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ZDoom Wars 1: v3.15d (updated 2/6/19)

Posted: Thu Jul 18, 2013 10:52 pm
by Mr. Repo
Image

A continuation of the original ZDoom Wars by Captain Ventris.

Current Downloads:
Download: https://allfearthesentinel.net/zandronu ... v3.15d.pk3
Maps: https://static.allfearthesentinel.net/w ... sv1.8d.pk3
Music(Low Res): https://static.allfearthesentinel.net/w ... Packv2.pk3
Music(Hi Res): http://nesscene.com/zdoomwarsimusicpackv2.pk3

Overview: Punch monsters and drink jars of Kool Aid until someone dies
Spoiler: 3.15d Changelog: (Open)

-5cp is now fully integrated within the main mod and will now automatically work when this is hosted with the 'Team Game' game mode. Maplist consists of ZDW5CP1-ZDW5CP8

Undead Knight (Ghost): Increased Red Knight's health from 380 to 400, and increased their damage by 1 (also affects normal knights as well), and melee from 9 to 10

Loremaster: Added '+DONTREFLECT' to Loremaster's chains which was admittedly an oversight. They can now pull invulnerable monsters as intended

Slime Carrier: STILL PRODUCED HOSTILE FLEMOIDS. BRUTE FORCE FIX. WILL WORK. HOPEFULLY.
Spoiler: Maps 1.8d Changelog (Open)
-Added in the 5cp maps making the game mode completely internal to the ZDWars pk3s.

Added a new map ZDWars45: Tomb Oasis by Grymmoire

ZDWars2: Reconfigured the tech base to make it less fortified, the slime now teleports monsters instead of killing them, opened up the brown cliff area next to the tech base, made the grey platform in front of the hellscape base able to skirmish with the tech base (to some degree)
Works with: All game modes, but LMS, TLMS, and Team Game (using maps ZDW5CP1-ZDW5CP8) are preferred. The map pack is also stand alone so it can be used alongside other projects without issue.
Spoiler: 3.15b changelog (Open)
General:

-All monsters (except those that cost 2 mana) now have partial reimbursements. The amounts are like this: heroes still are 50%, Blue Mana monsters 40%, Pink 30%, Green 20%

-Of course CVars are made in case you wanted to adjust the values yourself. They are ZDW_HeroReimbursementPercentage, ZDW_EliteReimbursementPercentage, ZDW_MidReimbursementPercentage, ZDW_LowReimbursementPercentage

-Doing this also allowed for the mod to be cleaned up considerably. Tens of thousands of lines of Decorate and about 20+ ACS scripts have been removed entirely. Internally everything is a lot more streamlined

-Added in hud scaling to both full screen and normal ones. They're not as perfect as they used to be, but they should be much much more usable on all resolutions now

-Made a quick (and rough) indicator on both huds to tell you what heroes you have alive and how many you've summoned. They # = total made and ^ means alive. These appear when a hero has been made

-Also made a counter that tracks how much mana you've picked up per game. Regular hud puts it in white above the Mana bars and full screen hud puts it to the right of the flight/ghost symbols

-You can now select your color on LMS mode. If you have a double class/color you will automatically be reassigned to a different color for now... (Vilde)

-Added information about what monsters can pierce invulnerability on their cost message

-When you die now your unlock progress (summoners, monsters made to next tier) is now saved (Sword)

-Removed the ban class cVars because they never worked correctly.

-Same goes for the 'old school hud' cvar since you can pretty much do that easier with other wads now

General:

Chex:

Flem Meteor: You can now altfire Flem Meteors to spawn the version without the common flemoid split at the original 40/20 price

Flem Meteor(Upgrade): Quickly threw together an upgrade sprite that matches the upgrade flemspores. Just a quick dark outline to tell the difference between the two

Balance:

Doom

-Added in a cVar for LMS SS Nazi spawns. 'ZDW_LMSSSNaziSpawnRate' is the name and the default value is 0

-Adjusted the number of unlocks in the center tech tree. It now takes 6 instead of 8 Chaingunners to unlock Revs, and 6 instead of 5 Mancubus to unlock Arachnotrons

-Dropped armor amounts have doubled across the board. 10,30,50, and 75 armor drops can now be picked up from monsters/players

Heretic:

Ophidian: Ophidian's fire projectiles can now pierce invulnerability

Hexen:

Bishop: Enchanted Bishops now pierce invulnerability

Strife:

-Upgrade stamina now gives you +10 max hp and can now give you a total of +100hp

Shadow Acolytes: Raised their hp from 110 to 13 and sped up their attack state by 1 tic

Stalker: Dropped their health from 120 to 100

Reaver: Increased Reaver's projectile damage by 1, and increased their melee speed.

