Duke Nukem 3D Savior of Babes is yet another fresh take on a classic PC game from yours truly that aims to reconstruct everything into a bloody over the top power fantasy using Eduke32. In Savior of Babes Duke Nukem is tougher and stronger than ever armed with all kinds of upgrades, heavy duty weapons, incredible powerups, and many other awesome features that help him to dominate the massive onslaught of alien scum jam packed into every single map in the game. Battle hordes of enemies and overcome the opposition at hand with extreme prejudice and take on new enemy types ready to destroy this world as we know it. It's time to save some babes and rip them a new one.
After a long dev time and a lot of hard work and polish the latest version of SOB is finally here. Packed with new weapons, more gore, some new enemies, lots of optimizations, new gameplay mechanics, QOL changes, and just a lot of love and effort this is the best version of SOB to date. Get in there and enjoy till your head explodes.
INSTALLATION:
1. Uninstall any previous version of Duke Nukem 3D Savior of Babes that you may already have installed.
2. Unzip the contents of this folder to your C: Drive or any other main drive that you may have.
3. Drop in your "DUKE3D.GRP" from a retail version of Duke Nukem 3D Atomic Edition into the "Duke Nukem 3D Savior of Babes" folder.
4. Start the "DN3D-SOB" app and enjoy.
BE SURE TO SET UP THE NEW KEY COMMANDS BEFORE PLAYING!
*This mod is designed for the Polymost renderer. It can run on the Polymer renderer, but it is very unstable and may have issues at any given time while playing. Some maps are even more unstable than others and will have crashes. Use at your own risk if you choose to use Polymer. It is recommended that you use Polymost. *
UNINSTALLATION:
1. Delete the "Duke Nukem 3D Savior of Babes" folder from wherever it is that you installed it.
KNOWN BUGS **********************************************************************
There is a small chance to encounter an invincible Fat Commander that cannot be killed but does not attack you either.
There is a small chance to encounter giant enemies that are reduced to their proper size once their AI kicks in.
PLAYER **********************************************************************
Added a new HUD.
All damage now makes the player's screen flash red.
The maximum amount of armor allowed has been increased to 200.
The more armor you have the more damage resistance is increased.
Added a footstep and landing sound effect system that takes texture type into account.
You now start with infinite Jetpack.
You now start with infinite Scuba Gear.
You now start with infinite Nightvision.
You now start with infinite Protective Boots.
You start with 100 points of armor when starting a new game.
If the player is killed and you do not have Steroids in your inventory, Duke will drop a nuke for one last attack on his killers.
You can now use some jetpack thrust for a double jump by tapping the JUMP Button again once you have already jumped.
The player no longer cracks their knuckles when idle for too long.
When the player is damaged HUD Indicators will point in the direction the attacks causing damage are coming from.
Set all Duke VO lines to the highest priority if they were not already set there.
Improved the third person view mode by adding some zoom to it.
You can clean off green slime that's on your screen by engaging your Sunglasses Wiping feature by pressing the USE Button.
Weapon bobbing and swaying no longer occurs when on or under water.
Added VO lines for Duke when he kills enemies while driving vehicles that sounds like he's talking through a headset.
Added VO lines for Duke when he stomps on shrunken enemies.
Added VO lines for Duke when he performs a Death Kick on suffering Liztroops and Liztroop Captains.
Added an incoming missile warning system that beeps and appears on your HUD for a moment when enemy missiles are within a certain range.
The HUD reflects whether the Pipebomb or the Spider Mine is currently selected and how much time is left for their specific reload time and when they are available.
Added new sprites for the Scuba Gear HUD display.
Added more screen quotes to indicate various HUD toggles, item pickups, weapon toggles, and timer depletions.
Added female VO lines to indicate various HUD toggles, item pickups, weapon toggles, and timer depletions.
Added more Duke VO lines that play randomly when picking up weapons.
Added more Duke VO lines for rage filled shouts that play sometimes when killing enemies while the Bullet Time Kill Counter is over 20 or full.
Added more Duke VO lines that play sometimes when getting a headshot.
Added more Duke VO lines that play sometimes when killing pig type enemies.
Added more Duke VO lines that play sometimes when babes get killed.
KEY BIND MENU **********************************************************************
Reorganized key bind menu to place new SOB specific buttons at the top of the list and removed unnecessary buttons like the STRAFE Button and the MEDKIT Button.
Removed the INVENTORY, INVENTORY_LEFT, and INVENTORY_RIGHT buttons.
Removed Third Person View Mode Button.
Replaced the INVENTORY Button with a TOGGLE_AUTO_DANGER_CLOSE Button that enables and disables the Automatic Danger Close defense system.
Replaced the LOOKRIGHT Button with an ALMIGHTY_LANCE Button that engages the Almighty Lance item when outside.
The original NIGHTVISION Button has been renamed to MANUAL_NIGHTVISION.
Replaced the LOOKLEFT Button with an AUTO_NIGHTVISION Button that enables and disables Auto Nightvision which will force night vision to automatically turn on when in dark sectors and turn off when in lit up sectors.
Added a CAMERA_PAN_LEFT and a CAMERA_PAN_RIGHT Button that allows you to control cameras when looking through them via a camera monitor.
Added a WEAPON SPECIAL Button that toggles extra features for the American Pig and Inhuman Devastator.
BLOOD AND GORE **************************************************************
Blood splats can be created on floors, walls, and ceilings.
Added new modern blood effects.
Added sound effects to gibs when impacting the floor.
Dead enemy corpses can be shot until they explode.
Added green blood effects for enemies with green blood.
Added green blood effects for empty female pods and eggs.
Added new custom gib sprites for all enemy types.
Blood drips from ceilings if blood touches the ceiling.
Chunks of meat can get stuck to walls and ceilings where it will fall to the floor at random.
Added new wall blood splat decals.
Added squishy sound effects when the player walks over gibs.
Replaced original JIBS actors with new JIBS projectile actors that bounce and fall properly to keep from getting stuck in midair.
Added new blood pool effects.
When gibbed some enemies will leave behind pieces of floating cloth.
Gibs can be destroyed by weapons and surfaces that deal damage.
When falling, frozen enemies will explode when they hit the floor.
Suffering Liztroopers and Liztrooper Captains now spurt blood from their bodies as they wait to die.
You can kick/stomp dead enemy corpses by pressing the USE Button when near them.
Flies are sometimes spawned over corpse decorations in maps.
Head gibs create streams of blood as they fly through the air.
Added a chance for gibs and blown-up corpses to produce smoldering smoke effects.
Added flying meat chunk particle effects to enemies when being gibbed.
All dead bodies now splatter on the floor when they fall from great heights.
