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DoomRL 0.9.8.8 - Released!
Sat, 22 Dec 2007 18:11:21 GMT
Ladies and Gentlemen,
Alltough it's still not 0.9.9, I present DoomRL 0.9.8.8, another step on the road of DoomRL's development. 0.9.8.7 had a few serious bugs that needed fixing. Also, there's a LOT of refactoring needed to present the features of DoomRL 0.9.9 and 1.0.0 – a lot of this refactoring has been done in this version.
Probably the most visible change will be the new item and monster placement – there are a lot of monsters now, but that also means a lot more exp :). Monsters now may also appear in packs, especialy in the later levels. Medpack/item placement has been tweaked accordingly.
Player and Score data should be compatible, but I advise to restart them anyway (especialy score xP).
There's an absolutely new system of soundbindings, that will make both modding, and doing custom jobs easier. Also, a new system of tactics has been implemented (it will be expanded), and several "cute" interface changes. You can also mod any weapon now, with 1+WhizKid mods. Ialso rewrote the code for shotguns and explosion damage. Rocket Launchers should be more useful now, and shotguns differ in spread and damage reduction over distance.
Also, a TON of bugs has been fixed.
There is a linux version available, but it might be unstable, for I hacked it up myself using VMWare.
So without further ado, I present DoomRL 0.9.8.8! Get it at:
http://doom.chaosforge.org/
And a Merry Christmas to all :D
Full change list:
Alltough it's still not 0.9.9, I present DoomRL 0.9.8.8, another step on the road of DoomRL's development. 0.9.8.7 had a few serious bugs that needed fixing. Also, there's a LOT of refactoring needed to present the features of DoomRL 0.9.9 and 1.0.0 – a lot of this refactoring has been done in this version.
Probably the most visible change will be the new item and monster placement – there are a lot of monsters now, but that also means a lot more exp :). Monsters now may also appear in packs, especialy in the later levels. Medpack/item placement has been tweaked accordingly.
Player and Score data should be compatible, but I advise to restart them anyway (especialy score xP).
There's an absolutely new system of soundbindings, that will make both modding, and doing custom jobs easier. Also, a new system of tactics has been implemented (it will be expanded), and several "cute" interface changes. You can also mod any weapon now, with 1+WhizKid mods. Ialso rewrote the code for shotguns and explosion damage. Rocket Launchers should be more useful now, and shotguns differ in spread and damage reduction over distance.
Also, a TON of bugs has been fixed.
There is a linux version available, but it might be unstable, for I hacked it up myself using VMWare.
So without further ado, I present DoomRL 0.9.8.8! Get it at:
http://doom.chaosforge.org/
And a Merry Christmas to all :D
Full change list:
v.0.9.8.8 (22.XII.2007) r139 (19 bugfixes, 23 modifications, 5 additions) [add] -- FS#2: New random generator for monster placement! Monsters may appear in packs! [add] -- FS#3: New random generator for item placement! Item rarites changed and vault rewards better. [add] -- Tactics now temporary -- Running is the default tactic [add] -- MaxRun and MaxWait options added to the inifile [add] -- Introducing ColorBlindMode [mod] -- Green Armor on level 1 on non-AoB UV and N! games [mod] -- SoG damage bonus reduced to +1 in fear of rebalancing [mod] -- a single weapon mod can be applied to normal weapons [mod] -- WhizKid increases modding of normal weapons by +1/level [mod] -- Enemies no longer lineup in a horizontal line [mod] -- 'f' when in melee executes a directional melee attack (also for barrels/doors) [mod] -- level name color changes to blue if "relatively safe" appears. [mod] -- easier diff levels and nightmare have now a boost to experience gained [mod] -- character name color reflects health [mod] -- color of the weapon on the status line changes to red if empty [mod] -- Juggler changed - now it alows automatically using a prepared melee weapon in melee [mod] -- Run in place (long wait) now possible [mod] -- AoMr : you can swap weapons as long as there is a pistol in the prepared slot [mod] -- reworked shotguns - combat now more precise, double short range and stronger [mod] -- FS#85: reworked explosion damage [mod] -- FS#86: rocket launchers should now be stronger [mod] -- sounds and music now have separate ini-files [mod] -- modified the way sound bindings work (more custom binding power!) [mod] -- new music bindings (mp3 and midi in seperate files), also per special level [mod] -- FS#49: rewrote the autotarget code [mod] -- FS#8: better boots reduce knockback a little [mod] -- FS#8: boots get damaged faster [mod] -- FS#57: pain elementals don't leave a corpse, but spawn 3 lost souls at death [fix] -- FS#62: Barons and Hell knights have separate sounds now (thx Malek) [fix] -- maze levels don't generate closed rooms anymore [fix] -- exp percent are now floored instead of rounded (no more 100%) [fix] -- hopefully fixed one load game crash bug [fix] -- FS#25: item wielding monsters wont wield weapons now [fix] -- FS#22: Going downstairs, and quitting doesn't take time anymore [fix] -- FS#17: Player WILL run over water now, and WON't run into teleporters [fix] -- FS#12: You can no longer place a nuke on the stairs [fix] -- FS#20: teleports will no longer be placed in corridors [fix] -- BBCode screenshot default binding changed to F9 [fix] -- double and combat shotgun can have their own sounds now [fix] -- Unloading of weapons now compatible with Backpack [fix] -- fixed overmodding of weapons [fix] -- you can no longer close a door on an item or being [fix] -- SoB and SoG now give ranged damage bonuses (they didn't!!!) [fix] -- reduced arenatype level difficulty [fix] -- fixed several typos [fix] -- fixed AoI medpack messages [fix] -- fixed double player in arena levels