
THE ATTRITION
MOD
In
this mod of Duke Nukem 3D, all 12 of Duke’s weapons gain experience
points and upgrade as he uses them.
Duke’s max health, armor, and some of his inventory items can also
be upgraded. As you progress through
the game, you will encounter more powerful monsters to match your increased
firepower. Based on the popular
Duke Plus mod, Attrition incorporates many of the same features (including
advanced monster AI, bot allies, mirrored levels, damage effects, and
more). Attrition comes with a large
number of high quality fan made levels that have been organized into several
episodes. In some episodes,
missions are selected at random, and you must complete 12 missions to finish
the game. Addictive with lots of
replay value, Attrition showcases some of the best levels ever made for Duke
3D, adding new gameplay but keeping the essence of the original game intact.
INSTALL
Extract
the contents of attrition.rar to a folder that contains an Atomic Edition copy
of DUKE3D.GRP. Use attrition.bat to
start a game without the HRP. If
you have the HRP installed in the autoload folder, then using attrition_HRP.bat
will start a game with the HRP.
SELECT AN
EPISODE
Episodes
1 through 4 consist of randomly selected levels. There are about 120 total, 12 of each
will be randomly selected. After
completing 12 missions, the final boss level will complete the episode. There is a different final boss level
for each random episode, but all the other missions from the random episodes
come from the same pool.
Duke’s weapons and ammo are taken away after each mission (these
are user maps and were intended to be played that way)
Episode
5 consists of the first half of the original 3DR levels, and Episode 6 consists
of the other half.
SPECIAL KEYS
For
this mod, you need to assign a key or button for ALTFIRE
and ATTRITION MENU. You should also assign a key for QUICK PIPEBOME. Use the keyboard and mouse setup menus
in EDuke32 to do this.
ATTRITION MENU
The
menu can be accessed once a game is started, and has three selections:
RESTART
UPGRADES
–shows the upgrades you have acquired
HIGH
SCORES –shows high scores you have achieved for the various episodes
AUTOSAVE
ON/OFF – when on, this feature will periodically save the game for you in
slot 10
GAMEPLAY
FEATURES
These
are some important gameplay features that differ from vanilla Duke 3D. I assume you are already familiar with
the unmodified game.
KARATE
KICKS – Press forward +quick kick to perform a sliding side kick. Press back+quick kick to perform a
spinning hook kick (if the mighty boot weapon is selected, you can perform
these kicks by pressing fire). Once
you have the combinations upgrade for kicks, you can hold down the quick kick
key and Duke will continue to kick an enemy in a combination until the enemy is
dead or Duke’s kick energy is depleted.
ALTFIRE
MODES -- Some
weapons get alt-fire modes as upgrades, others start with them. Here’s a complete list:
|
WEAPON |
ALTFIRE |
|
LASER PISTOL |
CHARGED SHOT (level 1+) |
|
PISTOL |
RELOAD |
|
SHOTGUN |
FLAK BURST (level 2+) |
|
CHAINGUN |
INCENDIARY GLOBS (level
1+) |
|
BATTLELORD MINIGUN |
GRENADES |
|
ROCKET LAUNCHER |
MEGAROCKET (level 6+) |
|
PIPEBOMBS |
TOGGLE TIMER/TRIGGER MODE |
|
DEVASTATOR |
TOGGLE ROCKETS/SHOTGUN
MODE (LEVEL 1+) |
|
LASER TRIPBOMBS |
PLACE ON MONSTERS (works
with fire also) |
|
FREEZER |
ICE SHARDS (level 2+) |
Weapons
not listed do not have alt-fire modes.
ALIEN
BLASTERS – These are dropped by lizard trooper captains (pal 21
liztroops). If you have a blaster,
it is weapon 1 (same slot as mighty boot).
You can still kick while holding a blaster by using the quick kick
key. The only way to replenish the
limited battery supply is by picking up more blasters. The blaster can be upgraded like any
other weapon.
DEATH
RAGE – You get one of these per mission. When getting hit by a shot that reduces
his life to 0, Duke goes into a rage during which he does not take damage and
he deals 150% damage to enemies.
The rage lasts about 8 seconds.
Once your death rage is used, you do not get another one until the next
mission (restarting the mission DOES reset it). You lose 5000 points each time a death
rage is used.
THE
HOLODUKE BOT – Using the HoloDuke item spawns a helpful Dukebot. HoloDuke energy will deplete as long as
the bot is deployed. It will
deplete faster when the bot takes damage.
Getting upgrades for this item improves the bot’s weaponry and his
ability to take damage.