More blood and gore is created when squishing or killing shrunken enemies.
ENEMIES *********************************************************************
Enemies are no longer spawned into maps via Respawn actors set up by the map editor, but are now spawned in by the Enemy Portal actor which can add some extra randomness to which enemy is spawned in.
Enemies no longer drop weapons and instead drop ammo pickups.
Enemies take damage when standing on surfaces that cause damage.
When walking on shrunken enemies, you no longer look down to crush them unless they are a boss or a non-generic enemy type.
Liztroops, Pigcop variants, and Lizmen variants can no longer survive underwater.
Can no longer attack the player when shrunk.
Increased all boss health values.
Lesser enemy types can now be pushed by bullet-based projectiles.
Added an expanding sound effect to enemies when their shrunk time is over.
Added footstep sound effects for enemies.
Added some transparency to frozen enemies.
Liztroops and Liztroop Captains no longer drop ammo when killed.
Suffering Liztroopers and Liztrooper Captains can now be killed with all weapon types and won't die the same way every time like they used to.
When suffering Liztrooper and LizTrooper Captains can be Death Kicked by getting near them and pressing the USE Button to deliver a powerful kick that also does heavy damage to nearby enemies.
If you spawn a Battlord or an Overlord via the console they will spawn in as their sub boss variant.
Pigcop variants throw out cash sometimes when killed.
Added new VO lines for the Commanders, Pig Cops, Liz Troopers, and Lizard Men.
Some enemies have a chance to run around on fire when killed by fire-based damage.
All enemy attacks that shoot bullets, lasers, rockets, etc. now make the same map sector flash effects that the player's weapons make.
Bosses don't always spawn pieces of metal debris when shot by bullets.
Buffed the damage output of enemies exploding when killed by the expander projectiles a little.
All enemy hitscan bullets have been replaced with actual bullet projectiles.
Shrunken enemies can now be killed with weapons and don't have to be stepped on.
Headshots deal extra bonus damage.
Liztrooper Captains-
Liztrooper Captains now have their own set of sprites, fire a triple firelaser volley when attacking with their gun, and can fire a mortar when on foot.
Liztrooper Captains have a chance to drop an explosive mortar round when killed in a last-ditch effort to take you out.
Liztrooper Captains fire their weapons a little faster during their attack animation.
Liztrooper Captains now drop an Armor Shard pickup 10% of the time when they die that gives you 1 point of armor.
Liztroopers-
Added new death animations for Liztroopers.
Liztroopers have a chance to be swapped out with Pig Beasts at the start of a map.
When spawned underwater at map start Liztroopers will be swapped out with Scuba Liztroopers.
Added a headshot death animation for the Liztroopers.
Liztroopers fire their weapons a little faster during their attack animation.
Liztroopers now drop an Armor Shard pickup 10% of the time when they die that gives you 1 point of armor.
Scuba Liztroopers-
Scuba Liztroopers have a little more health then standard Liztroopers and can move very well and survive underwater.
Scuba Liztroopers become floating underwater mines upon being killed but not gibbed and detonate after 4 seconds.
Pig Beasts-
Pig Beasts are extremely aggressive fast-moving enemies with lots of health and a very deadly bite attack.
Pigcops-
Pigcops now drop an Armor Shard pickup 10% of the time when they die that gives you 3 points of armor.
Added a new death animation for Pigcops.
Pigcops can now shoot smoke grenades to blind your vision when at a distance.
Pigcops have a chance to be swapped out with Heavy Pigcops at the start of a map.
Pigcops have a chance to be swapped out with Pig Sub-Bosses at the start of a map.
Added a headshot death animation for the Pigcops.
Pigcops will strike you with the butt of their gun when in close range.
Pigcops have a chance to drop a smoke bomb when killed in a last-ditch effort to distort your vision and cause you to be killed.
Pigcops now eject shotgun shell casings.
Heavy Pigcops-
Heavy Pigcops are a little slower with more health and aggression then the original Pigcop and they wield a minigun.
When killed Heavy Pigcops might drop their Minigun and you can use it by pressing the USE Button when near it.
Added a headshot death animation for Heavy Pigcops.
Heavy Pigcops drop used Tactical Armor 20% of the time when they die that will give you either 25 or 38 points of armor.
Pig Sub-Bosses-
Pig Sub-Bosses are huge overly aggressive variants of the Pigcop with more health, speed, and a close-range melee attack and machinegun/mortar cannon for ranged combat.
When killed Pig Sub-Bosses might drop their big heavy machinegun and you can use it by pressing the USE Button when near it.
Added an explosive death animation for Pig Sub-Bosses.
Lizardmen-
Added a new death animation for Lizardmen.
Lizardmen have a chance to be swapped out with Rocket Lizardmen at the start of a map.
Lizardmen have a chance to be swapped out with Lizardman Sub-Bosses at the start of a map.
Added a headshot death animation for the Lizardmen.
Lizardmen have a higher chance to poop when prepping for their spit attack and being spawned into a map.
Lizardman feces can only be stepped on if the player is standing up when moving over it.
Lizardmen now drop an Armor Shard pickup 10% of the time when they die that gives you 3 points of armor.
Rocket Lizardmen-
Rocket Lizardmen has more health and more aggression then the original Lizarden and they wield a rocket launcher arm attachment.
Added a headshot death animation for Rocket Lizardmen.
Rocket Lizardmen drops used Tactical Armor 20% of the time when they die that will give you either 25 or 38 points of armor.
Lizardmen Sub-Bosses-
Lizardmen Sub-Bosses are huge extremely aggressive variants of the Lizardman with more health, speed, and dual chainguns and rpg/mortar cannons for ranged combat as well as the ability to lay proximity mines.
When killed Lizardmen Sub-Bosses might drop their dual chainguns and you can use them by pressing the USE Button when near them.
Added an explosive death animation for Lizardmen Sub-Bosses.
Octabrains-
Added a new death animation for Octabrains.
Octabrains have a chance to be swapped out with Megabrain Sub-Bosses at the start of a map.
Megabrain Sub-Bosses-
Megabrain Sub-Bosses are huge overly aggressive variants of the Octabrain with more health, speed, and the ability to shoot several different types of projectiles including a homing plasma ball.
Fat Commanders-
Added a new death animation for Fat Commanders.
Fat Commanders have a small chance of spawning in enemy allies of various types to assist them when taking damage.
Fat Commanders have a chance of being swapped out with Gray Men if they are close to the floor.
Fat Commanders can transform male civilians into Pigbeasts when they are in range.
Added a firing sound effect for the Fat Commander when he shoots rockets.
Added a crawling death animation that sometimes occurs when they are gibbed.
Fat Commanders have a chance of spawning up to 10 random enemies when their AI initially kicks in.