Loremaster: Loremasters can now pierce invulnerability

Inquisitor: Inquisitor can now pierce invulnerability

Virus:

Treadmill: Adjusted the spawn state back to the very old tic values. The tics were increased back when treads could be revived to help the colors change so this was now pointless

Mill: Mills can now pierce invulnerability

Mesh Flier: Reverted the Mesh Flier's missile explosion damage back to the old values from 3.0

Bugs:

-As a byproduct of the new reimbursement code, all the broken TLMS field counts and reimbursements now work correctly

-Flying monsters could sometimes double summon and produce 2 units for the price of one (Sword)

-Fixed a few typos in certain monster messages

Doom:

-Dual Pain Elementals would take the wrong amount of mana when summoned

-Vanilla Cyberdemons could not be removed with the monster remover. Gee I wonder why no one found this bug

-Spider Masterminds summonballs had the wrong radius which made them easier to failsummon

Heretic:

-Maulotaurs would reimburse for their old value

-D'Sparil's 'Lost serpent' and 'Slain' log messages were reversed

-The mini tech tree would leave a gap on Undead Knight Ghosts when the next tier was unlocked

Hexen

-Green Chaos Serpents could not be enchanted

-Traductus had the wrong hp value on monster messages. Said 700 but should have been 800

-Heresiarchs could STILL become permanently invulnerable (Sword)

Strife:

-Rebels summonballs didn't have absolute velocity

Stalkers(upgraded): Blue team Stalkers when hit with the repair drone would turn red

-Repair Drone summonballs had the wrong radius which made them easier to failsummon

-Green Inquisitors go to the deathstate when removed

Chex:

Slime Carrier: Slime Carriers STILL WOULD SPAWN HOSTILE FLEMOIDS. THIS IS THE 5TH TIME THIS HAS BEEN ADDRESSED, AND I'M CERTAIN IT IS NOW FIXED FOR GOOD

-Lord Snotfolus could be spawned in mid air

Virus:

-Turret summonballs had the wrong radius which made them easier to failsummon

-Both Virus and Chex hero summonballs were glitched (maybe it's time to start looking for unique sprites...)
Spoiler: Data V3.1b Changelog (Open)
Keep in mind this version has been in development for a while and had several private builds. Some things listed may not be how they are upon release and I may have accidently omitted logging a change or two. Thanks to all the guys in Mobius' teamspeak. This version wouldn't have happened without you fine gentlemen.

General:

-All weapons now have their appropriate tag names and no longer default to 'Shotgun'

-Now every monster that drops blue mana upon death (minus the mine) will have an HPBar. Should have done this one years ago

-Doubled the height of mana, and item pickups from the default 16 to 32

-Restored the original Chaingunner attack sound, Cyberdemon walk sound, Spider Mastermind walk sound, and Arachnotron walk sounds

-Added in BRIGHT to all the lighting sprites used in the main pk3. This includes all the torches, lights ect. Also added in missing GLDefs to a few said objects

-Now when a hero is made a message will be logged to console indicating said monster. Colors have been applied to the text to further tell 'em apart as well

-New Translations: Arch-Vile(All), Crusaders(All), Doom Imp(C), Lost Soul (G,R), Cacodemon(Y),Iron Lich(Y), Afrit (B, G, R, S),Hexen Bishop(all(including making the blur shadowed(but not painstate. UGH.))), Wendigo (R, Y), Meshwalker(Y), Hexen Teleporter(all), Strife Teleporter(all), Team Teleporter(all)

Balance:

-Spawned monsters now face the same direction in which they were summoned. This actually radically improves the AI of the mod

-If you hold down fire when using the teleporter, the second projectile file will be a ranged one. This applies to all classes with the except for Virus

-Implemented something I'd like to call the 'XDeath Rule' across the entire mod. What this means is if a low tier monster that can be revived gets gibbed, they can no longer be revived as the corpse has been destroyed. This isn't too different than what Doom has already had to begin with only now it's applied to every class. However, Mid-Tier monsters are the exceptions to this 'rule.' Chaingunners, Cacodemons, Undead Knights, Wraiths, Chaos Serpents, Swamp Stalkers, Templars, Reavers, Order Turrets, Quadrumpus, Stridicus, and Mills can still be revived despite a gibbed death. Eventually a lot of monsters will have attacks that are guaranteed to gib to help balance this further, but that'll have to wait until a later revision

Bugs:

-When using max health altering cvars, old limits would still be respected thanks to 'healthing' being super bugged

-Hopefully fixed all the projectile in projectile obituary bugs for the Iron Lich, Wendigo, and Barrage Weredragon... again

-Monsters that don't bleed left blood splatters\decals on the walls

Doom:

General:

-Spider Masterminds now have fixed sprites which allows them to have clean translations much like the event images. Thanks you NEON for these new sprites!

