you and in front of you to summon the monster. Change weapons to switch through the monsters available, and click to summon them. Each player has several spawners, each showcasing a monster. There are two types of mana: normal mana, and Hero mana, which regenerates at 1/4 the rate of normal mana, but is much more valuable, as it can be used to buy more powerful units. In ZDoom Wars, the player has constantly regenerating health and mana, which is used to summon their minions for varying costs. It had been stated that more factions would be added in due time, but the project has since been stopped. ZDoom Wars takes this concept and expands it greatly, adding the cast of Doom, Heretic, Hexen, Strife, Chex Quest and Virus. ZDoom Wars is inspired by an old Doom Legacy wad, DoomWars by (creator of the CajunBot), in which the player punched to summon monsters in front of them.