Gray Men-
Gray Men revive dead non-gibbed enemies, can teleport around when fired at, can fire energy from their minds, and is protected by an energy shield until their life gets too low.
When killed Graymen might drop Alien Brain Weapons, and you can use them by pressing the USE Button when near it.
New Beast Drones-
New Beast Drones now fires a beam of blue energy projectiles that deal heavy damage.
New Beast Drones can now be shrunk down and expanded properly with the Zsalinski Culverin.
New Beast Drones spawned by the Alien Queen Boss now awake much faster.
Protozoid Slimers-
Pressing the USE Button when a Protozoid Slimer is on your face will kill it.
Protozoid Slimers can no longer be frozen.
Protozoid Slimer Eggs-
Protozoid Slimer Eggs have a chance to be swapped out with Devourer Sub-Bosses at the start of a map.
Devourer Sub-Bosses-
Devourer Sub-Bosses are huge aggressive enemies with lots of health and the ability to fire volleys of deadly spikes and lay Protozoid Slimer Eggs.
When fully gibbed Devourer Sub-Bosses might drop one of their Spiker Claws and you can use it by pressing the USE Button when near it.
Added an explosive death animation for Devourer Sub-Bosses.
Devourer Sub-Bosses have a close-range bite attack that deals heavy damage.
Sharks-
Sharks have a chance of being swapped out with Scuba Liztroopers.
Toxic Alien Tentacles-
Toxic Alien Tentacles are now sometimes spawned in toxic waste and will spring up when close but not too close and spit poisonous goo.
Corpse Spiders/Pods-
Corpse Spider Pods will now be spawned at random hanging from ceilings covered in organic alien growth, getting to close or shooting these pods will cause them to burst.
Corpse Spiders come from exploding Corpse Spider Pods and will pounce on you when in close range, however they can be stepped on while walking or running towards them.
Laser Turrets-
Reduced Laser Turrets' health amounts.
Laser Turrets have a chance of being swapped out with Rocket Turrets.
Rocket Turrets-
Just like the Laser Turrets but with a little more health and it shoots RPG's.
Security Drones-
Reduced Security Drone's health amount.
Security Drones no longer explode when killed by non-explosive weapons and instead leave behind a dead corpse that can be destroyed.
Pig Tanks-
Added spark bullet impact effects for Pig Tanks.
Pig Tanks leave behind a smoldering husk when destroyed.
When a Pigcop is not spawned by a destroyed Pig Tank the smoldering husk of the Tank will have blood on it and gibs and blood spray out.
Pig Recons-
Added spark bullet impact effects for Pig Recons.
Pig Recons leave behind a smoldering husk when destroyed.
When Pig Recons don't spawn a Pigcop their gibs and blood will spray out instead upon impact.
Battlelord Sentries-
Battlelord Sentries now have a chance of being swapped out with Overlord Sentries or Gorilla Captains.
When killed Battlelord Sentries might drop their big chaingun and you can use it by pressing the USE Button when near it.
Added an explosive death animation for Battlelord Sentries.
Overlord Sentries-
Just like the big Overlord boss from Episode 2 but with less health and a smaller body size.
When killed Overlord Sentry corpses can now be harvested for their rocket launcher back packs by pressing the USE Button when near them before the corpse is further damaged.
Added a firing sound effect for when he shoots rockets.
Added an explosive death animation for Overlord Sentries.
Gorilla Captains-
Gorilla Captains have lots of health, decent speed, and spam their Mortar Cannon excessively.
When killed Gorilla Captains might drop their big mortar launcher and you can use it by pressing the USE Button when near it.
Added an explosive death animation for Gorilla Captain Sub-Bosses.
The Gorilla Captain shoots a heavy shotgun blast when the player is in close range.
Battlelord-
When his health is 50% or less the Battlelord Boss will fire mini-RPG projectiles along with the bullets from his chaingun and he will fire multiple mortar rounds at you instead of just 1 at a time.
Overlord-
Added a firing sound effect for when he shoots rockets.
When his health is 50% or less the Overlord Boss can now charge at you with incredible speed in an attempt to devour you whole.
Cycloid Emperor-
Added a firing sound effect for when he shoots rockets.
When his health is 50% or less the Cycloid Emperor Boss will fire mortars at you along with his RPG's and if he does his psychic energy attack, he will spawn in more enemies to assist him.
Calls on large, electrified pylons at random to fall from the sky, mount themselves into the floor, and shock Duke when he gets too close.
Alien Queen -
When her health is 50% or less the Alien Queen Boss will unleash waves of electrified projectiles in all directions as she does her electrical attack.
DC Boss-
An oversized Gray Man pilots a huge crab-like robot that has lots of health and speed, fires a barrage of laser projectiles rapidly, randomly fires an RPG, and can rip you to shreds with its giant claws.
When his shields have been depleted the DC Gray Man Boss will fire mini-RPG projectiles along with the standard firelasers and random RPG's and he will occasionally spin in a circle and fire everything he has in all directions.
Cycloid Incinerator-
The Cycloid Incinerator fires a barrage of laser projectiles and occasionally bouncing explosive fireballs at long range, breathes fire at close range, and can spawn in help when needed.
When his health is 50% or less the Cycloid Incinerator Boss will fire RPG's along with his firelaser/bouncing explosive fireball attacks and perform a psychic energy attack along with his firebreathing attack.
Zero Hour Mech Boss-
The Zero Hour Mech Boss can take a beating, fire volleys of either laser projectiles or missiles/mortars in rapid succession and can spawn Drones to assist in battle.
The Zero Hour Mech Boss has its health get fully restored when killed the first time and will have more devastating attacks on its second and last chance at victory.
When it's killed the first time and then revived the Zero Hour Mech Boss will always fire a mortar along with his RPG attack, will fire mini-RPG projectiles along with his firelaser attack, and will have double the chance to spawn a Drone to help it.
MAPS ************************************************************************
All maps have been packed full of huge enemy counts and some nice new secrets thrown in here and there.
Usermaps will have extra enemies added to them automatically.
Added new Rats that will attack you when you are shrunk and can be stepped on but do not count as an enemy.
On map start dead civilian and soldier bodies will be created at random throughout the map and will vary in appearance depending on what episode and level you are on.
On map start living male civilians can be found randomly running around in panic and will vary in appearance depending on what episode and level you are on.
Male civilians drop small or large health pickups when killed.
You can perform the MIGHTY DEATH BOOT attack on male civilians by pressing the USE Button when near them causing major damage to them and nearby enemies.
Sometimes dead soldier corpses will have a Light Anti-Tank Weapon lying nearby that you can use by pressing the USE Button when near it.
On map start debris and trash will be created at random throughout the map.
