#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/map.png) \[WIP\] Malignant Monsters Pack v9

##

- **Blue Shadow**
- ![Blue Shadow's Avatar](https://www.realm667.com/media/kunena/core/svg/person.svg) Topic Author
- Administrator
- ![Administrator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 1131
-
-
-

   11 years 8 months ago - 11 years 8 months ago [\#753](#753) by Blue Shadow  *[\[WIP\] Malignant Monsters Pack v9](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9#753 "- December 6th, 2014

Engine Requirement:

* or newer.
* or newer.

* It doesn't work with "Skulldronum", sorry.

What's new/changed in this version:

* Malignant Fiend: Lengthened its normal attack animation sequence a bit, and increased its pain chance from 15 to 30.")* was created by *Blue Shadow*

 [ **Current Version is 9**](https://dl.dropboxusercontent.com/s/yveutf949qk7cvx/nc-mmp.pk3) - December 6th, 2014

**Engine Requirement**:
- [ ZDoom 2.8pre-763-g6073adb](http://devbuilds.drdteam.org/zdoom/) or newer.
- [ GZDoom 2.1pre-188-g1a8da51](http://devbuilds.drdteam.org/gzdoom/) or newer.
- It doesn't work with "Skulldronum", sorry.

 Notes

- The monsters in this pack share the same "properties" (including theme, and the less-boring-than-before death sequence ![:-P](https://www.realm667.com/media/kunena/emoticons/cacraz.gif ":-P")), as they're supposed to be of the same "specie".
- The monsters in this pack should not differ a lot behavior-wise from their counterparts, so don't expect over-the-top attacks or abilities. The monsters are meant to provide a bit more challenge than their counterparts without going too far. There are exceptions, however.
- Some stats, like health and damage for some melee and missile attacks, are predetermined -- weird, I know.

**What's new/changed in this version**:
- Malignant Fiend: Lengthened its normal attack animation sequence a bit, and increased its pain chance from 15 to 30.

 Changelog

 Version 8 - November 28th, 2014 - Added a new monster, the Malignant Demon.
- Substituted the use of 'Mass 0x7FFFFFFF' to make the monsters unable to be pushed back by damage with DONTTHRUST flag.
- All monsters, except for the Fiend, are faster speed-wise by two points than their counterparts.
- Restored Malignant Fiend's speed to that of the Arch-vile's.
- Tweaked Malignant Cacodemon's melee sequence a bit.
- The monsters now use a standard melee attack instead of a short-ranged hitscan attack for melee. The intended behavior that prompted the use of the short-ranged hitscan attack in the first place is still preserved, though.
- Tweaked the black fire's color translation (to be darker) and alpha.
- When they die now, the monsters "revert" to their original, former selves.
- Fixed: Malignant Fiend's afterimage was affected by gravity while it shouldn't.

Version 7 - June 20th, 2014 - Added teleport effect to the Malignant Cacodemon.
- Reduced Malignant Cacodemon's projectile's velocity a bit when the monster is at low health. It felt cheaply fast.

Version 6 - June 12th, 2014 - Morphed monsters no longer chase the same target they had before morphing. Instead, they go after the player after morphing, that is if they're hostile.
- Renamed the monsters from "Malicious" to "Malignant".
- Added a malignant imp. It fires one or two projectiles. Sometimes when it's hit, it side-steps to the left or right in an attempt to dodge further attacks while at the same time retaliating against its target with two thrown fireballs. Other times, it'll retaliate immediately without side-stepping.

Version 5 - May 4th, 2014: - Reduced the seeking aggressiveness of the Malicious Fiend's flames.
- The Fiend's flames have a limited "life" now. In other words, they can no longer chase the target forever. This is so the player doesn't get overwhelmed by lots of flames in vastly open areas where the monster is fought.
- Reduced the Fiend's chance of using the power attack a bit (by 4.3%).
- Fixed: the implemented morphing system messed up the monster kill count.
- Tweaked the morph delay's formula a little.
- Fixed: when they die while in the process of morphing, monsters weren't able to morph again if they somehow managed to come back to life (resurrected by an Archvile, Thing\_Raise, etc.).
- Did a few modifications to the Fiend's walking "scripts", and in doing so, the version of the monster without the afterimage effect is now up to date with the standard version.
- After morphing, the monster now will continue to chase and attack the same target it had before morphing.
- Currently-morphing monsters resist dark-based attacks.
- The morphing system takes the TimeFreezer powerup into account (this affects the particles spawned while in the process of morphing).
- Some file/folder reorganization to the pack.