NUKES
– Nuke energy is sometimes dropped by slain enemies (it looks like
flashing, floating atomic health).
You can hold up to 3 of them at a time. Using a nuke makes Duke throw it, after
which it will start to expand, and then detonate a few seconds later. It will damage enemies within about half
a city block. Nukes do not destroy
cracks in walls (necessary to prevent unwanted level progression). Nukes will become even more powerful
when your score reaches 50000, 100000, 200000, etc.
STEROIDS
– Using steroids in Attrition causes the game to slow down and the
player’s running speed to increase.
In addition, upgrading this item has the following effects while it is
in use: reduces the damage the player takes, makes him regenerate health, and
increases the damage he causes to enemies.
GOGGLES
– The nightvision goggles will reveal which switches you need to flip in
switch puzzles. They also have the
power to make the player invisible to enemies. This ability is very limited to begin
with, but can be upgraded.
Invisibility works better when crouching, and it is disrupted by running
and even more disrupted if you fire weapons. But with enough upgrades, you can remain
invisible even when running and firing weapons. If an enemy cannot see you, a
‘?” appears over its head and it will not attack you. Instead, it will wander towards the last
spot at which it saw you.
FREEZING
SYSTEM – In an unmodded game of Duke 3D, the freezethrower will freeze
enemies only if it has done enough damage to kill them. In Attrition, enemies will freeze
whenever they are hit by the freezethrower, and the amount of time they remain
frozen depends on how much strength they have left. Even enemies that cannot be frozen in
regular Duke 3D, such as the sentry drones and tanks, can be frozen in
Attrition.
SKILL
LEVELS – In Attrition, selecting one of the easier skill levels
(“PIECE OF CAKE” and “LET’S ROCK”) will reduce
the amount of damage received by the player, and also reduce the amount of
points that enemies are worth. In
other respects, different skill levels have the same effects as in unmodded
Duke 3D. “Come Get Some” or “Damn I’m Good” skill levels
are recommended for experienced Duke 3D players
REGENERATION
– If the player’s health drops below 10% of his max health, it will
regenerate at a rate of 1 per second and a cost of 100 score per health point.
INVENTORY
UPGRADES – If you see a flashing inventory item, it is an inventory
upgrade. These permanently
increase the effectiveness of your inventory items, as well as giving you a
small amount of the item being upgraded.
Flashing armor increases your max armor by 5 points. A flashing medkit increases your
medical skill, which means that med packs will have increased healing
power. Flashing goggles increase the cloaking
power of the goggles. A flashing
med pack increases your max health by 1 point. Flashing steroids upgrade the
effectiveness of steroids (see above).
The backpack is the one upgrade that does not flash; it will either
increase your maximum ammo capacity on all weapons, or contain ammo for one
weapon.
UPGRADEABLE
WEAPONS – Some of Duke’s weapons start “nerfed”, but
all of them can eventually become extremely powerful. The experience bar (located under the
ammo counter in the lower right corner of the screen) shows the current
weapon’s level and how much progress you have made towards the next
level. As a rule of thumb, you gain
experience for a weapon if monsters are damaged or killed while you are holding
it. There are some exceptions: if a frozen enemy is shattered, you will
gain experience for the freezer even if you aren’t holding it. Likewise, if a shrunken enemy is stomped
you get experience for the shrinker.
Using regular kicks or karate kicks on enemies will level up the mighty
boot weapon (unless the kick shattered a frozen enemy). Finally, tripbomb explosions will level
up the tripbomb, regardless of what you are holding. When a weapon upgrades to the next
level, a message will display with a brief description of what has been changed
or added to the weapon. You can
always review your upgrades in the UPGRADES menu.
Here
is a complete list of enhancements that weapons may acquire when upgrading:
+ DAMAGE ( all weapons )
+ RATE OF FIRE ( pistol, rocket launcher, chaingun )
ALTFIRE MODE ( shotgun, chaingun, rocket launcher, devastator,
freezer )
Adds
a new altfire mode to the weapon.
They are –
shotgun -> flak burst
chaingun -> incendiary pods
rocket launcher -> megarockets (cost 3
ammo each)
devastator -> auto shotgun
freezer -> ice shards
Note:
the ALTFIRE key causes pistol to reload (no upgrade needed)
Also:
ALTFIRE on pipebombs makes them switch between timer mode and trigger
mode.
BLEEDING WOUNDS ( pistol, shotgun, chaingun )
Causes
a wound to appear in the exact spot where the projectile hit the enemy. The wound will bleed for several
seconds, causing additional damage as it does.