Spinning fan blades blocking air ducts now cause damage to any actor that gets too close to it.
Cameras no longer pan left and right automatically.
Organic alien textures now have a chance of creating decorative living tentacle props on ceilings and floors.
Added intro cutscenes to the starting maps of episodes 1-3 and 5 as well as other various maps.
Added a new fifth episode named Balls of Steel that contains 6 hardcore slaughter maps.
Added the Cycloid Incinerator boss as the final boss of episode 5.
Added a roadblock and vehicle decorations to E1L1 and changed the bathroom floor texture.
Added a roadblock and vehicle decorations to E1L2.
Added a secret weapon to E1L3.
Restored the Blue Keycard on E1L7 to allow access to the secret room where the Babe is located.
Corrected a red ceiling coloring mistake on E2L4 in the final room at the top of the tower where the reactor explodes.
Added a secret weapon to E2L7.
Added some new textures and decorations to the Dark Side E2L8 entrance where the egg nest is located.
Added lots of enemies to the Overlord Boss's private chamber on E2L9.
Added vehicle decorations to E3L2.
A secret area on E3L3 that did not have any kind of pickup in it now has either an Alimighty Lance, a Death Drone, or a DC Overkill pickup.
Added vehicle decorations to E3L4.
Added a secret weapon to E3L4.
Fixed an unresponsive Meat Grinder weapon pickup on E3L4.
Added vehicle decorations to E3L5.
Added a broken tank to E3L11.
Added a broken tank to E4L2.
Moved the Scrappie Doo name tag to a better position on a wall on E4L2.
Added a secret weapon to E4L5.
Added a Dirty Harry 44 Magnum Special Weapon pickup on E4L5.
The EXIT sign on E4L5 has been fixed (breaking one side of the sign will show the other side of the sign backwards).
Added a secret weapon to E5L2.
Added Serious Sam's corpse to a secret area on E5L2.
Closed up a window at the start of E5L4 that made getting the Red Key Card too easy with the jetpack.
Added broken vehicle decorations to E5L5 map.
Added the Duke It Out In D.C. episode with hordes of alien scum ready to go.
Added a new DC Boss for the Duke It Out In D.C. episode.
Added a new episode called Duke It's Zero Hour with it's own intro cutscenes.
Added a new Mech Boss for the Zero Hour episode with it's own ending cutscenes.
Added Babes to the following maps because they did not have any:
E1L7-1 Babe
E2L1-1 Babe
E2L3-2 Babes
E2L6-2 Babes
E2L7-2 Babes
E2L10-2 Babes
E2L5-2 Babes
E3L7-3 Babes
E3L8-3 Babes
E3L11-2 Babes
E4L2-2 Babes
E4L3-2 Babes
E4L4-2 Babes
E4L5-1 Babe
E4L6-2 Babes
E4L8-2 Babes
E4L9-2 Babes
E4L11-2 Babes
E5L1-2 Babes
E5L5-1 Babe
E5L7-2 Babes
DC7-3 Babes
DC8-1 Babe
ZERO1-2 Babes
ZERO2-2 Babes
ZERO3-1 Babe
ZERO4-3 Babes
ZERO6-2 Babes
Stationary Weapons -
Added a Dual 50 Cal Turret to E1L1.
Added a Dual 50 Cal Turret to E2L7.
Added a Dual 50 Cal Turret to E3L4.
Added a Dual 50 Cal Turret to E3L8.
Added 3 Dual 50 Cal Turrets to E4L6.
Added a Dual 50 Cal Turret to E5L2.
Added a Dual 50 Cal Turret to E5L4.
Added 2 Dual 50 Cal Turrets to E5L7.
Added a Dual 50 Cal Turret to DCL1.
The Cannons on E4L4 can now be used by the player as a turret.
Driveable Vehicles -
Added a Heavy Tank to E3L11.
Adjusted E3L11 to accomodate the Heavy Tank.
Added a Heavy Tank to E5L3.
Adjusted E5L3 to accomodate the Heavy Tank.
Added a Heavy Tank to E4L2.
Expanded E4L2 to accomodate the Heavy Tank vehicle.
Added an Attack Chopper to E4L9.
Added more enemies to the deck of the ship on E4L9.
Added a Heavy Mech to E5L5.
ITEMS ***********************************************************************
Added HUD icons to signify when a Holoduke or Steroids are in your inventory.
Armor Pickups-
Armor pickups now display how many points of armor they give you.
Armor pickups have been renamed to Tactical Armor and give 50 points of armor.
Tactical Armor in maps have a chance of being swapped out with E.D.F. Combat Armor and D.U.P.(Depleted Uranium Plate) Battle Armor.
E.D.F. Combat Armor pickups give you 75 points of armor and have a 25% chance of replacing Tactical Armor.
D.U.P.(Depleted Uranium Plate) Battle Armor pickups give you 100 points of armor and have a 12.5% chance of replacing Tactical Armor.
Savior Drones/Bonuses-
When all Babes are saved in a map a Savior Drone will spawn in near you on the next map and will follow you until you interact with it unlocking a powerful random Savior Bonus that lasts for the duration of the map.
Explosives Expert is a Savior Bonus that will make you invulnerable to explosion damage and give you explosive bullets.
Ammo Architect is a Savior Bonus that will give you full ammo and infinite ammo for every weapon you have.
Atomic Core is a Savior Bonus that will give you infinite Atomic Damage, an Atomic Damage powerup for the next map start, and all Atomic Health Pickups are replaced with Alien Beast Items.
Poison Infusion is a Savior Bonus that will make all of your weapons inflict poison damage, cause gibbed bodies to spray poison, and make you immune to poison damage.
Inferno King is a Savior Bonus that will make all of your weapons inflict fire damage, cause gibbed bodies to release fire, and make you immune to fire damage.
Life Leech is a Savior Bonus that will convert damage done to enemies into health for the player.
Killing Time is a Savior Bonus that will make Bullet Time permanently available after each use.
Heat Sink is a Savior Bonus that removes weapon cooldowns almost immediately and replaces Overclock Protocol items with Death Drones.
Danger Close Overkill-
Danger Close Overkill pickups power up your Danger Close system by engaging dual over-the-shoulder Miniguns with 400 rounds that can be fired manually or automatically.
Portable MedKit-
Your Portable MedKit automatically starts healing you if your health is lower than 100.
When your health is 100 or higher and you have a Portable Medkit in your inventory that is not at 100%, picking up health pickups will replenish some of your Portable Medkit.
When your health is 200 and you have a Portable Medkit in your inventory that is not at 100%, picking up Atomic Health will replenish some of your Portable Medkit.