Balance:

-Dropped the number of Chaingunners to Revenants to 8, and increased the number of Revenants to Mancubus to 7

-Pain Elemental(Both): Redid Pain Elementals completely. Removed the FRIGHTENED flag completely so they don't run away. Now they perform a check where if they're closer than 400 map units, they will have the flag MISSILEEVENMORE which makes them way more useful in an actual fighting situation. They are no longer pushable either. Dual Elementals now have the limit of 60 as well.
Bugs:

-SS Officer: Schutzstaffel were not able to be removed

-Flame Mancubus: Retrofitted and prefitted Flame Mancs had different attack states

-Arch-Vile(s): Arch-Vile's, as well as Pulse, had a radius of 64 on their summonballs. It should have been 20. Now Vile's will be less prone to missed spawns. Also attempted to redo the FRIGHTENED flag system so the Vile doesn't just take off and never return to the battlefield

Heretic:

General:

-Clink: Upgraded Clinks have new sprites courtesy of Savant. Thanks!

Balance:

-D'Sparil: D'Sparil stage 2 can now spawn up to 16 Disciples instead of 12

-Iron Lich: Ice attack can now pierce invuln

Bugs:

-Mummy: Apparently this engine doesn't know how to inherit and upgraded Ressed Mummies would call for a Deathstate that should be inherited but wasn't

-Ophidian: The Cost message said 31/8 and not 32/8 as it should have read

-D'Sparil(Serpent): In the 'See' state, D'Sparil had an ill defined jump that is more than likely responsible for many teamkills/owner kills over the past several years. This should curb said issue

Hexen:

Balance:

-Wendigo/Yeti: Wendigos remain exactly the same while Yetis, their upgraded counter part, can no longer hit ghosts in any capacity. The shards now pass through ghosts just like the main projectile

-Menelkir: Increased Menelkir's health from 650 to 900 and slightly increased their firing rate

-Heresiarch: Thanks to both Avernus and Gui, the Heresiarch has been completely decoded and now is able to be balanced. The HP determines what attack does with 1/3 being more liekly to shoot red seeker balls, 1/3 more likely to shoot purple balls, and 1/3 likely to summon Bishops if they're far enough otherwise its more apt to do purple attacks. The projectles themselves have been weakened a bit, but I'm sure this will need extensive testing to really be ironed out. The max Bishop count that the Heresiarch can make is also set to 10 for now. Again a big thanks to Avernus and Gui!

Bugs:

-Swamp Stalker: Added +DONTOVERLAP to prevent these things from stacking

-Wraith: Reiver's attack sound did not play upon being spawned and their cost was 10/3 and not 12/3 on the fullscreen hud

-Wendigo(and Yeti too): The Wendigo's 'See' state didn't loop and jumped to 'Idle' which is why they would incessantly make their active sound. Also removed and redid redundant code for both monsters

Strife:

General:

-Strife mech monsters now spawn the proper 'blood' from the game (spark/fire upon impact) Crusaders, Order Bishops, and Inquisitors now all make the unique Strife sound for their steps instead of the generic large clop from before

Balance:

-Stalker(Both): Stalkers can no longer be resurrected. However, they're still affected by the repair drone

-Order Bishop: Order Bishop's height is now 100 up from the default 56. Also dropped the damage the missile does from 9 to 7 and dropped the explosion damage from 64 to 48. If this is too much then next release will increase the attack again

-Crusader(Devastator): Raised the melee state by 2 tics

-Programmer: Removed the 'Close Enough' state and reworked the 'Frightened' flag check in 'See' as per Avernus' recommendations. Also completely remade the Projectile. It doesn't inherit which means it no longer does teamdamage, and now the individual bolts/radius of the spot have been adjusted so it's more effective. Also restored the Programmer's melee state along with increasing the missile chance

-Spectre A: Lowered the chance to attack, the double bolt, but increased the strength of the projectile to compensate. Dropped the price down to 70/40 as it was originally due to the rebalance

-Spectre B: Upped the chance to attack, made the attack shoot twice in the frame, and increased the strength of the bolt. Dropped the price down to 80/45 due to the rebalance

-Repair Drone: Raised the cost from 30/12 to 40/20

-Entity: Wrote out all of the Entity's attacks so they no longer share attacks with other Strife heroes and each Sigil attack has been adjusted to better suit the monster. Also abandoned the random choice for an attack in favor of using distance to have a higher chance to do certain attacks depending on where the Entity is vs the target. This makes the Entity more reliable and consistent to balance

-Entity: Dropped the Sigil 3 spread shot damage from 15 to 9

Bugs:

-Fixed all of the misplaced/generic Strife lightning obituaries

-Macil: LMS Macil's didn't properly loop in their firing state meaning they wouldn't have rapid fire as they should have

-Stalker(Upgraded): Upgraded Stalkers when hit with the repair drone would come back as the unupgraded version

-Programmer: Programmers limit per round was set to 4, not 5 and for whatever reason, the programmers death state went ahead to a non existent frame 'Y' when it should have stopped at 'X.' Now the corpse should remain on the field and fade properly as intended

Chex:

General:

-Chex monsters that can be revived now leave a 'mini figure' of themselves that let players know where their corpses lay

