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10.5x's Introduction

x10.5

Enemy multiplier mod for GZDoom.

2019 Cacowards Mini Mod Safari:

Make anything into a slaughtermap, or make nuts.wad not melt your CPU, all from the reach of a single slider.

Features

  • No difficult options, only a single slider;
  • Fractional values!
  • Can increase the number of enemies;
  • Can decrease the number of enemies (anti-slaughter);
  • The number of enemies is decreased for each enemy class separately;
  • Prints estimated enemy density on level start;
  • Works with monster randomizers;
  • Bonus option: optional resurrection of autokilled enemies (x5_raise_divided CVar).

Anti-features

  • No difficult options, only a single slider;
  • No display of remaining enemies;
  • May not work well with scripted maps;
  • Doesn't affect enemies spawned after the map is loaded;
  • Doesn't work with Zandronum.

Acknowledgments

  • Original idea: Cutmanmike;
  • Code used as a reference: The Zombie Killer;
  • Bug reporting: Jimmy, Nems, murka, Arkezuli, Nightsentinel, Rowsol, StroggVorbis.
  • Feature suggestions: Rowsol;
  • Translation support and Russian translation: Blueberryy;
  • Brazilian Portuguese localization: generic name guy.

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10.5x's Issues

doesn't work with HD Follower

Submitted by FluffySnake via Discord:

... doesn't work well with HD [Hideous Destructor] Follower, it makes a second follower you can't order around and crashes your game if killed

individual sliders for each monster class

Submitted by Accensus:

Although it's quite specific, would it be possible to adjust the count of vanilla monsters (or those inheriting from vanilla monsters) individually?
Like, reducing only the number of zombiemen and shotgunners while keeping the number of everything else intact.

monsters don't move

Submitted by Rowsol:

Loading this with Colourful Hell, map01 of Doom 2. I set the multiplier to 5. Waking up the monsters in front of me, the left pile doesn't budge but the right one does. Repeatable. They also don't initially thrust apart like they should.
I load up VDP instead of CH and the left pack is properly alerted but again, no initial thrust.

VDP
Colourful Hell

Add a MaxMonsterCount # option

Would be super useful if I could set a max amount for monsters on a level, after they've been multiplied or divided, so it would never exceed that number.

MaxMonsterCount = 100

So lets say a level has 140, 350 or 1020 monsters, that setting would reduce it to only 100 monsters.

This would be excellent for making maps have better performance, less insanity on maps that already have way more monsters than other levels and allow a more consistent level-to-level experience.

Ideally it would be a number field, but can also be a slider.

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