Version 4 - April 29th, 2014: - Added a pseudo morphing ability to the Malicious Fiend.
While it's walking around, the Fiend casts an invisible aura, or what have you, of malice, causing nearby monsters to morph into malicious versions of themselves. The morphing process isn't instantaneous. Rather, the monster will take a bit of time to completely morph (its spawn health is the main factor). The Fiend is able to morph things as long as its health is 50% or above. Once below, it loses the ability to do so. Also, there is a limit to how many morph processes happening at a given time. The default limit is 3. Finally, just like the Arch-vile with its resurrection ability, monsters morphed by a hostile Fiend become hostile, and monsters morphed by a friendly Fiend become friendly. Since there is currently only one malicious monster in the pack besides the Fiend, which is the Cacodemon, only cacodemons can be morphed. This will change as I add more monsters to the pack.

Version 3 - March 20th, 2014: - Fixed: the Malicious Fiend could spawn invisible when it's set to be dormant.

Version 2 - March 18th, 2014: - Added a line-of-sight check to the Malicious Cacodemon when retaliating.
- Tweaked the black fire actor spawned by the malicious monsters' death to make it properly play its initial sound.

Version 1 - March 7th, 2014: - Initial release.

 Last edit: 11 years 8 months ago by Blue Shadow. Reason: Updated to v9

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL3RoZS13b3Jrc2hvcC8xMzctd2lwLW1hbGlnbmFudC1tb25zdGVycy1wYWNrLXY5&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 808
-
-
-
-

   11 years 6 months ago [\#1411](#1411) by MagicWazard  Replied by *MagicWazard* on topic *[\[WIP\] Malignant Monsters Pack v9](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9#1411 "- December 6th, 2014

Engine Requirement:

* or newer.
* or newer.

* It doesn't work with "Skulldronum", sorry.

What's new/changed in this version:

* Malignant Fiend: Lengthened its normal attack animation sequence a bit, and increased its pain chance from 15 to 30.")*

 Finally got around to updating my engine versions so I could try this out. As before, it's great! The transformation ability is a lot of fun to witness (I really like the eyeless Demon transformation). I like that the monster returns to its normal state as it dies (though at first I thought this meant that the monster returned to its normal state *alive* rather than actually dying). I think my only real criticism at this point is that the number of monsters he can convert is (understandably) limited right now, but that's not exactly your fault, since new versions of each monster have to be hand-made--but he's got a ton of potential, even if he's limited to use with the stock monster types (or maybe some particularly popular community monster types). Luckily, I think you can largely get away with using palette-swaps to fill out his roster of converted monsters if need be.

Only bug I think I've seen is that if he starts converting a monster while infighting with it, he'll continue to try to kill it while converting it--probably a bit counterproductive, since there's a good chance he'll kill it before converting it, especially with Imps. Any chance he could be blocked from infighting with a monster he's converting?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL3RoZS13b3Jrc2hvcC8xMzctd2lwLW1hbGlnbmFudC1tb25zdGVycy1wYWNrLXY5&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **Blue Shadow**
- ![Blue Shadow's Avatar](https://www.realm667.com/media/kunena/core/svg/person.svg) Topic Author
- Administrator
- ![Administrator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 1131
-
-
-

   11 years 6 months ago [\#1412](#1412) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[WIP\] Malignant Monsters Pack v9](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9#1412 "- December 6th, 2014

Engine Requirement:

* or newer.
* or newer.

* It doesn't work with "Skulldronum", sorry.

What's new/changed in this version:

* Malignant Fiend: Lengthened its normal attack animation sequence a bit, and increased its pain chance from 15 to 30.")*

> MagicWazard wrote: Only bug I think I've seen is that if he starts converting a monster while infighting with it, he'll continue to try to kill it while converting it--probably a bit counterproductive, since there's a good chance he'll kill it before converting it, especially with Imps.