ACID WOUNDS ( chaingun )
Like
bleeding wounds, but they cause more damage and they
affect ALL enemies, including mechanical ones.
STUNS (karate kicks, pistol, shotgun, rocket launcher)
Enemies
become paralyzed for a brief time when hit by the weapoin. The amount of time depends on the
weapon.
TIGHTER SPREAD ( shotgun, chaingun )
More
accurate bullets/tighter spread.
+ PROJECTILES ( shotgun, devastator altfire, freezer altfire )
The
weapon shoots an additional projectile when firing.
PIERCING ( chaingun bullets,
pistol bullets, devastator rockets, freezer altfire )
The
weapon’s projectiles can pierce an enemy and hit another enemy or object
+ RUNNING SPEED ( rocket launcher, devastator )
The
player can move at normal speed when holding the weapon.
+ SHOT SPEED ( rocket launcher )
Projectiles
fired by the weapon move more rapidly.
BURNS ENEMIES ( chaingun altfire, rocket launcher, pipebomb,
devastator )
Spawns
fires on impact which burn enemies
+ EXPLOSIONS ( rocket launcher, pipebomb, tripbomb )
Spawns
additional explosions and increases the area of affect.
+ BOMBLETS ( pipebomb, tripbomb )
Spawns
small rolling bombs which detonate on contact.
BOMBLETS SEEK ( pipebomb, tripbomb )
Bomblets
will seek out and move towards nearby enemies.
AKIMBO ABILITY ( pistol
)
Allows
the player to wield two pistols at once.
Note that you have to find a second pistol first!
+ DISTANCE ( karate kicks )
Increased
kick range.
COMBINATIONS ( karate kicks )
Continue
to hold down the quick kick key after kicking an enemy and Duke will keep kicking the enemy in a combination until
the enemy is dead or Duke’s kick energy is depleted
+ KICK ENERGY ( karate kicks )
Increased
kick stamina.
KNOCKBACK ( shotgun )
Knocks
enemies backwards. Note that some
weapons can do this without an upgrade.
+ SHRINK POWER ( shrinker )
Allows
the shrinker to affect stronger enemies.
+ SHRINK TIME ( shrinker )
Increases
the time that enemies are shrunk.
+ SHRINK RADIUS ( shrinker )
Increases
the area of affect of the shrinker impact.
VORTEX OF DOOM ( shrinker )
Makes
a small singularity appear where the shrinker shot impacts, sucking in nearby
enemies and crushing them.
ROCKETS SEEK ( devastator )
Will
seek out enemies.
BLINDING FLASH ( pipebomb, tripbomb )
Spawns
blinding flashes of light that stun nearby enemies.
+ FREEZE SPARKS ( freezer )
Additional
short range freezeblast sparks fire off in random directions when a primary
freeze blast impacts
SHOOTS BEAM ( alien blaster, freezer )
Makes
the weapon fire a beam instead of a projectile.
CHARGED ALTFIRE ( alien blaster )
Hold
down the altfire button to charge a shot, release to fire.
POWBALL ALTFIRE ( alien blaster )
The
charged shot becomes a powball, a highly explosive ball of energy. The powball will detonate when it hits
something, OR when you shoot it with a blaster beam.
+ CLONING POWER ( expander )
The
first of these upgrades gives the expander the cloning power, which makes a duplicate
of the expanded enemy spawn in its place.
The duplicate will fight on your side. Additional upgrades make the duplicates
more powerful than the originals.
+ EXTRA CLONE ( expander )
Two
duplicates of the expanded enemy are spawned instead of one.
WEAPON
MASTERY UPGRADES – Each time you upgrades a weapon, it adds one point to
your total weapon mastery. When
your weapon mastery reaches certain levels, you get additional bonuses:
TOTAL
WEAPON LEVELS WEAPON
MASTERY BONUS
12
fast weapon
switching
24
increased nuke
power
36
1% life leech
48
ultimate nuke
power
60 2%
life leech
OTHER FEATURES
AUTOMATIC
WEATHER AND GRASS – Attrition decides whether rain or snow is appropriate
for a level, and if so the weather is generated. Likewise, blades of grass are
spawned where appropriate. The
system is not perfect: you may see
grass spawned on a green metallic vehicle, for example.
MAP
MIRORRING – When starting a level , there is a 50% chance that it will be
an x-flipped (mirrored) version.
This feature works fairly well but is known to cause some glitches, such
as some swing doors opening in the wrong direction.
LOTS
OF STUFF FROM DUKEPLUS – Damage decals, footstep sounds, etc.