-Flem Spore(Upgraded): Created sprites to differentiate between upgraded and unupgraded spores

Balance:

-Flem Spore(Upgraded): Upgraded Flem Spores now have the chance to spawn Larva, Armored Bipedals, and Cyclops

-Common Flemoid(Upgrade): Raised the cost of the upgrade from 30 to 30/10

-Common Flemoid: By default, Common Flemoids now have their original split upgrade and spawn normal spores at half of the spawn rate with only one spore instead of two

-Armored Bipedal: By default, Armored Bipedal Flemoids now have their original split upgrade upgrade and spawn normal spores in their missile states at half of the original chance

-Cyclops: Removed the +PUSHABLE flag from the attack and see state that disables it. Going to gauge how this goes

-Stridicus (Upgrade): Raised the cost from 30/10 to 30/15

-Stridicus: By default, Stridicus now have the original legacy upgrade with the exception of the death state only spawning 2 spores instead of 4

-Flem Mine: Added the 'MaxTargetRange' property to mines and set it to 1000 units. Hopefully this curbs the random player kills from across the map with stagnant mines

-Super Cyclops Flemoid: Increased Super Cyclops' damage from 7 to9 and lowered their painchance from 50 to 25

-Maximus: Maxmius now partially hit ghosts the same way Super Cyclops do (12 tics second doesn't, 8 tics does repeat), and increased their rate of fire

-Flem Meteor(Upraded): Upgraded Meteors now have the chance to spawn upgraded spores

-Slime Carrier: Slime Carriers now have the chance to spawn upgraded spores

-Flembomination: Flembos now have the chance to spawn upgraded spores

-Lord Snotfolus: Snot Lords now have the chance to spawn upgraded spores. They also had different 'See' states in TLMS compared to LMS before giving up. The TLMS version is now the default

Bugs:

-Players could endlessly produce spores and slimes when punched with the teleporter or remover

-Quadrumpus: Quadpumpus vanilla projectiles didn't leave a decal on a wall

-Flembomination: The Flembomination summonball was too big for the monster. They should now be less temperamental to spawn

-Bipedal Flemoid: Bipedals health on the messages said 150 instead of 140

Virus:

General:

-You now are able to select which level/grade of units affected by the ground upgrade you'd like after purchasing by using altfire. For example: You've unlocked level 2 ground units and if you hit altfire, you will be able to switch between level 1 and 2. This does lead to a lot of the subsequent balance changes, but hopefully everything is coherent and doesn't break the flow of gameplay...

-Mill(DeathBlaze): Added an antenna on top of DB Mills so they're easier to tell apart from normal Mills

Balance:

-Adjusted the explosion damage from Virus so they now correspond to whatever level the monster is. The original explosion is now level 3, and the level 2 explosion I've made is now the default explosion for other Virus units not affected by the upgrade

-Turret(Upgraded): Level 2 turrets now fire faster, and have an increased chance of firing while level 3 now hit ghosts. Due to this change, level 3 Turrets have went up in price and now cost 10/3

-Turret(Spreadshot & Upgraded): Level 2 turrets now fire faster, and have an increased chance of firing while level 3 now hit ghosts with one ball and shoot the level one projectile for the other. Due to this change, the costs are now 14/1, 15/2 and 16/3 for each of the levels

-Treadmill(Upgraded): Level 2 and 3 Treadmills now have increased rates of fire. Because of this, the costs for each level are now 35/7 and 40/9 respectively. They are no longer able to be ressurected either

-Mesh Flier: Dropped Meshies painchance, and increased the amount of damage done by their missiles and explosions

-Meshwalker(Upgraded): Level 2 and 3 Meshwalkers now have 1550 and 1700hp while getting increased firing rates per level. Again due to said changes the costs for level 2 and 3 Meshwalkers are now 50/12 & 55/14

-Leader: Redid all three of the Leader's attacks so now the red blaster and missiles have way more pep and impact than before. Subsequently I had to increase the cost to 75/55 to compensate because now the Leader is bad to the bone

-Felix: Redid all the attack projectiles and increased the power and output of the Felix overall. Now the Felix does some great range dumbfire... especially the alpha strike

-Felix(Upgraded): Level 2 and 3 Felixes now have 4750 & 5000hp while gaining higher firing rates per level. Due to this, costs for the Felix at level 2 and 3 are now 80/75 & 90/80

-Land Carrier(Upgraded): Level 2 and 3 Land Carriers now summon 50 and 65 pairs of Drones while gaining +1 projectiles in the concentrated burst attack at while having increased firing rates. The cost for level 2 & 3 Land Carrier's now are 115/105 and 130/110

Bugs:

-Prism: XDeath state didn't spawn mana upon Prism's death

-Spreadshot Turret: Level 2 Spreadshot summonballs weren't translucent and the summon sound didn't play. Talk about game breaking bugs. The cost message also said they cost more than they did

-Mill: Upgraded Mill's had a chance to display the incorrect sprites in thier idle state

