by scar3crow » Fri Apr 20, 2007 4:27 am
Heres from a post I made on my lj last year.
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This mod presupposes a few things:
Monster count for all skills will be equal to monster count found in stock Quake's Hard difficulty. This is to keep the levels populated rather than looking barren - I assume most of us can deal with this count by this point in the game's lifespan.
When awake but cannot see the player, a monster will use coffee_move() from Coffee's Tutor Bot. It is a simple and fast routine that involves tracing the walls to get out of a room. It looks kind of dumb, but youre rarely going to see it, and it will help get monsters out and roaming if you alert them rather than bouncing around in the same room.
ROTTWEILER
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Easy - Same as stock
Normal - Moves slightly faster
Hard - "Chew" attack, during this attack the rottweiler will bite the player and snarl, for each think of this the player is dealt damage, the dog will hold onto the player and slows the players movement by half. The dog will not go into painframes during this time.
GRUNT
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Easy - Same as stock
Normal - Close to stock, no longer aims behind player
Hard - Updates players position twice as fast
Nightmare - Updates players position every frame
ENFORCER
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Easy - Same as stock
Normal - Updates player position twice as fast
Hard - Fires one direct shot, leads the second shot in 2 shot burst
Nightmare - 33% chance of doing one of the following. Fires 2 shots that lead the player, updating position between shots. Fires 2 shots directly at the player updating position between shots. Leads one and fires direct for second.
KNIGHT
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Easy - Same as stock
Normal - 50% chance to guard streaming attacks, knight stops and goes into a frame with the sword in a blocking position, cannot be harmed from the front by shells and nails, will last 1 to 3 seconds.
Hard - Strafing charge. 25% chance of in battle the knight will charge with a slight boost in speed and at the last moment strafe to the left or right and swing for double damage.
Nightmare - Same as hard only cannot be pushed into a pain frame during charge.
DEATH KNIGHT
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Easy - Same as stock
Normal - 50% chance to guard, just like the Knight only he takes half damage from explosives during this time.
Hard - His hellfire mildly homes
Nightmare - Hellfire homes more accurately, harder to evade.
SCRAG
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Easy - Same as stock
Normal - Silent wake up if the player isnt directly facing it
Hard - Chance to do a short and very fast strafe left or right if it detects a stream of nails approaching, rocket, or grenade
Nightmare - If in melee range it will do a mass spray of 4x as much acid in a wide arc. Takes 3 seconds to reload on this attack, not susceptible to painframes while performing it.
OGRE
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Easy - Same as stock
Normal - Lunges further with the chainsaw sometimes
Hard - Leads the player with his grenades
Nightmare - Leads more accurately with grenades. May do a combo attack where when running towards the player he fires a grenade without stopping and half a second after firing the grenade does a lunge with the chainsaw.
FIEND
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Easy - Same as stock
Normal - If he comes within leaping attack range, 50% chance of doing 1.5x speed in a forward charge that does a single instance of 40 damage and knocks the player back. Fiend will be stunned for 2 seconds after this.
Hard - Much quicker recovery in time from leap attack
Nightmare - Movement while swinging limbs is twice as fast as normal.
ROTFISH
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Easy - Same as stock
Normal - Chance of darting at the player when close with a bite at the finish
Hard - Can latch on like the rottweiler
Nightmare - Further dart distance
ZOMBIE
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Easy - Same as stock
Normal - Harder to knock over
Hard - Gib trajectory is a bit more random
Nightmare - Throws more gibs in a single throw, if he survives for more than 30 seconds than all zombies on the level wake up
SPAWN
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Easy - Same as stock
Normal - Quicker response time
Hard - Immediate response time
Nightmare - Ignores splash damage
VORE
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Easy - Same as stock
Normal - Telepathic blow that thrusts player up and away if player gets in melee range
Hard - Voreballs will attempt to not hit other monsters if targetting player
Nightmare - Fires 2 voreballs at once which split in direction briefly then focus in on the target
SHAMBLER
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Easy - Same as stock
Normal - Rage, if the shambler receives sustained damage from a single type (shell, nail, explosive, cell) for more than 3 seconds than he will only take 1/2 damage from it from that point on
Hard - Melee attack will bat player around; less susceptible to the strafe in and out player by staying in lightning charge mode rather than being lulled into a melee attack if charged.
Nightmare - Rage mode makes the shambler only take 1/4 damage from sustained attack types