Larger update this time around - more Doom-themed. As with the other mods I've been updating, I removed the no_eat/drink tokens from relevant creatures for the time being to prevent crashes. Sooo this may lead to some oddities like long-term skeleton residents wanting to drink or eat - the same goes for the addon races.
Main body of the update:
-New Doom creatures, mostly from Eternal - Hell Gargoyles, Carcasses, Whiplashes, Dread Knights, Doom Hunters and Jetpack Revenants as cavern monsters - Fireborne Barons (Baron caste), Mecha Zombies (Possessed caste) and Former Human Mutants (Doom 3 tentacle Commandos) as additional castes. Some playable creatures from this set as well - Hell Marauders, Hell Gladiators, Cyber Tyrants (Eternal's Cybie version) and Grand Arch-viles (Eternal's Arch-vile version). There's also an easter egg associated with one of the creatures (not any of these new ones, I'll say this much)
-Two potential dark pit civ rulers - Kronos (from Doom RPG) and the Ancient Icon of Sin (the old classic Doom version that was in this pack formerly as a megabeast)
-Eternal's version of the Icon of Sin is a megabeast - its fully armored and has slightly different abilities to the Ancient version.
-Probably not something you'll see often, but hell as well as vaults and dark spires will occasionally be made out of "hellish stone". Lets just say its
fiery and blue (though sadly its proper coloration doesn't show up well on constructed floors and pillars, at the very least).
-Two new races - first one are the Maykrs, and are a hostile civ. They have both regular and Khan versions - the regular versions have no special abilities, whereas Khans are capable of flight, have some magical attacks and can also summon Maykr Drones as guardians. Both avoid traps - they also utilize some of the Doom 2016/Eternal demons as war pets.
-Second one are the Argenta - they are both friendly and playable in fort mode. They consist of four castes - standard Argenta, who have no special abilities and are the basic workers and grunts; Warriors, who learn melee and ranged weapon skills at increased rates, have a higher endurance, though do not learn menial labors as fast - they also can intimidate enemies; Wraithpriests, who wield magical abilities, capable of healing, and learn medical jobs faster, but all other menial labors at a decreased rate; and extremely rare, immortal Slayers, who learn any combat-related skills at greatly increased rates, have a powerful self-buff and utterly terrify any demonic, undead or eldritch creatures, but are easy to enrage and prone to getting into fistfights - they're also utterly useless at learning non-combat skills.
All castes are more resistant to disease and magic.
Argenta also have their own unique weapons, having a full set of Sentinel's armor, Sentinel's lances, blades, war axes, battle hammers, and maces, and Slayer's Crucibles. They can also make bayoneted, double-barreled shotguns that fire pellet clusters.
With the Argenta's introduction, the Doom demons also now drop Argent Energy Orbs when butchered - how many varies on their classification (the precise "scoring" you can find in the help file for Doom creatures) - however they can use those orbs to create Argent Alloy bars, a very powerful metal - they do this at their unique building, the Argent Attractor.
There's an additional "hardmode" version of the Argenta that has a secondary building, the Sentinel's Armory - in this version, the Argenta cannot make their unique weapons and armor (with the exceptions of the shotguns and gauntlets) at a regular forge, and have to use the energy Orbs to make their weapons. They can still make the Alloy bars at the Attractor for other equipment, however. Argent Alloy can also be made out of steel, platinum and flux stone if you cannot procure any orbs.
To prevent the orbs from being useless for other races, I also included a reaction to make Argent Iron from them, a metal that is inbetween iron and steel - you can find the permitted reaction line for it in the Doom helpfile, would just need to add it to an entity you would like to play, i.e dwarves in entity_default.txt or any playable modded race.
Small demonstration - old Icon of Sin thrusting up a spire of slade in legends mode.