                          -- The Fiend's Pentagram --
                                      v1.1


What's New:

        07/30/96 v1.1 - Fixed a really stupid error which would cause the
        axe not to work properly.  Fixed an playtested for a while last
        night.

        07/29/96 v1.0 - The Fiend Mod is ready for its first release!  We
        don't claim that it's free of bugs, but it's so much fun that
        we just can't keep it away from you any longer.  

Description:

        The Fiend's Pentagram is a modification to the original Quake 1.01
        QuakeC code.  This modification changes the Pentagram of Protection
        (which we thought was pretty lame) into the Fiend's Pentagram.
        Picking up the Pentagram will change you into a Fiend!  Your new
        Fiendish body will burst forth from your old body, spraying chunks
        of it everywhere.

        You thought Fiends were tough when AI controlled?  Wait until you
        see them in DeathMatch!  Learn to fear them!  Better yet, learn to
        hit them with a rocket!

Installation:

        You'll need the QuakeC compiler to use this mod.  We got it from
        www.stomped.com.  Make a subdirectory under your quake directory
        (we call ours 'fiend'), and a progs directory under that.  Extract
        the contents of the zip file into the progs directory.  Compile it
        with qcc.  Then run quake -game fiend.  (Assuming you named your
        directory 'fiend'.)

        You only need to install the Fiend mod if you want to serve
        games using it.  You needn't install it to play on a server
        using the mod.

Tips for playing the Fiend:

        YOU MUST HAVE THE REGISTERED QUAKE TO USE THIS MOD!  Well, almost.
        You need registered Quake to serve a game using this mod.  The
        shareware version can play on a server using this mod with no
        problem.

        Fiends are very hard to hit.  Make yourself a moving target.
        Jump a lot.  This is the preferred means of transportation
        when you're a Fiend.  You can hurt people by jumping into them.
        Note that jumping makes a Fiendish snorty sound that anyone
        nearby can hear.  Don't jump if you're trying to be sneaky.

        Fiend swings are kinda slow, but painful.  Hitting ATTACK will
        make you swing if you're a fiend.  You can tell you're swinging
        because there's a soft swishing sound and your view moves up and
        down a bit.  Oh, and whoever is standing in front of you starts
        yelping in pain.

        Try looking up and jumping.  Fiends can jump really high.  Use
        this to your Fiendish advantage.  It's also useful for making a
        quick escape where those pesky humans can't follow you.

        Fiend mode lasts two minutes.  If you want to stay a fiend, go
        back and get the pentagram again.

        There is a fiend cheat.  In single player mode, you can use
        IMPULSE 254 to instantly change into a fiend.  Use this to
        get used to being a fiend.

        Fiends don't like water.  Water does a good job of keeping a Fiend
        from jumping.  Avoid it.  Fiends also have trouble getting out of
        the water.  They don't seem to be able to get out in some places
        without clawing their way out.  (Some places, you have to attack
        as you're trying to get out.  Seems to have to do with the view
        height.  If you know how to fix this, let us know.)

        Watch out for Quad-Fiends!  They are rough.

Other Notes:

        Also included in this release are a few other mods we've made.
        These are:

        Enhanced Teamplay:  This allows more flexibity in the teamplay.
        All the old functionality has been preserved.  That is, teamplay 0
        and 1 still do the same things.  Setting teamplay negative will
        cause players to lose frags when they kill teammates.  The value
        of teamplay indicates how many frags players should lose.  For
        example, if I kill my teammate when teamplay is set to -5, I will
        lose five frags.  Setting teamplay to 100 will cause players who
        kill their teammates to explode in a glorious shower of gibs.
        Niether player will gain or lose any frags.  Setting teamplay to
        -100 will cause such offenders to explode AND lose one frag.
        This modification was made to client.qc.

        Electro-Axe:  The axe will do 50 instead of 20 damage and use cells
        if you have any.  This mod is commented out in the code.  You
        can put it back in if you want by editing weapons.qc.

        Cluster-Bouncy-Proximity (CBP) Grenades:  The grenade launcher fires
        cluster bombs that burst apart into nasty, hopping proximity mines.
        Look at the opening comments of weapons.qc for more info about this.
        This mod is also commented out in the code.  You can turn it on by
        modifying weapons.qc.

Bugs/Suggestions:

        If you find bugs or have suggestions as to how we could make
        The Fiend's Pentagram better, send us email.  Our addresses are
        at the end of this file.

                                  THE FIEND MOD

                                       By
                                  John Spickes
                               jspickes@eng.umd.edu
                                  Josh Spickes
                               spickesj@wam.umd.edu
                                
                                 Playtesting by      
                               John & Josh Spickes
                                  Allen Seger
