The version 1.1 of the mod. Enjoy!
The .rar file comes with a ZMovement addon and it's HEAVILY RECOMMENDED to use it, since the mobility-based abilities are balanced around it.
It is also recommended to take a look at the mod guide session to figure out how everything works. Read more...
INSTRUCTIONS:
It's heavily recommended to download a Doom launcher like ZDL and load the mod and the ZMovement addon along with your preferred map set and monster mod. It's recommended to load The False Angel after the monster mod. Also make sure to have the latest stable version of GZDoom. Doesn't work with LZDoom unfortunately.
You can check out the in-game guide for information about the gameplay.
Before the first play-through...
- Bind the buttons that the mod offers! You will not be able to switch between and use your combat styles and use Seraphic State otherwise.
- Read the introduction section of the mod guide.
Credits are given in the .pk3 file.
CHANGELOG:
- Remade the HUD, now it's way more scalable.
- Added hitmarkers.
- Added precise crosshair.
- Added a bunch of performance options.
- Added a CVar where the momentum gets preserved after the player performs Blink or Blink Down.
- Added a bunch of CVars for the visual effects of weapons.
- Added a CVar that disables the mana gain penalty of Fade, Quicksilver and Prolificacy.
- Expanded the nerf slider, now it works for non-multipliers of 0.05.
- Added an option to disable damage over time.
- Quicksilver now uses the stock inverse vision.
- The damage tint now works properly.
- Fixed an issue where after blocking, the player would never bleed indefinitely.
- Supernova can now be shot if your cell count is below 25.
- Flashbang, Crystal, Lightbringer and Coronal Burst are now affected by Prolificacy.
- Fixed the electric arc of Seraphic Thumper projectiles.
- New beep sound effect for Valentine thorns.
- Remixed Victoria's Seraphic voice, now it sounds much more clear and menacing.
- Fixed an issue where performing Dash or Fade during Quicksilver would remove the screen blend for
one tic.
- Fixed the color of Seraphic Euphoria.
- Fixed a bug where the weapon would have the wrong spriteset during the draw animation if the previous weapon had a different ammunition type.
- Fade's mana gain penalty went from 50% to 100%.
- Astraeus' Fission and Star Shaft firemodes now have a new firing sound effect.
- Phoenix Flame spawns are now disabled by default (they can be turned on from options).
- Added an option where you can skip the weapon draw animation.
- Increased the speed of Euphoria charging.
- Euphoria also starts charging during the scope transition animation.
- New ability: Seraphic Sanctity
- You rapidly regenerate 45 HP at the cost of 15 MP.
- It can be performed by engaging Seraphic State while in Guardian Style and have HP below 50.
- Nerfed Black Napalm One-Two.
- It now shoots 6 pellets instead of 8.
- Revamped Black Napalm Overload.
- It now causes a direct explosion that can harm the player but heavily damages everything around you.
- The self-harm can be avoided with various ways like a really well-timed dash or block.
- The self-harm cannot be avoided with Seraphic State.
- Revamped Combustion.
- The Combustion projectiles change velocity depending on your movement inputs. Forward makes them
faster, back makes them slower, left and right makes them change angle towards the respective
input (left and right movement ones can be toggled off).
- The Combustion projectiles can now be detonated by shooting it with accurate and high-damaging attacks.
- The Combustion detonation changes properties depending on which firemode it's detonated with.
- Revamped Australis.
- Pyro Australis now fires fireballs that mostly deal splash damage. Its splash damage and radius increase as it gets charged up.
- Cryo Australis now fires icicles that solely deal impact damage.
- Revamped Static Shock.
- It no longer targets the player.
- It stays airborne for much longer at the cost of each bolt attack dealing less damage.
- Its range doubles for Seraphic version.
- Much like Combustion, the projectile can be shot while it's still airborne.
- Added a backpack replacement.
- It now increases your ammunition capacity by 20% every time you pick up one, with 100% being the maximum.
- It also now grants much more ammunition (150 bullets, 25 shells, 10 thorns and 100 cells), makingit an actually useful item even after you max out your ammo capacity.
- Revamped Ultra-Violet.
- Made better trail for Seraphic Ultra-Violet grenades.
- The grenades now have a purple trail instead of red.
- The grenades won't explode like Thumper grenades after contacting with an enemy.
- You can now detonate the grenades by shooting them.
- Revamped the explosive barrels.
- They now deal much more damage after exploding.
- Their effects are optimized, so the game won't lag heavily in maps like Barrels o' Fun.
- Their explosion differs depending on how you damage them (similar to Combustion projectiles). Some of the firemodes instantly detonate the barrels.
- Removed the current climb mechanic in favor of the one from ZMovement.
- It is faster, less buggy and has a hand animation.
Lets gooo!
HOLY ****! It's so ******* great!
Magnificent work! Awesome
Wooooooaaaahhhhhh!
Sadly isnt mobile friendly i mean i cant do sword combos only that
Just wondering, any suggested map set / monster set for someone new to Doom Wads?
This is actually pretty sweet, I'm looking forward to the updates to it, I would say there should be a weapon wheel for guns and melee weapons, at least for controller users, there are too many weapons to cycle through, I tried using the Gearbox weapon wheel mod to remedy this but it only works with guns and also the models and names won't show up so I can't tell which 1 I picked
Awesome, add a dante addon tho, i ******* love DANTE BABYYYYYYYYYYYYYY
I'm using DoomRunner v1.5.1 as a launcher, I keep getting errors involving the TFA_ZMovement file... How are you guys running it?
This is one of the best gameplay mods I've ever played
It's pretty awesome! The only gripe I have is that the HUD really only works on 1080p, and playing in other resolutions makes it way too big. A way to scale it down so it can be played on lower resolutions (for performance and aesthethic reasons) would be cool! Keep it up!
Are you planning on updating the mod?
I love this <3
Cool mod.
omg all those self damage bs...
you're going to be dying a lot playing with this mod and most of the time it will be because of self damage. all your weapons do self damage and will kill you faster than they kill your enemies. especially the royalstorm's thunderbolt round altfire. that thing randomly targets you instead of the enemies. and it's not like it's targeting some enemies and you happen to be caught in the middle or something, it deliberately targets you at random, it's ridiculous.
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