-Virus: Virus' projectiles now drop the fleck as they fly along in addition to being charged. Also boosted the radius from 10 to 13

-Felix: The hud messages and new hud erroneously stated that the Felix could partially hit ghosts. This is not true because the Felix CAN ALWAYS hit ghosts

-Land Carrier(All): Land Carries summonballs radius was way smaller than it should have been. LCs should be way less temperamental to spawn now especially against a wall
Spoiler: Data V3.1c Changelog (Open)
-Integrated the old item replacement patch into the main wad. Hopefully EvilSpaceTomato doesn't mind. I'll modify this more later, but this gets the job done for now

-Order Bishop: Changed Bishop's height from 100 to 70

-Programmer: Removed the melee attack and modified the behavior so it once again runs away while dropping lightning bolts

-Maximus, Flembomination, and Super Cyclops Flemoid: The projectiles that could sometimes pass through ghosts didn't have the null frame and wouldn't work properly
Spoiler: Data V3.1d (Open)
-Menelkir: Lowered the cost from 40/20 to 30/15

-Mana would not properly regenerate in modes like coop, survival ect ect...

-Ettin(upgraded): Upgraded Ettin's had the chance to be permanently invulnerable

-Maximus' cost on the full screen hud was the beta price of 40/12 and not 50/15 as it should have been
Spoiler: Maps V1.8b Changelog (Open)
Added in 11 new maps. They are as follows:

ZDWars33: Derivativecraft by Grymmoire

ZDWars34: Castle Defense by Banjoster

ZDWars35: Lesser Crucible by Leonan (Yes, brought this back and it will be rehauled next map pack release)

ZDWars36: Burning Demise by Guigui. This one has a CVar for the lava floor called 'ZDWars36Trap' and setting it to 1 turns off the damage

ZDWars37: The Kosher by Ivan

ZDWars38: Red Canyon by Whodaman (Rehauled duel version)

ZDWars39: The Programmer Core by Gardevoir

ZDWars40: Netherworld by Grymmoire

ZDWars41: The Dead Tropics by Razgriz

ZDWars42: Invasion! by Grymmoire

ZDWars43: Fort Frenzy by yours truly (Rehauled and better than ever)

ZDWars44: Downtown Redux by Gardevoir

Thanks to all of you fine folks and your contributions. There are also an additional 6 or so maps that are still being worked on and will be added in to the next map pack release.
Spoiler: Serverside CVars to alter gameplay (Open)
ZDW_HeroReimbursement: If set to 1, mana refunds from missumoned heroes are turned off
ZDW_Items: If set to 1, no items will be dropped by monsters or players.
ZDW_ManaRegenerationSpeed: Controls the rate of mana regeneration
ZDW_HeroManaRegenerationSpeed: Controls the rate of hero mana regeneration
ZDW_FlightLimiter: If set to 1, removes the flight limiter set for Virus and the flight items
ZDW_MonsterRemover: If set to 1, turns off the monster remover
ZDW_TeamFriendlyFire: If set to 1, players take team damage
ZDW_SummonerSpeed: If set to 1, players are given rage runes
ZDW_Cooldowns: If set to 1, hero cooldowns will be disabled
ZDW_AllSummoners: If set to 1, you will start with all available summoners for your class
ZDW_Heroes: If set to 1, disables heroes from being summoned. Also affects 'AllSummoners'
ZDW_VanillaSummoners: If set to 1, all LMS classes will be vanilla colored.
ZDW_ClassicWeaponSwitch: If set to 1, summoners will no longer autoswitch.
ZDW_Revives: If set to 1, monsters can be revived an infinite number of times.
ZDW_HeroLimit: If set to 1, disables the hero limit players have
ZDW_StartingMana: Controls the amount of mana players start with. Default is 100.
ZDW_StartingHeroMana: Controls the amount of hero mana players start with. Default is 0.
ZDW_StartingArmor: Denotes how much armor players start with. Default is 0.
ZDW_UncappedHealthRegeneration: If set to 1, players health will regenerate indefinitely
ZDW_OldSkoolHud: If set to 1, the fullscreen hud will be switched to the pre ZDoom Wars 2.4 version
ZDW_Flight: If set to 1, all classes will have the ability to fly
ZDW_MonsterTeleporter: If set to 1, you will not be able to use the monster teleporter summoner
ZDW_MonsterTeleporterLimit: Default is 3. This controls the amount of teleporters a player/team may summon
ZDW_HPBars: If set to 1, health bars will no longer spawn above monsters
ZDW_HeroFieldLimit: Controls the amount of heroes players may have on the field at one time. Default is 4
ZDW_PermanentMana: If set to 1, dropped mana doesn't disappear
ZDW_HeroMessages: If set to 1, the images for summoned heroes no longer appear
ZDW_ManaPerKill: If set to 1, mana will no longer be dropped and instead will be given to the killing player
ZDW_ManaDrops: If set to 1, mana will no longer be dropped by monsters
ZDW_StartingDoomHealth: Sets the Doom Marine's starting health. Default is 270
ZDW_StartingHereticHealth: Sets Corvus's starting health. Default is 230
ZDW_StartingHexenHealth: Sets Daedolon's starting health. Default is 220
ZDW_StartingStrifeHealth: Sets the Strife Guy's starting health. Default is 260
ZDW_StartingChexHealth: Sets the Chex Warrior's starting health. Default is 250
ZDW_StartingVirusHealth: Sets c375 starting health. Default is 175
ZDW_MaxDoomHealth: Sets the Doom Marine's Max health. Default is 270
ZDW_MaxHereticHealth: Sets Corvus's Max health. Default is 230
ZDW_MaxHexenHealth: Sets Daedolon's Max health. Default is 220
ZDW_MaxStrifeHealth: Sets the Strife Guy's Max health. Default is 260
ZDW_MaxChexHealth: Sets the Chex Warrior's Max health. Default is 250
ZDW_MaxVirusHealth: Sets c375 Max health. Default is 175
ZDW_HealthRegenerationSpeed: Controls the rate of health regeneration. Default is 1
ZDW_ManaMaxAmount: Sets the amount of mana players may carry. Default is 500
ZDW_HeroManaMaxAmount: Sets the amount of hero mana players may carry. Default is 200
ZDW_HeroMana: If set to 1, Hero Mana drops are enabled
ZDW_SummonMana: If set to 1, mana drops get turned off
ZDW_ProjectileTeleports: If set to 1, players teleporting abilities use projectiles instead of melee
*CooldownTime: Cooldown times for each monster that can be set to any second value for any monster. Set * to whatever monster name is appropriate eg: CyberdemonCooldownTime
*Limit: Limits the number of a hero you can summon per round. Set * to whatever monster name is appropriate eg: CyberdemonLimit
Spoiler: Credits (Open)
Repo Man: Project Lead
Gardevoir: Map detailing & rebuilding
Guigui: Consulting for balance and figuring out a lot of balance/coding quirks
TerminusEst13: Graphics


