
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, War
of 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 3 consist of randomly selected levels. There are about 120 total, 13 of each
will be randomly selected. After
completing 13 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 4 (High Score Challenge) is similar to the random missions
episodes except that it keeps going until the player dies (there is no final
mission). At that point, if you got
a high score it will be saved. You
can reload your saved game from before you died and attempt to replace your
score with a higher one (multiple scores from the same game are not allowed).
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
ABORT
UPGRADES
–shows the upgrades you have acquired
HIGH
SCORES –shows high scores you have achieved in the High Score Challenge.
AUTOSAVE
ON/OFF – when on, this feature will periodically save the game for you in
slot 10
MIRRORING
RANDOM/NO – when on random, 50% of the levels will be mirrored, on NO
none are. Mirroring can cause
glitches.
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.
“Come Get Some” is considered the
standard skill level: enemies will
do full damage. On“Damn I’m Good”, unlike in vanilla
Duke, enemies will NOT respawn; however, the diffuclty
of enemies will progress at 2X the normal rate.
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, red
or 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
difficult 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.
·
When playing
random missions, the player’s weapons and ammo are taken away at the
beginning of each level. This can
make the beginning of a mission very difficult, so plan ahead. Try to save some HoloDuke
energy and/or a nuke from the previous mission so that you will have something
powerful to kill enemies with until you can pick up more weapons. It’s also a good idea to upgrade
karate kicks to at least level 2 early in the game; they can be very effective,
especially during Death Rage.
CHANGELOG
1.15 10-15-10
·
Added 7 new
maps to the random missions (CrimsonMoon, Duke 6_8,
Asylum K, Cavern, Sunshine Complex, Drafted, LA-XXX)
·
Added new and
more difficult monster variations that appear late in the game
·
Difficulty now
adjusts somewhat depending on the monster/item ratio of the current map (easier
maps have harder spawns, harder maps easier spawns)
·
Improved
explosions (thanks DanM).
·
Liztroops sometimes have
a jetpack malfunction when they die.
·
Included an autoexec.cfg with some optimized renderer settings. This file can be edited or deleted.
·
Fixed crash on
load in Helltown.map
·
Optimzed jibs to prevent
slowdowns and “too many sprites spawned”.
·
Changed rocket
smoke.
·
Fixed dead mech blocking bug.
·
Fixed bug
involving a liztroop too skinny to see or hit
·
Evil Dukes can
no longer spawn near each other
·
Nerfed regeneration from
steroids at high levels, boosted it at low levels
·
Some
optimizations for Polymer
·
Megarockets cost 2 ammo instead of 3.
·
Mirroring is
now optional.
·
Includes the
latest eduke33.exe
1.13 9-09-10
·
Added
“HIGH SCORE CHALLENGE” episode, which is now the only way to get
high scores; it will not end until you die.
·
Added
“ABORT MISSION” option to the Attrition Menu. It allows you to skip up to 3 missions
per game.
·
Allied monsters
will destroy nearby slimers so they don’t get
eaten by them.
·
Reduced damage
of the Mech enemy’s heavy rockets.
·
Included a
couple of sounds for the Mech enemy that got left out
in the last update.
1.12 9-05-10
·
Added a new
enemy, a powerful robot which sometimes appears late in the game.
·
Bug fixes for
several maps (QMC_Pur.map, ballroom.map,
LADuke2K.map) thanks to DanM.
·
Fixed a bug
which could interfere with random level loading.
·
Improved spawn
points for the chaingun altfire
projectiles, so they look like they are coming out of the gun instead of
Duke’s chest.
·
Changed Damn
I’m Good: monsters
don’t respawn, but their difficulty progresses
at 2X the normal rate.
·
Changed the way
burning damage is calculated. This
should result in fewer cheap player deaths.
·
Extra damage mods on weapons will work more reliably now.
·
Some Enforcers
who shoot bullets now have a higher firing rate.
·
Battlelords who use a
non-hitscan projectile will sometimes still use
bullets.
·
Increased ammo
amounts for Devastator, and reduced the amount of XP needed for some of its
weapon levels.
·
Adjusted the Invisi-Goggles to make them more useful when upgraded.
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”)