GAME TIPS
·
Try to level up
a large variety of weapons when given the opportunity, instead of focusing on
just a few. This will help you
acquire the weapon mastery upgrades more quickly. It will also pay off if you are playing
a random missions episode and all you have is a weapon you don’t normally
use much, such as the freezethrower.
·
If monsters are
killed by a nuke or by each other, then the weapon you are holding will get the
XP. Use this to your
advantage. You can easily level up
tripbombs, for example, just by holding them while detonating a nuke. The
QUICK PIPEBOMB key is tailor made for this tactic. Once pipebombs are leveled up they
become a poor man’s nuke, and you can lob them while holding a different
weapon.
·
Those evil,
purple Duke clones are extremely fast and deadly. Usually it is not a good idea to try to
stand and fight with them. Use
cheap tactics! Backtrack around a
corner and then fire your weapon along your path and he will probably walk
right into the trap. Also, use
weapons that have the stun mod to stop him from moving long enough for you to
hit him again.
·
The altfire
shots of the chaingun bounce off walls and light enemies on fire, making it a
great way to stall or soften up groups of advancing enemies while staying out
of their line of fire.
·
As soon as you
are able to use the expander, get it leveled up so it has the cloning
power. It levels up quickly and is
a good investment. The clone allies
are more powerful than the originals and can make some nearly impossible fights
fairly easy.
·
Do not depend
on the auto save feature. Sometimes
it will go a long time without saving the game. Also, it always saves to the same slot,
so if you start a new game, the new game’s autosave will overwrite the
autosave from your previous game.
So, make a regular save before starting a new game, if you plan on
coming back to that game later.
·
Use the goggles
to avoid detection in
difficulty situations.
They work best when crouching.
It is easy to forget about this item, but it’s an important part
of your inventory and once upgraded a few times it can make the difference between
life and death.
CHANGELOG
1.11 8-22-10
·
Replaced
Unaided.map because I discovered it
cannot be completed when map mirroring is on (replacement is RED3.map)
·
Rocket scorch
decals now fade and disappear after a while.
·
The alien queen
had too much health; it is now reduced to a reasonable level.
·
Includes
updated version of NsA.map (minor changes).
·
Includes new
and improved EDuke32.exe
·
Updated
documentation
1.10 8-08-10
·
Added
Lezing’s CLUT pack , for more and better monster colors
·
Added over 20
more levels for the random missions episodes; there are now 120 different
“missions”
·
Each random
missions episode now concludes in a different map with a final boss ending
·
Autosave is now
optional (turn it off in the Attrition menu). The menu looks a bit better, too.
·
Replaced the
useless shrapnel upgrade on the chaingun with the very useful acid wounds
upgrade.
·
Fixed a bug
with the chaingun which could result in it firing faster than intended after
its ROF upgrade.
·
The player’s
Devastator rockets start tracking enemies at level 3 now, and don’t start
fires until level 5
·
Improved
nukes: they don’t reach as
far, but they are more effective
·
Displays number
of missions completed and number remaining in overhead map view
·
Nerfed enemy
devastator rockets, because they usually resulted in near instant death
·
Improved the
medkit and armor upgrades
·
Cloned allied
monsters are better at following the player, once the expander reaches level 4
·
Mirrors are now
unbreakable (got tired of being stuck on mirror puzzles because a mirror was
broken by an explosion)
·
Other minor bug
fixes and adjustments
·
Comes with new
and improved version of EDuke32
1.04 6-27-10
·
Attrition now
works with the software renderer, so those using non Open-GL devices can play!
·
The random
mission episodes have been overhauled.
Lots of new levels have been added, and now ALL 90
levels are pooled and may come up regardless of which random episode is
selected. The levels you have
played are kept track of so the same levels should not come up again until you
have played almost all of them.
·
The HUD now has
better support for widescreen
·
Death Rage
lasts longer and increases the player’s damage more.
·
Cage’s
laser pistol art now has a pickup sprite.
·
Includes new
and improved EDuke32.
·
Added new
ability to tripbombs: place them
directly on monsters!
·
Items and
monster bodies now float in shallow water (fixes bug in original game)
·
Slimers now
worth points
·
Fixed bug where
prematurely detonated pipebombs fail to spawn bomblets
·
Fixed bug where
explosion sounds did not get quieter with distance
·
Other minor
tweaks and bug fixes
1.03
6-4-10
·
Includes new
and improved version of EDuke32.
This means you should delete all your cfg files before upgrading to the
new version.