Abridged Credits for contributions & resources until a proper credits screen is created:
Captain Ventris, Mik57, and Damage for the ZDoom Wars public betas
Banjoster: For the concept of the colored classes, Team LMS, Upgraded Armor Bipedal Sprites, Turret Sprites, Spore Sprites, and the Nitro Mummy Sprites.
75: For the concept of Chex decals, the basis code, and for the Chexter Radiation Suit sprites.
Avernus: For Heresiarch source code
Neoworm: For the new mana sprites, and chainmail Ettins.
Bloax: For the Doom monster burning sprites.
Donald Duck: For the Doom frozen sprites.
Liamythesh: For the Sirena sprites
Popsoap & Thetis: For the Nashgore colored blood fix.
Savant: For the Sniper Templar, and Clink sprites.
NEON: For Spider Mastermind Sprites
Vilde: For the cleaner Arachnotron sprites.
Zael: Helping me in the days of "ZDoom Wars Optimized" and being a catalyst for me even getting into the realm of doom modding

RE: ZDoom Wars 1: v2.8

Posted: Thu Jul 18, 2013 11:30 pm
by katZune
a new version :D, i like the boss limit as well the resurrection one

RE: ZDoom Wars 1: v2.8

Posted: Thu Jul 18, 2013 11:39 pm
by legion
right off the bat:
-Flem Meteor: Meteors have been completely reworked. They will now spawn spores quicker now, but after 40 spores have been created the meteor dies. Upgraded Meteors may spawn 50

-Slime Canisters: Canisters now have a 50% chance of dropping a spore instead of a res slime
these were neither broken nor overpowered in any way. why change the way these work

especially the flem meteor: there is no reason to summon them at their cost of hero mana. 40 spores, assuming all of them are common flemoids, will cost 80 regular mana. meteors cost 40/20 or 40/30. the cost to hero mana is too much. summoning 50 common flemoids would cost less in the long run

will give more feedback later

RE: ZDoom Wars 1: v2.8

Posted: Fri Jul 19, 2013 12:53 am
by TerminusEst13
Created a CVAR called 'ZDW_Flight.' When set to 1, all classes will be able to fly like the c375
Oh. Yes.

Is there a single reason this should not be toggled on every map?
I THINK NOT.

RE: ZDoom Wars 1: v2.8

Posted: Mon Nov 25, 2013 12:57 am
by Mr. Repo
Yikes! I thought I actually replied and answered this. My mistake and for what it's worth...
legion wrote: right off the bat:
-Flem Meteor: Meteors have been completely reworked. They will now spawn spores quicker now, but after 40 spores have been created the meteor dies. Upgraded Meteors may spawn 50

-Slime Canisters: Canisters now have a 50% chance of dropping a spore instead of a res slime
these were neither broken nor overpowered in any way. why change the way these work

especially the flem meteor: there is no reason to summon them at their cost of hero mana. 40 spores, assuming all of them are common flemoids, will cost 80 regular mana. meteors cost 40/20 or 40/30. the cost to hero mana is too much. summoning 50 common flemoids would cost less in the long run

will give more feedback later
1. I upped the counts for Flem Meteors the next release to 60 and 70 respectively. The point of meteors are to be multiple summoners alongside your own and not be complete substitutes. This way you're making monsters faster than your opponent(s) can handle and you get an upper hand. For these reasons they should be slightly less cost efficient if you ask me. Regardless this should make them worth it again.