Atomic Health/Damage-
Picking up an Atomic Health/Damage powerup not only gives you 50 health points but it also gives you Atomic Damage for 30 seconds.
Atomic Health/Damage can be picked up even if the player's health is at 200, the Medkit is at 100%, or the player does not have a Medkit to enable Atomic Damage.
Atomic Health/Damage pickups have a chance of being swapped out with Alien Beast pickups.
Alien Beast Pickup-
Turns the player into a powerful and fast Alien Beast for 120 seconds.
Reduces damage taken significantly.
Restores health when damage is dealt.
Steroids-
While on Steroids the player is invulnerable to damage.
Using Steroids while shrunk will make you grow back to your normal size.
When using Steroids, you will have immense strength and will attack only with your Mighty Duke weapon that has its own set of attacks.
When using Steroids kill enemies to gain more Steroid Time.
When not underwater or using a turret or a vehicle and killed while Steroids are available in your inventory, you will be brought back to life, given a random amount of health, and engage your Mighty Duke weapon to get some much-needed revenge.
After the Steroids powerup has worn off you now have a 3 second window of invulnerability to keep from accidental suicides.
Holoduke-
The Holoduke clone now detects and electrocutes nearby enemies but be careful not to be close to it when it attacks an enemy or you may get shocked too.
Holoduke now targets and shoots laser projectiles at enemies.
Holoduke inventory amount drains faster when it attacks enemies.
Jetpack-
Your screen will shift when using a jetpack while moving around.
Jetpack item pickups have been replaced with Overclock Protocol item pickups.
Overclock Protocol-
Overclock Protocol item pickups will cause all cooldown meters to refresh twice as fast for 3 minutes.
Protective Boots-
Protective Boots item pickups have been replaced with Death Drone item pickups.
Death Drones-
Death Drone item pickups will add an allied drone to your side that will hover nearby and attack enemies in range for 60 seconds.
While a Death Drone is active pressing the USE Button while your crosshair is over an enemy target will mark that target and the Death Drone will focus it's fire on it (multiple targets can be marked).
While in focused mode Death Drones will fire an RPG at marked targets every 3 seconds.
While a Death Drone is active pressing the USE Button while your crosshair is over an enemy target that has been previously marked will unmark that target.
Nightvision-
Nightvision now lights up dark areas.
Turning on your Nightvision allows you to see Liztrooper Captains when they are using their cloaking device.
Nightvision item pickups have been replaced with either Death Drone pickups, Almighty Lance pickups, or Danger Close Overkill pickups.
Added a lot of actors to the list of actors that get highlighted when using Nightvision because of the heat they put off.
Added some screen effects and overlays when using night vision.
Scuba Gear-
Scuba Gear item pickups have been replaced with either Death Drone pickups, Almighty Lance pickups, or Danger Close Overkill pickups.
Almighty Lance-
The Almighty Lance can be stored in your inventory one at a time and when used will bring down a surgical laser strike for 15 seconds from an overhead satellite ion cannon in space that will decimate any targets under your crosshair if the crosshair is pointing to a location that is not too close to your position.
The Almighty Lance will deliver a powerful Final Strike at the end of the beam's lifetime that has a bigger blast radius and damage output.
WEAPONS *********************************************************************
The Expander weapon has been completely removed from the game.
Weapon switching when picking up new weapons has been disabled by default.
Added a new weapon sway and bob system to speed up the effect.
Added tracer bullet effects to most primary, special, turret, and vehicle weapons that shoot bullets.
Jetpack Additions -
An automatic defense system called Danger Close has been added to your Jetpack that engages dual shotgun cannons for close range encounters (Recharges after a few seconds and can be fired manually with the DANGER_CLOSE Button).
Toggle between Pipebombs and Spider Mines for the explosives launcher by using the TOGGLE_LAUNCHER_MODE Button.
A Pipe Bomb Launcher has been added to the Jetpack that can be used by pressing the EXPLOSIVES_LAUNCHER Button if it has been selected (Recharges after 10 seconds).
A Spider Mine Launcher has been added to the Jetpack that can be used by pressing the EXPLOSIVES_LAUNCHER Button if it has been selected (Recharges after 20 seconds).
*Launching a Pipebomb at a primed Spider Mine will create a combo explosive that deals more damage when the Spider Mine detonates. *
An Artillery Strike can be called using the ARTILLERY_STRIKE Button to lay down a barrage of HE and Napalm explosives in a straight path in front of you (Recharges after 3 minutes).
A Shrink Device has been added to the Jetpack that can be used by pressing the ENGAGE_SHRINK_DEVICE Button which will shrink you at will and restore you back to your normal size at will.
A Bullet Time Device has been added to the Jetpack that can be used by pressing the ENGAGE_BULLET_TIME Button that will slow down time for 10 seconds after you have racked up 30 kills to fill the bullet time counter.
Three buttons have been added to control the different fire modes for each weapon:
FIRE_MODE_1 Button
FIRE_MODE_2 Button
FIRE_MODE_3 Button
WEAPON#1 = Desert Eagle / Close Quarters Melee Combat
Press the Weapon_1 Button to toggle between the Desert Eagle and Close Quarters Melee Combat.
The Desert Eagle has infinite ammo.
Desert Eagle
Fire Mode 1 - Fires the Desert Eagle until the magazine is empty and then reloads the gun.
Fire Mode 2 - When the magazine is full, fires a heavy round that imbeds a timed explosive into the enemy that is hit, and uses up all the rounds in the magazine and then reloads the gun.
Fire Mode 3 - Reloads the gun manually.
Close Quarters Melee Combat
Fire Mode 1 - Throws a left punch.
Fire Mode 2 - Throws a right punch.
Fire Mode 3 - Kicks with either the left or right leg.
WEAPON#2 = American Pig
A belt fed 7.62mm M60 machine gun with an underslung mounted Grenade Launcher that can fires bouncing 40mm HE or 40mm Poison Gas grenades.
This weapon can be dual wielded by simply picking up another M60 while already having one.
Fire Mode 1 - Fires the M60 machine gun.
Fire Mode 2 - Fires the Grenade Launcher at the cost of 20 rounds.
Fire Mode 3 - Toggles between 40mm HE and 40mm Poison Gas grenades.
To drop the extra Amercian Pig when dual wielding and go back to a single American Pig press the WEAPON SPECIAL Button.
WEAPON#3 = Shrapnel Storm
A semi auto flak cannon that can load up and fire multiple shells at once.
Fire Mode 1 - Fires two rounds at a time from the magazine.
Fire Mode 2 - Fires all the rounds that are in the magazine with a larger spread.
Fire Mode 3 - Loads 20 shells into the magazine if the current ammo count is 20 or more, but if there are less than 20 rounds it loads whatever ammo is left into the magazine.
