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* Modification Information *

Title                 : KickAss Duke or "KADuke"
Filename              : KickAssDuke.zip
Author                : Riccardo Capogna aka "RichardStorm" 
E-mail                : riccardo.capogna@yahoo.it
Web Page              : None
Misc Author Info      : Italian, born '89, engineering student, DIY crafter, board and live RP player, 80s/funk music liker, casual gamer
Other Levels/Mods     : None
Future Levels/Mods    : Nothing in the plans

General Description   : This is a gameplay modification , enriching vanilla Duke3d with a large amount of features.
The major cores are weapons, inventory and gore , featuring 24 weapons and 11 items, new and revisited, while violence got very improved with physics and more particles and effects.
Also, KADuke gives D3D a bit of modern-rethinking, due to many modern games, mods and tcs in last 10-15 years which served as inspiration; at the same time it proposes to bring back some Lameduke/Beta scrapped materials and ideas.
All the new items replace randomly original pickups , so no map is touched.
This mod will be gradually enriched of many features planned (and mostly done, but put away ATM), like new enemies, other gore features, items and weapons, maybe some maps and episodes with special objects; therefore, many updates are expected.
                  
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* Play Information *

Episode and Level(s)  : None
Single Player         : Made for it
Multiplayer           : Actually not supported
Difficulty Settings   : Original four difficulty levels
Plutonium Pak/Atomic? : Atomic 
Engine needed         : EDuke32 (the version included in this pack)
New Art               : Yes
New Music             : No
New Sounds            : Yes
New .CON Files        : Yes
Demos Replaced        : No


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* Installation and Running *

This mod is not compatible with HRP and any other modification, but it can run any usermap and it's TILES014-TILES015 free for user arts.
It needs Polymost because of new effects and transparencies. Polymer use is discouraged as it can cause low fps and maybe crashes.

 - DO NOT CHANGE EDUKE32.EXE ! - It's the only version that works better with this mod ( 2016/05/02, 32 bit )
 
Installation:
-Extract this archive into a new folder 
-Put in your DUKE3D.GRP file ( atomic version )
-Run KickAssDuke.bat and enjoy ! 

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Gameplay Guide/Notes  :

-Some keyboard commands have changed : set ALTERNATE FIRE, RELOAD/DETONATE, KICKASS OPTIONS and DJUKE BOX you prefer (they replace LOOK and AIM keys; you have to assign those commands at first setup, even at the same key, or Eduke will not process them )
-It is recommended to use the WASD+mouse system, because combos and menu controls are based on it
-Quick inventory keys have been disabled, except for Jetpack and Medkit; all medkits are non-instant and go in the inventory (as explained below)
-Weapon switching on pickup works a bit differently; it doesn't switch from melee to that weapon if you already got it
-Weapon switching on empty weapon has been disabled
-Pipebombs are detonated with RELOAD/DETONATE only
-Weapon modes are confirmed with fire key (when in menu form)
-Scope zoom is adjusted with next/prev weapon keys


The gameplay may result slowed and a bit more difficult due to stamina, weapon reloading and medkits revamp.

 WEAPONS
 This mod features an arsenal of ~25  weapons, dropped by enemies or found as replacement of original ones.
 Many weapons have secondary fire, alternative modes or different ammunitions; moreover, some ammo are shared between weapons (like .556 for M16 and EDF chaingun). There are upgrade modules for some weapons, too (rare, replacing ammunitions).
 Note: all new weapons try to keep level progress mechanics of the replaced variant, like explosive weapons, plus some projectile based weapon should be able to press switches like hitscan ones. At the moment, shrinker is never replaced.
 All weapons are now subdivided into groups, with a selection system like Half-Life games:
   1- Melee (only fists ATM)
   2- Handguns
   3- Shotguns/Rifles
   4- Automatic Weapons
   5- Artillery
   6- Hand Explosives
   7- Other Alien Weapons
   8- Other Tech Weapons
   9- Advanced Explosives
   0- (None...      -maybe- )

 - MELEE FIGHTING
 Slot 0 kick has been replaced with bare hands fighting, with a damage-based experience points system; reaching higher levels will increase speed, damage and allow to use new combos; at the moment there are only kick combos, which can be performed also while a weapon is selected. Combos can be shown by pressing RELOAD while fists are selected. 
 (It may be tricky to reach maximum melee level, but exp. system is released as-is in 1.0 version ) 