Yes, that... I had fought against it and lost, sadly.

My idea was to make the Fiend clear/null its target field in its chasing routine if, itself, is currently targeting a monster which is in the process of morphing. This worked mostly on a hostile version of the monster, but not so much on a friendly one. Since friendly monsters only target hostile monsters, the monster, after nulling its target field, will try and acquire a new target (A_Chase does the search for targets). This target could end up being a/the currently-morphing monster. If this new target happened to be a morphing monster, then the Fiend's target field will be nulled again, and thus starting this whole cycle all over again.

Let's just say, you'll end up with a broken friendly Fiend!

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL3RoZS13b3Jrc2hvcC8xMzctd2lwLW1hbGlnbmFudC1tb25zdGVycy1wYWNrLXY5&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 808
-
-
-
-

   11 years 6 months ago [\#1413](#1413) by MagicWazard  Replied by *MagicWazard* on topic *[\[WIP\] Malignant Monsters Pack v9](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9#1413 "- December 6th, 2014

Engine Requirement:

* or newer.
* or newer.

* It doesn't work with "Skulldronum", sorry.

What's new/changed in this version:

* Malignant Fiend: Lengthened its normal attack animation sequence a bit, and increased its pain chance from 15 to 30.")*

 Well, that's a shame, but I wouldn't say it's a deal-breaker. Perhaps instead, you could give the Fiend's fire attack a unique damagetype, and give the monster he's converting resistance to that damage type while the conversion is in effect? That won't prevent the Fiend from attacking it, but at least it would (in theory) prevent him from killing it.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL3RoZS13b3Jrc2hvcC8xMzctd2lwLW1hbGlnbmFudC1tb25zdGVycy1wYWNrLXY5&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **Blue Shadow**
- ![Blue Shadow's Avatar](https://www.realm667.com/media/kunena/core/svg/person.svg) Topic Author
- Administrator
- ![Administrator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 1131
-
-
-

   11 years 6 months ago - 11 years 6 months ago [\#1414](#1414) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[WIP\] Malignant Monsters Pack v9](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9#1414 "- December 6th, 2014

Engine Requirement:

* or newer.
* or newer.

* It doesn't work with "Skulldronum", sorry.

What's new/changed in this version:

* Malignant Fiend: Lengthened its normal attack animation sequence a bit, and increased its pain chance from 15 to 30.")*

 That is already in (since version 5 of the pack); monsters in the process of morphing have a 50% resistance to dark-based attacks (the damage type the malignant monsters do with their attacks).

 Last edit: 11 years 6 months ago by Blue Shadow.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL3RoZS13b3Jrc2hvcC8xMzctd2lwLW1hbGlnbmFudC1tb25zdGVycy1wYWNrLXY5&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
- Moderator
- ![Moderator](https://www.realm667.com/media/kunena/ranks/rank_20_barrel.png)

 Less More- Posts: 808
-
-
-
-

   11 years 6 months ago [\#1418](#1418) by MagicWazard  Replied by *MagicWazard* on topic *[\[WIP\] Malignant Monsters Pack v9](https://www.realm667.com/forum/the-workshop/137-wip-malignant-monsters-pack-v9#1418 "- December 6th, 2014

Engine Requirement:

* or newer.
* or newer.

* It doesn't work with "Skulldronum", sorry.

What's new/changed in this version:

* Malignant Fiend: Lengthened its normal attack animation sequence a bit, and increased its pain chance from 15 to 30.")*

> Blue Shadow wrote: That is already in (since version 5 of the pack); monsters in the process of morphing have a 50% resistance to dark-based attacks (the damage type the malignant monsters do with their attacks).

Sorry, when I said "resistance" I more meant "immunity". I figure that if you're already changing the damage factor on the converting monster to try to prevent it from dying, might as well go the full distance and make it immune.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL3RoZS13b3Jrc2hvcC8xMzctd2lwLW1hbGlnbmFudC1tb25zdGVycy1wYWNrLXY5&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

[Powered by](https://www.realm667.com/forum/credits) [Kunena Forum](https://www.kunena.org)