WEAPON#4 = Meat Grinder
A dual three barreled 50 Cal minigun cannon that has a built-in reflective shield defense system.
Fire Mode 1 - Fires the cannon at a high rate of fire using up 8 rounds with a single pull of the trigger.
Fire Mode 2 - Fires the cannon with a highly reduced spread at an even higher rate of fire using up 14 rounds or more with a single pull of the trigger.
Fire Mode 3 - Engages and disengages a reflective shield that can block most enemy projectiles for a total time of 10 seconds before recharging is needed.
WEAPON#5 = Four Horsemen
A heavy rocket launcher with the ability to fire heat seeking missiles and a tactical nuclear missile.
Fire Mode 1 - Fires a single missile at a decent rate of fire.
Fire Mode 2 - Fires a single heat seeking missile.
Fire Mode 3 - Charges up and fires a nuclear missile at the cost of 40 rounds that delivers a very heavy payload and requires a 30 second cooldown before reuse is possible.
WEAPON#6 = Long Strike
A railgun with high accuracy that also has a built-in scope and the ability to deal very heavy damage.
Fire Mode 1 - Fires a standard railgun projectile when Aim Assist is deactivated, and an aim assisted railgun projectile when Aim Assist is activated at the cost of 3 rounds of ammo.
Fire Mode 2 - Activates and deactivates aim assist when there are at least 3 rounds of ammo available, keep enemies inside of aim assist reticle for optimal aim assist efficiency.
Fire Mode 3 - Toggles the built in scope on and off.
WEAPON#7 = Zsalinski Culverin
A high-tech alien device that can both shrink and expand enemies and release allied Protozoid Slimers to kill your enemies. You can collect the allied Protozoid Slimers for an ammo pickup by walking up
to them if the Zsalinski Culverin does not have full ammo.
Fire Mode 1 - Fires a large shrinker projectile that explodes shrinking anything caught in its blast radius.
Fire Mode 2 - Fires a volley of expander projectiles that causes enemies to expand and then explode doing radius damage and also firing out more expander projectiles in all directions at the cost of 5 rounds of ammo.
Fire Mode 3A - Fires a barrage of poisonous toxic goo streams and allied Protozoid Slimers that will seek out and eat smaller enemies or explode when near bigger enemies at the cost of 6 rounds of ammo (If enemies are not around, they will attack the player).
Fire Mode 3B - Detonates any allied Protozoid Slimers that are still alive and clears the chamber to fire another barrage of poisonous toxic goo streams and allied Protozoid Slimers.
WEAPON#8 = Inhuman Devastator
An exo weapons platform that enhances Duke's jumping abilities, slightly reduces damage, negates fall damage, and also gives him the use of twin 20mm auto cannons and rocket launchers.
Fire Mode 1 - Fires the dual 20mm auto cannons.
Fire Mode 2 - Fires the dual rocket launchers that are like the original Devastator.
Fire Mode 3A - Vertical - Fires a Mobile Artillery system at the cost of 10 rounds that rains down explosives which dispurse flak clusterbombs on impact in front of your position and requires a 15 second cooldown before reuse is possible.
Fire Mode 3B - Horizontal - Fires a Mobile Artillery system at the cost of 10 rounds that fires a volley of shells in front of you and requires a 15 second cooldown before reuse is possible.
To toggle whether the Inhuman Devastator will shoot artillery rounds vertically or horizontally press the WEAPON SPECIAL Button.
WEAPON#9 = Syphon Chamber
A full auto super-heated plasma cannon that can build up stored energy for an explosive release and can also create a Blackhole that will suck in all nearby enemies.
Fire Mode 1 - Fires bouncing plasma projectiles at a high rate of fire and charges up the Heat Blast Gauge on the side of the gun.
Fire Mode 2 - Releases energy in the Heat Blast Gauge dealing heavy damage to all nearby enemies and deals more damage when the gauge is full.
Fire Mode 3 - Fires a large bouncing projectile that passes through does severe damage to anything it touches and also creates a blackhole once it touches the floor that sucks in nearby enemies until they are completely removed from existence at the cost of 50 rounds and requires a 30 second cooldown period.
WEAPON#10 = Death Chem
A futuristic chemical thrower that doubles as a freeze thrower and a flamethrower.
Fire Mode 1 - Fires a stream of either ice or fire depending on which mode is selected.
Fire Mode 2 - Fires an explosive projectile that deals either radial ice or fire damage depending on which mode is selected.
Fire Mode 3 - Toggles between ice or fire mode.
SPECIAL WEAPONS **************************************************************
Special Weapons other than Mighty Duke can be dropped by changing weapons with Weapon Buttons or the Mouse Wheel.
Mighty Duke
Using Steroids engages this mighty weapon. Keep an eye on the Strength Gauge so you can pull off the Stomp attack for devastating results. Landing from a jump also creates a shockwave for some heavy damage.
Fire Mode 1: Punches rapidly causing heavy damage.
Fire Mode 2: Charges into enemies causing heavy damage.
Fire Mode 3: When the Strength Gauge is ready, performs a stomp attack that creates a line of destruction straight out in front of you.
Alien Beast Mode
While in Alien Beast form damage received is divided by 4, any damage dealt is used to replenish your health, and you are immune to poison damage.
Pressing the USE JETPACK Button while in Alien Beast Mode launches you high into the air for a mega leap.
Fire Mode 1: Rapid claw slashes.
Fire Mode 2: Spit out streams of poisonous fluid in a spread formation.
Fire Mode 3: Fire a centered stream of electrical projectiles, requires a 2.5 second electrical energy cool down.
Fire Mode 4: Causes the surrounding area to erupt with electrical and poisonous effects, requires a 5 second electrical energy cool down.
Alien Brain Weapon
Collect and use these babies from dead Graymen and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires a constant wall of psychic energy that deals heavy damage to anything it touches.
Fire Mode 2: freezes time for 10 seconds destroying the weapon in the process.
Fire Mode 3: drops the weapon if it still has ammo available.
Battlelord Chaingun
Collect and use these big suckers from dead Battlelord sub-bosses and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires bullets at a high rate of fire.
Fire Mode 2: lobs bouncing mortar rounds and requires 20 rounds of ammo.
Fire Mode 3: drops the weapon if it still has ammo available.
Overlord Dual Rocket Launchers
Harvest one of these monsters from an Overlord sub-boss corpse and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires dual missiles at a high rate of fire.
Fire Mode 3: drops the weapon if it still has ammo available.
Gorilla Captain Mortar Launcher
Collect and use these mammoths from dead Gorilla Captain sub-bosses and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires mortars at a high rate of fire.
Fire Mode 3: drops the weapon if it still has ammo available.