2. The Slime Canister and other items are supposed to mimic the abilities for each class, with Strife being the only exception of course. The fact that they only had resurrection slime was a mistake on my part and they should have also summoned spores all along.



Anyhoo for the handful of you guys who still play/care about the development of this wad I'm actually closing in on the release of the next version. Should be out before Thanksgiving, but we shall see. I suppose if you have any bugs/feedback/suggestions this would be the time to let them be known.

Aside from this if anyone wants to help out, I have some stuff I definitely could use a hand with. Without further ado:


-Mapping Basically just editing a few maps to make them more playable. I did quite a few last revision, but unfortunately I lack the time or patience to finish the job these days.

-A campaign mode This would fall in line a bit with the previous one and current maps could be modified to fit this. Basically just waves or invasion kind of gameplay using coop and if you really want to get fancy then limited resource challenges. You know, that sort of deal.

-ACS Wizardry I definitely am lacking in this department. I know enough to get by and to make concepts work (with copious amounts of glue and duct tape) however there are a few things I definitely could use a hand with. Off the top of my head I can think of in game menus being the first things here.


Aaaaaaaaaaaaaaaand that's about it.

RE: ZDoom Wars 1: v2.8

Posted: Mon Nov 25, 2013 2:37 am
by Reaku
You're using Fields of Fate? Good lord, I made that years ago, and even at that point, it's unfinished, all that's there is the main field and even that leaves something left to be desired, which I'm not sure what.

RE: ZDoom Wars 1: v2.8

Posted: Mon Nov 25, 2013 11:17 am
by Mr. Repo
The funny thing is Fields of Fate has actually been on the chopping block to be cut for quite a while. The reason it's still in was in the beginning when mik57 was going to do detailing, he had planned to redo that map in addition to several others in the larger pack. Then when that kind of fizzled out a large number of maps were cut Fields stuck around because I had planned to redo it myself. Then when that fizzled out there were 32 maps left making the project megawad sized and both Ventris and myself felt that's a good place to leave it at. It's stuck around since then because there aren't any replacements that would be better suited in it's spot... despite Fields essentially being a skeleton of a map... as unfortunate as that is.

RE: ZDoom Wars 1: v2.8

Posted: Mon Nov 25, 2013 5:54 pm
by Reaku
Mr. Repo wrote: The funny thing is Fields of Fate has actually been on the chopping block to be cut for quite a while. The reason it's still in was in the beginning when mik57 was going to do detailing, he had planned to redo that map in addition to several others in the larger pack. Then when that kind of fizzled out a large number of maps were cut Fields stuck around because I had planned to redo it myself. Then when that fizzled out there were 32 maps left making the project megawad sized and both Ventris and myself felt that's a good place to leave it at. It's stuck around since then because there aren't any replacements that would be better suited in it's spot... despite Fields essentially being a skeleton of a map... as unfortunate as that is.
I would rather you just chop the map in general, it's not going anywhere, it's 3 years old, maybe older, I have no idea where to take it, I've lost my motive to work on the map itself, and really the map is now being used as a story element that plays little to no roll entirely.
So, I wont be broken if you remove it, I've learned a lot since I made it, and the map itself I've basically deemed as crap in my own eyes.

RE: ZDoom Wars 1: v2.8

Posted: Mon Nov 25, 2013 6:31 pm
by Mr.Man
Images dont show up anymore for me :/

RE: ZDoom Wars 1: v2.8

Posted: Mon Nov 25, 2013 9:49 pm
by Slyfox
Mr.Man wrote: Images dont show up anymore for me :/
Seem fine to me
This wad brings back so much freakin' nostalgia, I need to start playing it again
-Spectre A: The lightning attack homes less now
good, that projectile could practically turn 90 degrees easy to hit you

RE: ZDoom Wars 1: v2.8

Posted: Tue Nov 26, 2013 6:32 am
by Mr. Repo
^You definitely should get back into it considering you were heavily into it way back when. The playerbase has definitely dwindled noticeably, but it can still gather a crowd if a few people are playing.
Reaku wrote: I would rather you just chop the map in general, it's not going anywhere, it's 3 years old, maybe older, I have no idea where to take it, I've lost my motive to work on the map itself, and really the map is now being used as a story element that plays little to no roll entirely.
So, I wont be broken if you remove it, I've learned a lot since I made it, and the map itself I've basically deemed as crap in my own eyes.
I totally understand where you're coming from. I'll go ahead and remove it for the next release.