 INVENTORY
  The inventory has been recoded from zero for supporting new and modified items, but it works like vanilla duke. Again, only Jetpack and Medkit quick keys are available, while the others have been disabled and items are used with "left-right-use" system.
 - Medkit: now the big 100pts medpack and 30/10 pickups are stored as medkit points, for a maximum of 150; using medkit will heal the player over time till the maximum of 100.
 - Jetpack: the most revamped item, now it shows a display with some flight info and tilting and smooth movements; by holding "run", it goes afterburner and the guide becomes rocket-like, consuming more fuel, and it's possible to run on ground at even higher speeds ; it also has an alarm for low-fuel condition, disabling afterburner under 10% ; while underwater, it becomes a propeller system with fixed "flight" guidance; while off, it allows the player to double-jump in mid air, consuming 1% fuel per jump.
 - Steroids: now they are stored in inventory for a maximum of 5 packs; they also features some "rage" effects.
 - Goggles: now they augment map visibility and enlighten "secret letters" and wll cracks; they also got screen effects, like noise and ocular frame. 
 - Holoduke: now it can be "used" to toggle a movement or stayput mode; also it got flicker effects like a hologram.
 - Scuba Gear: pretty the same, with mask over HUD.
  NEW - Nukem Cola: a drink that replenish some stamina and 5 hp, going over 100 like atomic health [randomly replaces small medkits] (max10)
  NEW - Protection suit: it replaces protection boots, but with the same effect and duration; duke need to wear the suit on and off, and get protected by hazards (old and new) .
  NEW - AutoTurret: a placeable turret that shoots heavy rounds at enemies. [randomly replaces holoduke] (max 3)
  NEW - "Mini-Beasts": special cocoons that grow a little protector drone, which follow duke and attack enemies. [randomly replaces holoduke in alien maps] (max5)
  NEW - Target Scanner: an electronic devices which recognizes enemy lifeforms and shows shape, distance and residual health. [randomly replaces goggles]

 GORE AND VIOLENCE (The "Brutal" Engine)
 - WAY more blood, drips, spits, pieces and jibs
 - sounds on projectile hit
 - hit zones with appropriate death animation (only headshots atm) 
 - random partial dismemberment on explosions
 - physics on flying corpses and jibs by weapon hits and explosions 
 
 NEW HAZARDS
  A series of DOTs and environmental hazards have been introduced: radiation, poison, heat, fire, cold and electrical damage; they can affect both player and enemies.

 ALIEN ZONE DETECTION
  The game can recognize if the current level is alien-themed by checking sectors and wall textures, if they are of a certain type for more than 50% of the total; then it will replace "terran" weapons with alien ones, for example pistol -> trooper blaster.

 HUD
  Nothing really important to say: it only has a new look with customizable transparency, various info like keys, hazards and active items.

 KICKASS OPTIONS
  Settings for violence, movement, item replacement mode, crosshair style, autoreload and HUD.
  - Note about new items replacement: "No" will avoid it entirely, also for alien maps; "Fixed Seed" always put same items in the same place, depending on map; "Random Seed" will place items randomly every time the map is started.

 DJUKE BOX
  A better system than F5 key for selecting music while playing.

 MISC CHANGES
  - many new sounds and visual effects
  - explosions with screen shaking and sound depending on distance
  - step sounds, idea from various mods but self-developed
  - better weapon bobbing effect
  - stamina for running, jumping and melee
  - weapon recoil and variable accuracy
  - fixing some bugs of vanilla duke
  - minor improvements to enemies
  - low health red screen effect
  - improved look left/right like a modern fps
  - some esthetic changes like some explosive barrels, rats, plants and trees 


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Version Log - 1.01

- Switched archive format from RAR to ZIP for better compatibility
- Added widescreen support (weapon sprites are still WIP)
- Updated Help Screen (F1)
- Drop mode is now set as "Random seed" by default
- NEXT and PREVIOUS WEAPON keys are back
- Auto aim is no longer disabled
- Auto run is no longer disabled
- Dodged can be performed while both running or walking adn consumes stamina
- Changed "Power Kick" sequence from Back/Forward/Forward to Back/Forward
- Enforcer damage rebalanced
- Caterkillar damage rebalanced
- Fix: no reset for melee progress on "remove items" levels like E1L3
- Fix: secret weapons drop code (oops)


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* Construction *

Base                  : New from scratch
Level Editors used    : None
Art Editors used      : Editart, Dukeres, ImageAnalyzer, Paint.NET, Blender(3d editor)
Sound Editors used    : Audacity
Other Programs used   : Notepad, Notepad ++, GrpStudio, Game Files Explorer, Noesis
Known Bugs            : No bugs known at the moment; if You find ANY , please contact me and I will fix it
Construction Time     : ~10 years (many pauses)


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 *-*-*  Credit List  *-*-*

This mod took about 10 years to be completed, with too many pauses, changes, afterthougths and so on. Originally, it was a bigger project with maps, story and many other features but it took the "KickAss Duke" form in last two year of development.
Many sources from which i took material are barely recognizable. By now, there is original visual material by me, but i claim no sound effects of mine, except for some mixing and variations. I bet there are other modders, artist and software houses, not only for various SFX & GFX i've used to make this mod, but for their work that gave us interesting, funny and great game experiences , and all inspirations I had for this mod.
 This is the credit list i found so far:

 Software houses: Ion Storm Int., Epic Games, Midway Games, Monolith Games, Enterbrain, Valve, Id Software, Nintendo, Ascii Software, Sunstorm Int., Croteam, Banjo Software, Bethesda

 Modders and artists: WildWeasel, Marty Kirra, HMNuke93, Drek, George Bernard, Scuba Steve, James Manning, James Stanfield, BPRD, Xaser, Cyb, Cory Whittle, Pillow Blaster, DBThanatos

 Very special credits to:

 James Stanfield, Dan Gaskill and Fantinaikos for testing and some coding help and suggestions
 Artem and JetNick, as testers, sprite artists, and friends :)

 The EDuke32 team, for creating and supporting EDuke32

 3d Realms & Apogee (R.I.P), for greatest games and fun they gave us, not only Duke Nukem

 Duke4.net members, for supporting me during the construction of this mod

 All people that will like this mod and support me