Pigboss Heavy Machinegun
Collect and use these big guns from dead Pigboss sub-bosses and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires bullets at a high rate of fire.
Fire Mode 2: lobs bouncing mortar rounds and requires 20 rounds of ammo.
Fire Mode 3: drops the weapon if it still has ammo available.
Lizboss Dual Chainguns
Collect and use these shredders from dead Lizboss sub-bosses and discard them once the ammo runs out. You must drop these weapons to switch to another weapon.
Fire Mode 1: fires bullets at a high rate of fire from both chainguns.
Fire Mode 3: drops the weapons if they still have ammo available.
Heavy Pigcop Minigun
Collect and use these from dead Heavy Pigcops and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires bullets at a high rate of fire.
Fire Mode 3: drops the weapon if it still has ammo available.
Devourer Spiker Claw
Collect and use these from fully gibbed Devourers and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires 12 spikes at once in a spread formation at a fast rate.
Fire Mode 3: drops the weapon if it still has ammo available.
Light Anti-Tank Weapon
Find and use these near dead soldier corpses scattered throughout maps and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires 1 very deadly missile that can down most sub-bosses with one direct hit.
Fire Mode 3: drops the weapon if it still has ammo available.
M202B Flash Launcher
Find and use these near dead soldier corpses scattered throughout maps and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fire a single missile.
Fire Mode 2: activate and deactivate scope mode.
Fire Mode 3: drops the weapon if it still has ammo available.
Dirty Harry 44 Magnum
Find and use on E4L5 and discard it once the ammo runs out. You must drop the weapon to switch to another weapon.
Fire Mode 1: fires an extremely powerful bullet that passes through all enemies and pretty much kills anything it comes in contact with.
Fire Mode 3: drops the weapon if it still has ammo available.
Lizard Man Feces
You can now pick up and throw Lizardman feces to deal poison damage to enemies by crouching near it and pressing thew USE Button. You must drop the weapon to switch to another weapon.
Fire Mode 1: throws the feces.
Fire Mode 3: drops the feces.
STATIONARY WEAPONS ***************************************************************
Dual 50 Cal Turret
Engage and disengage by pressing the USE Button when near it.
Fire Mode 1: fires large 50 Cal bullets rapidly.
Babeland Cannon Turret
Engage and disengage by pressing the USE Button when near it.
Fire Mode 1: fires a cannonball.
DRIVEABLE VEHICLES ***************************************************************
Heavy Tank
Enter and exit by pressing the USE Button when near it. The 120mm cannon takes a few seconds to reload.
Your primary AP Shell can inflict large amounts of self-damage, but the Heavy Tank can be repaired by crouching and pressing the USE Button when near it.
Fire Mode 1: fires a 120mm AP Shell.
Fire Mode 2: fires a coaxial 50 Cal HMG.
Fire Mode 3: fires a 120mm XM1028 Cannister Round.
Fire Mode 4: fires up to 10 HE grenade rounds rapidly before reloading.
Heavy Mech
Enter and exit by pressing the USE Button when near it.
Your twin artillery cannons can inflict large amounts of self-damage, but the Heavy Mech can be repaired by crouching and pressing the USE Button when near it.
The JUMP Button engages thrusters to leap.
Press the ARTILLERY_STRIKE Button 5 times to launch your ejection seat and execute self-destruct mode.
Fire Mode 1: fires twin artillery cannons.
Fire Mode 2: fires a group of 4 HMG's.
Fire Mode 3: fires a salvo of 10 missiles consecutively.
Fire Mode 4: fires a plasmatic orb that seeks out targets and roasts them.
Attack Chopper
Enter and exit by pressing the USE Button when near it.
The Attack Chopper can be repaired by crouching and pressing the USE Button when near it.
Does not float on water.
Fire Mode 1: fires dual HMG's.
Fire Mode 2: fires dual rocket launcher pods.
Fire Mode 3: fires a bunker busting missile that deals heavy damage.
Fire Mode 4: fires a large volley of white-hot incendiary flares that catch anything they touch on fire.
MISCELLANEOUS ***************************************************************
Added a new variable near the top of the USER.CON file called REMOVEGIBS that will help to smooth out frame rate issues related to gibs and debris.
Added a new variable near the top of the USER.CON file called MAXACTORS that governs when a sprite purge occurs to keep from getting a "too many sprites" crash.
Added a new variable near the top of the USER.CON file called MINFPSPURGE that governs when a random sprite purge occurs to try and keep the frame rate from dropping below the set amount.
Added a new variable near the top of the USER.CON file called SHELLCOUNTER that governs how long shell casings stay in a map before having a chance of being removed.
Added a new variable near the top of the USER.CON file called BULLETTIMEKILLCOUNT that controls how many kills you have to have to fully charge the Bullet Time gauge.
Added a new variable near the top of the USER.CON file called SCREENSHAKING that enables or disables weapon screen shaking.
Added new smoke effects for bullet impacts.
Added new smoke effects for explosions.
Added sound effects to debris when impacting the floor.
Added screen shaking to explosions when the player is within a certain range.
Added new logos, intro videos, and menu screens.
Added smoke effects to small and large fires created in maps.
Added HD skyboxes.
Added new sprites for various fire and explosion effects.
Updated a lot of particle effect sprites with glow effects and HD variants.
Added lots of HD art for menus and the HUD.
Added a new bullet impact sound effect system that takes texture type into account.
Added a new bullet impact debris system that takes texture type into account.
Added new blast and burn mark decals.
Added new bullet impact spark flash sprites for metal surfaces.
Added spark bullet impact effects for various map objects.
When underwater smoke effects from rockets, bullet impacts, grenades, etc. have been replaced with bubbles.
When underwater explosion effects look different.
Added some spark particle effects to explosions.
All babes can now be saved by pressing the USE Button when near them to teleport them to safety.
Saved babes drop one or more items at random ranging from health/armor pickups to ammo pickups that depend on which weapons you have in your inventory.
Added HQ sound effects for all vanilla sound effects.
Added a fire overlay to the main title screen.
Added a burning embers effects overlay to the title and main menu screens.
Added burning fire sound effects to the title screen.
Added a looping smoke overlay to the end of map stats screen.
Added a confetti cannon screen overlay to the end of map stats screen that plays if all babes have been saved on the previous map.
Added a spark particle shockwave screen overlay and explosion sound effect to the loading screen.
Replaced original SCRAP actors with new SCRAP projectile actors that bounce and fall properly to keep from getting stuck in midair.
Added upscaled sprites for every sprite in the game and mod.
Cheat Codes for weapons, items, or everything gives you the new SOB inventory items and can also replenish weapon cooldowns.
