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Author Topic: DoomRL 0.9.8.9 - Released!  (Read 38797 times)

Kornel Kisielewicz

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DoomRL 0.9.8.9 - Released!
« on: January 14, 2008, 11:10 »

Ladies and Gentlemen,

Not even a month has passed since the 0.9.8.8 release, and a new and fresh 0.9.8.9 release is available! Except for a lot of refactoring, this version has a *lot* more new features than 0.9.8.8 had!

The two most visible additions are 4 new challenge modes for the experts and Unique Items! Yes, unique items, are the DoomRL artifacts. Most of them have completely unique abilities, and sometimes even dangerous side effects. Four completely unique weapons are to be found too!

Several new items are added - homing phase devices, weapon accuracy mods, several armor and boot mods and the Megasphere. Yes, boots and armor can be modded now.

Several tweaks and balance changes happened -- see list below for details. You can also find detailed stats for your character on the character ("@") screen -- use it to guess unique item properties too! Two major system changes were a complete rewrite of the speed and targeting system.

Finally, a TON of bugfixes were made.

One of the most important internal invisible changes is a total rewrite of the underlying Lua system. Soon, the API will be released and even Total Conversions are going to be possible! (QuakeRL anyone? xP)

Good news for Linux users -- I binded Lua statically into the executable so there shouldn't be any more problems with that. Both sound and nosound versions of DoomRL are available.

Player.dat's and score.dat's should be compatible!

Hence, I present DoomRL 0.9.8.9! Get it at:

http://doom.chaosforge.org/

Full change list:

Code: [Select]
[add] -- FS#060,FS#100,FS#101,FS#164 : Four new challenges!
[add] -- FS#119: Unique Items! 2 melee, 2 shotguns, 2 pistols, 2 rocket launchers,
  1 unique BFG, 1 unique plasma, 1 chaingun, 1 special item, 5 armors, 2 boots,
  and 3 completely new unique weapons!
[add] -- FS#119: enhanced character ("@") screen
[add] -- FS#---: Armor and Boots mods!
[add] -- FS#---: homing phase device added
[add] -- FS#---: Accuracy mods
[add] -- FS#---: added two new skill ranks over General
[add] -- FS#---: added missing monster descriptions
[add] -- FS#063: Megasphere (200% heal and armor repair to 100%)
[mod] -- FS#---: reworked Lua scripts
[mod] -- FS#---: changed experience values for monsters
[mod] -- FS#074: optional confirmation when trying to fire an empty weapon [DaEezT]
[mod] -- FS#091: optional pickup sound for swaping, and quickkeying weapons [Malek]
[mod] -- FS#---: TOTAL Lua rewrite - expect modding and even TC's soon!
[mod] -- FS#145: Removed bleeding
[mod] -- FS#068: Vision system rehaul
[mod] -- FS#---: Juggler now allows instant swap, and instant quickkey
[mod] -- FS#---: reduced triggerhappy bonus to +1
[mod] -- FS#---: reworked and tweaked ToHit modifier
[mod] -- FS#154: tweaked AoB - removed Berserk from LHP and increased knife damage
[mod] -- FS#---: Eagle Eye bonus reduced to +2 (it's much more valuable now)
[mod] -- FS#---: monsters have a higher toHit on HMP, UV and N!, and a lower on ITYTD
[mod] -- FS#163: bumping into a wall no longer takes time
[mod] -- FS#136: Level name moved to bottom of the screen to make place for armor desc
[mod] -- FS#141: two small medpacks at start moved to inventory (large on AoB)
[mod] -- FS#---: armor now has a slight move speed penalty (Green -5%, Blue -10%, Red -20%)
[mod] -- FS#---: reworked speed system
[fix] -- FS#169: Kills percentage in mortem now rounded down
[fix] -- FS#---: Overcharged plasma rifles and BFG now add SoB bonus (they didn't!)
[fix] -- FS#147: Overcharged BFG now has more damage
[fix] -- FS#155: medpacks in inv no longer spawn on AoI, AoMs and AoP
[fix] -- FS#---: correct items spawn in City of Skulls again
[fix] -- FS#---: affects now are properly saved and loaded
[fix] -- FS#153: fixed one monster suicide range check error
[fix] -- FS#144: Ressurection crashbug fixed
[fix] -- FS#131: Juggler working again
[fix] -- FS#143: Rezscumming not possible anymore
[fix] -- FS#137: plasma rifle and BFG ammo fix
[fix] -- FS#138: boss music wasn't read
[fix] -- FS#---: Plenty minor fixes
[fix] -- FS#133: Chainsaw do not jumps into hands
[fix] -- FS#134: Crash when entered The Wall
[fix] -- FS#139: Spawn rate fixed
[fix] -- FS#132: Weapon mods are working again
[fix] -- FS#135: Computer map no longer in Halls of Carnage
[fix] -- FS#---: Arch-vile raised monsters no longer give XP
[fix] -- FS#010: scores now wont dissapear
[fix] -- FS#019: chainsaw pickup bug fixed