RE: ZDoom Wars 1: v2.9

Posted: Sat Jan 18, 2014 1:26 am
by Mr. Repo
Time to gather the lynch mob kids, because a new version has been released. That is all.

RE: ZDoom Wars 1: v2.9

Posted: Mon Jan 20, 2014 2:28 am
by WhoDaMan
Awesome. Nice to have an official download. I keep seeing different versions on different servers in doomseeker so it was a bit confusing.

RE: ZDoom Wars 1: v2.9

Posted: Fri Mar 07, 2014 3:28 pm
by Tyketto
I'm pretty new to this mod, but I'm starting to get the hang of it and I'm having quite a bit of fun on the few servers I can find.

I had a question, though. Of the 6 standard classes (not counting the various mods I've seen where you can play as Duke Nukem or Wolf3D), Hexen would be my preferred class. However, a person on a server I was playing on told me that Hexen is overpowered, namely because of Slaughtertars and Wraiths. Is this correct? Has anyone else had severe issues fighting against an army of these units?

RE: ZDoom Wars 1: v2.9

Posted: Fri Mar 07, 2014 8:39 pm
by Slyfox
Tyketto wrote: However, a person on a server I was playing on told me that Hexen is overpowered, namely because of Slaughtertars and Wraiths. Is this correct? Has anyone else had severe issues fighting against an army of these units?

I haven't touched zdwars in a while so I may not be that accurate, but fighting slaughtars and wraith spamm isn't that hard anymore [imo]. Strife afaik is a good counter to that, although doom, C-375 or heretic would probably have a harder time fighting it

RE: ZDoom Wars 1: v2.9

Posted: Fri Mar 07, 2014 9:03 pm
by TerminusEst13
Tyketto wrote:However, a person on a server I was playing on told me that Hexen is overpowered, namely because of Slaughtertars and Wraiths. Is this correct?
If you listened to people on a server, they would tell you everything is overpowered.
It's better to look at the raw numbers in the .pk3 and compare them.

RE: ZDoom Wars 1: v2.9

Posted: Sat Mar 08, 2014 6:32 am
by HexaDoken
Raw numbers only give you the very general idea, not the accurate picture.

The best way to tell is to play and see. Try winning the same person twice on the same map, first time playing hexen and not using slaughtaurs and wraiths, second time doing so. See the difference.

RE: ZDoom Wars 1: v2.9

Posted: Sat Mar 08, 2014 9:14 am
by Mr. Repo
Tyketto wrote: I'm pretty new to this mod, but I'm starting to get the hang of it and I'm having quite a bit of fun on the few servers I can find.

I had a question, though. Of the 6 standard classes (not counting the various mods I've seen where you can play as Duke Nukem or Wolf3D), Hexen would be my preferred class. However, a person on a server I was playing on told me that Hexen is overpowered, namely because of Slaughtertars and Wraiths. Is this correct? Has anyone else had severe issues fighting against an army of these units?
First off, glad to see a new player! This game unfortunately has taken a pretty bad hit in terms of active guys now a days so it makes me glad to see you're enjoying it and having fun!

As for the Hexen thing...

Terminus pretty much nailed it. Lots of folks like to state something they struggle with as grounds for something being off balance and as a merit to then demand that it gets changed. However when the shoe is on the other foot and another player is complaining about something they do that's just as 'cheap' or 'unfair', you'll then hear a thousand different reasons as to why it's ok to do and shouldn't be changed. It's just the nature of the beast unfortunately. Balance is largely opinion and that's what makes adjusting things so tricky in the long run.

In this case using those two monsters at the same time forms a synergy of sorts because they are already pretty versatile land and air units in their own right. Together they cover each others cons extremely well with their own pros so it's no doubt they'd often be successful when paired. It's when you use one monster in multiple situations successfully (and often) and they slaughter monsters with similar cost/role is when there's a balance problem usually. Again this along with most if not all other balance discussions are subject to opinion and could be debated ad infinitum.

Hexen does have some balance changes coming up in the new release, but Slaughtars aren't being adjusted as of now. Wraiths are being reworked a bit, but it's so minor that it's almost not even worth noting.

RE: ZDoom Wars 1: v2.9

Posted: Sat Mar 08, 2014 1:16 pm
by Absolute Zero
Since balancing is such a big issue, is it okay if someone decides to rework the stats of every monster in a separated file (read patch), even if it needs to get large chunks of the original code?

Please note that I'm not talking about re-releasing a modified version of the mod, but a creation of a separated file that only contains code to rebalance stuff.

RE: ZDoom Wars 1: v2.9

Posted: Sat Mar 08, 2014 5:46 pm
by TerminusEst13
If it's an add-on, sure. You can do whatever you'd like for an add-on.
You could have Doom Imp fireballs do (100) damage and replace the graphics with sprites of penises, if you'd like.