General > Announcements
DoomRL 0.9.8.8 - Released!
Kornel Kisielewicz:
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:
--- Code: ---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
--- End code ---
DaEezT:
An early Christmas gift \o/
Blade:
Thanks, Kornel!) I think this version will be more pleasant to everybody because it's more comfortable, tolerant for newbies, and playable than previous. And it don't have some very annoying glitches and bugs from 0987. Thank you again and prepare for lots of donations!)
Potman:
Ngaa, and I was going to finish Baldur's Gate II before thursday, when I'm gonna get Fallout!
Best laid plans... *Downloads*
Edit: Have you reduced combat shotgun spawn? I so waited to get my hands on them new shotties, and now I can't find any!
Styro:
Awesome!
I really like all the changes you have put into the game lately. Keep up the good work!
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