Added texture type specific debris when explosions are near floors or ceilings.
Added explosion extension effects for map objects and some enemy deaths.
Added ground dust effects that appear when Duke is using the jetpack and is close to the floor.
Added ground dust effects that appear when you shoot certain heavy fire modes with different weapons.
Certain heavy fire modes with certain weapons will push the player back a bit from the recoil.
Actors highlighted when using Night Vision have a greener tint.
Glass debris now leaves behind glass shards on the floor that have their own bouncing sound effects and make crunching sounds when you walk on them.
Sometimes gibs, debris, casings, and corpses will float to the top of the water surface when underwater.
Added Boss Health Counters to the HUD for the end of episode bosses.
Upscaled original end of episodes 2 and 3 screens.
Upscaled the Battlelord boss ending cutscene.
Added upscaled versions of the ANM cutscene for the Episode 4 intro.
Added upscaled versions of the ANM cutscenes for the Overlord, Cycloid Emperor, and Alien Queen boss endings.
Added HQ remixes of all music tracks.
Dynamic battle music plays when near Pigboss, Lizboss, Battlelord, and Overlord sub-bosses and stops playing when they are killed.
Added new music tracks for each end of the episode Boss battle.
Added new sprites for the paper type debris that looks more generic and can be used in more situations.
If explosions go off close to each other they have a chance of creating clouds of dust.
Trees no longer use the hardcoded shrinking effect when destroyed.
Added lots of debris and effects to various destructible map objects.
Gave lots of map objects the ability to be destroyed if they didn't already have the ability.
Nuke Barrels spew poisonous streams of goo when destroyed that can poison enemies that come in contact with them and cover your screen with goo.
Added particle effects to lava, slime, and purple lava floor textures.
Replaced the original Eduke32 executable's icon with a new custom icon for DN3D-SOB.
Updated the side bar art for the Eduke32 launcher to reflect that you are playing DN3D-SOB.
Debris can be destroyed by weapons and surfaces that deal damage.
Added new effects for the SPIT projectile spit out by the Lizmen variants.
Added a new screen overlay for when you get hit by toxic goo or Lizman spit that distorts your view for about 10 seconds.
Footprints no longer show up on any liquid surfaces.
Footprints are now bigger when you are on Steroids.
Added particles and sound effects to bulletholes on electronic devices.
Added particles and sound effects to broken light textures on ceilings.
Added new sprites with more detail for rats.
Bulletholes on metal surfaces sometimes have a glow effect around them that lasts for a few seconds before fading away.
The number of Saved Babes is now displayed on the end of map stats screen *DO NOT PRESS A BUTTON TO SKIP AHEAD OR YOU MAY NOT SEE THE BABES SAVED STATS*
Increased the cachesize to accomodate the increase in upscaled textures and HQ sounds.
Helicopter map decorations spawn dust effects on the ground when they are idle.
Grass blade sprites are randomly generated on floors using a grass texture.
Added a line in the Eduke32 bootup window that displays the name of the mod and the current version.
When enemies are gibbed Duke now only says a one liner if he can see them getting gibbed.
Removed the "SQUISHED!" quote.
All custom explosion actors now make the same map sector flash effects that the original explosion actor makes.
Added new sprites for the toilets that have 5 view angles.
Added a water gushing effect that spawns from map objects that have water in them or frozen enemies when they are destroyed.
All player weapon view muzzle flashes and glow effects that put off heat are now affected by the night vision palette effects.
Added flare effects to missile/RPG projectiles.
Added some pitch variation to all weapon firing sounds and some of their other sounds.
Added a new screen shaking system that occurs while using player weapons and ranges from very light to heavy.
Added particle effects to shrinking enemies.
When damaged exploding barrels will sometimes shoot up into the air and then explode.
Seenine exploding canisters now produce more explosion effects when they are not invisible.
Lots of actors that explode have a higher chance of creating streams of fire and smoke projectiles.
Added glow maps to some items.
Added glow maps to some projectiles.
Added glow maps to some map textures.
Added glow maps to some enemies.
Added glow maps to some captured babes.
Added glow maps to some weapons.
Made lots of wooden wall decorations destructible.
Made lots of paper wall decorations destructible.
Made lots of metal wall decorations destructible.
Added new death sound effects for the babes when they are killed.
Added metal object breaking sound effects for metal props.
Added wooden object breaking sound effects for wooden props.
Added a whizzing by sound effects system for bullets when near the player.
Sometimes metal trash cans are replaced with garbage bags that may spawn health pick ups if destroyed.
Replaced all remaining custom VOC sound files with WAV files for better sound quality and performance.
Added lots of effects and projectiles to the list of actors that are not affected by the colored lighting effects in rooms.
The screen fades from black each time you start a map.
You can no longer hear the sound of glass breaking or the sound of glass breaking being silenced at the start of a map.
Added a cool flare effect to the Nuclear Mushroom Cloud.
Fire on the ceiling drips tiny bits of fire.
Added more explosion effects to shrinker, growspark, railgun, new beast drone, Megabrain, and Almighty Lance projectile explosion effects.
Added smoke effects to burning barrels.
Added smoke effects to fire vases.
Sound effects for male civilians now have distance restrictions on where you can hear them.
Sink faucets are now destructible and interactable.
Hand dryers in restrooms are now interactable.
Paper towel dispensers are now interactable.
Toilet paper dispensers are now interactable.
American Flags on walls and sitting on floors are now interactable.
Desk and table lamps are now interactable.
Added destructible capabilities for more map objects.
Added detail maps to a lot of map textures and some 3D models.
Upscaled some missing Duke Burger prop sprites.
Blood splats and some flat gore decals now slant properly on sloped floors and ceilings without having to use 3D models.
Fixed a bug where green blood spray would sometimes make red blood splats on ceilings.
Fixed a bug where green gibs would sometimes make red blood effects when destroyed.
Added a frame effect to several projectile types when Bullet Time is active.
Added detail maps to generic gibs.
Added bloody detail maps to enemy specific gibs.
Intestines no longer lay flat on the floor when spawned underwater.
When fps drop below the set MINFPSPURGE value actors do not fade out but are immediately removed.
Big clouds of smoke are a little less transparent.
Smoke is now darker in color when spawned by explosions or fire.
Fewer gib types produce plumes of smoke when spawned.
Shards of the floor ripped up while on Steroids or using the Almighty Lance are now destructible after 5 seconds.
Bullet casings no longer float down to the floor in midair.
Reduced the chance that gib squishing sound effects play when walking on gibs.
Added some explosion impact effects for non-submergible water surfaces.
thank you for your immense devotion ❤️🙂
Enjoy my friend. More to come.
Appreciate your work :) Time to Rip'em a New One!