·
Removed
“Suburbia” from the first random missions episode, and replaced it
with an epic new map by RazorZ named “
·
goggles have
cloaking ability (see documentation)
·
evil dukes can
drop the expander instead of expander ammo
·
sentry drone explosions
have more power in proportion to drone's hit points
·
fixed bug with
allied monster AI which could cause them to back away too far from player
·
added improved
life leech as a final weapon mastery upgrade (need 60 total weapon levels)
·
improved the nuke
power upgrades
·
added
protection against crashes caused by spawning too many sprites
·
fat liztroops
regain the correct size after cloaking
·
fixed a bug in
which chaingun gets passed over by next/previous weapon if the most recently
used chaingun ran out of ammo
·
increased size
and clipdist of miniboss cycloid so that rockets won't pass through him
·
fixed bug which
caused evil Dukes to cause more damage than they were supposed to and could
also make them kill the player and bypass his death rage
·
improved boss
battle at end of random episodes
·
added
jump/stomp ability to some Cycloids
·
steroids can
now regenerate up to the player's current max health amount, instead of 100
·
new system for
limiting the total strength of player's allied cloned monsters
·
fixed bug where
killing allied monsters gave points (the player already gets points for cloning
monsters)
·
fixed bug where
pistols would deplete clips more rapidly after acquiring the piercing upgrade
·
There is no
longer any cap on how many times you can upgrade the HoloDuke bot, and the
bot’s damage increases with upgrades
·
for polymer:
big lasers, megarockets and minigun grenades now emit light
·
added hyper
speed monster mod (some monsters are extra fast)
·
Duke's hand on
batlelord minigun is gloveless (thanks to Cage)
·
New laser
pistol hud art (again thanks to Cage!)
·
difficulty
progression is now based on score progression instead of level number
·
other minor
tweaks
1.02
4-27-10
·
fixed
atomichealth so it can add up to 2X max normal health, as intended.
·
fixed a bug
related to piercing bullets; this should fix the bug which causes the player to
get squished sometimes
·
protector
drones (newbeasts) can now be shrunk by the player if the shrinker is level 6
or higher
·
reduced chance
of nukes dropping, and added small chance of monsters dropping boots
·
fixed autosave
bug
·
weapons do
extra damage at higher levels, instead of leech; leech is now a global weapon
mastery upgrade
·
added piercing
upgrade to pistol to replace the extra damage upgrade at level 4
·
added shrapnel upgrade
to chaingun to replace the extra damage upgrade at level 3
·
weapon
switching has been "nerfed" at game start. It is no longer possible to switch
weapons while a weapon is firing, and you cannot interrupt a weapon switch to
switch again. However, fast weapon
switching is now an upgrade, and it is even faster than default EDuke32
switching.
·
adjusted point
values for monsters to prevent player from leveling up too fast
·
increased XP
needed for some levels of tripbombs and expander because they were leveling up
way too easily
·
delayed
introduction of some monster types to ease difficulty in early levels
·
fixed a bug
where cloned monsters could get squished at the moment of cloning
·
fixed bug with
the chaingun ammo display in the strip on the bottom of the screen
·
changed some
code with the fat commander's cannonball projectile in order to avoid an
eduke32 crash
·
removed
battlelord variant that fires incendiary bullets and replaced it with one that
fires ice shards (cuz there were too many monsters firing those incendiary
bullets)
·
added new pic
for menu background (there are two versions; one for widescreen and one for
regular)
·
added HRP font
to replace the big red font seen in the HUD and some other places; I generally
like the graphics without the HRP but that font was an exception
1.01
4-17-10
·
Changed
'RELOAD&ALTFIRE' to 'ALTFIRE' which should fix a keybinding problem for
some users.
·
Split the
original levels into 2 episodes, because there were just too many levels in one
episode. This allowed me to add
back a few levels that had been cut out.
·
reduced damage
from evil Dukes by 25%
·
prevented big
bosses from having the flag that makes them retreat (no walking backwards)
·
added enforcer
variant which fires devastator
·
improved
autosave
·
various tweaks
to difficulty progression
·
reduced
upgraded shrinker blast radius by about 20%
·
First aid kits
and health packs can now be partially picked up (remaining amount in smaller leftover
kit/pack). This means you no longer
have to worry about “wasting” health.
·
Karate kicks do
increased damage with every level up
THANKS
To all those who have Attrition possible through
development of EDuke32, contributions to DukePLus, making user maps distributed
with this mod, playtesting, etc.
One of these days I’ll get around to adding proper credits to this
thing…
© 2010 Dan
Gaskill (a.k.a. “DeeperThought”)