And a happy birthday to out Grand Inquisitor Malek Deneith! May the light of your Holy Flamer never extinguish!
« Last Edit: January 14, 2008, 12:01 by Kornel Kisielewicz »
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Kornel Kisielewicz

Potman

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Re: DoomRL 0.9.8.9 - Released!
« Reply #1 on: January 14, 2008, 11:37 »

Whoa! Right from behind a tree!

*Downloads*

Edit: Spoil me the challenges. It's not like I'm gonna see them pretty soon anyway.
« Last Edit: January 14, 2008, 11:41 by Potman »
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Rola

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Re: DoomRL 0.9.8.9 - Released!
« Reply #2 on: January 14, 2008, 11:58 »

Wow! That's A LOT of changes! Gotta check them out, even out of simple curiosity.
*Downloads now*

I understand this version changes player.dat file.

And my vote goes to WolfensteinRL total conversion! :D

Thanks for your hard work & wasting your eyes on the endless lines of code.
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Potman

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Re: DoomRL 0.9.8.9 - Released!
« Reply #3 on: January 14, 2008, 12:00 »

Hm, it seems that I keep running into acid now. Bad change.
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.9 - Released!
« Reply #4 on: January 14, 2008, 12:00 »

Player.dat's and score.dat's should be compatible!
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Kornel Kisielewicz

maso

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Re: DoomRL 0.9.8.9 - Released!
« Reply #5 on: January 14, 2008, 12:12 »

Not gaining levels for diving on AoPc.
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DaEezT

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Re: DoomRL 0.9.8.9 - Released!
« Reply #6 on: January 14, 2008, 12:50 »

from the manual:
Quote
  '('    -- Toggle sound on and off
  ')'    -- Toggle music on and off
  F10    -- Take ASCII screenshot
  F11    -- Take BB screenshot (forum coded)
  'P'    -- Show previous messages
The default key for BB screenshots is F9.
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"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

Kornel Kisielewicz

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Re: DoomRL 0.9.8.9 - Released!
« Reply #7 on: January 14, 2008, 12:57 »

Fixed the AoPc -- the manual will have to wait for next release. You can either redownload the zip or download fixed wad here.
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Kornel Kisielewicz

Zeb

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Re: DoomRL 0.9.8.9 - Released!
« Reply #8 on: January 14, 2008, 15:11 »

Still no nerfing of SoaB? I blame myself for being to busy to refute the dissenting yet misinformed posts in my topic. :-(

Oh well, maybe in 0.9.9.0.
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.9 - Released!
« Reply #9 on: January 14, 2008, 16:33 »

SoaB is nerfed because of the nerfing of rapid weapon accuracy -- try for yourself :P
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Kornel Kisielewicz

Zeb

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Re: DoomRL 0.9.8.9 - Released!
« Reply #10 on: January 14, 2008, 21:07 »

SoaB is nerfed because of the nerfing of rapid weapon accuracy -- try for yourself :P

Really? Hmm.
I'll have to try that.

Anyway, I'm liking this whole faster development time thing. Are you planning on keeping up this pace?
« Last Edit: January 14, 2008, 21:09 by Zeb »
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Cyber Killer

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Re: DoomRL 0.9.8.9 - Released!
« Reply #11 on: January 15, 2008, 03:15 »

Woohoo! sound works under linux! ;-)
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Karry

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Re: DoomRL 0.9.8.9 - Released!
« Reply #12 on: January 15, 2008, 05:02 »

Quote
[mod] -- FS#068: Vision system rehaul
Its noticeable. ALOT.
Now you can shoot quickly in situations where you had to move target cursor manually.
However, now monsters can ALSO shoot at you, from all sorts of weird angles, including positions where you cant see them at all. Quite a shot from the blue.
Also, sometimes they will try and shoot you through walls, without ever actually seeing you (i.e. you start on a level and a nearest wall gets blasted away by an imp).

Kornel should stop adding stuff already, fix all the bugs and call it finished. This project seems to be mildly infected by Featuritis (wiki it).
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Potman

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Re: DoomRL 0.9.8.9 - Released!
« Reply #13 on: January 15, 2008, 07:04 »

Kornel should stop adding stuff already, fix all the bugs and call it finished.

Not until we have Spider Mastermind.
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Igor Savin

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Re: DoomRL 0.9.8.9 - Released!
« Reply #14 on: January 15, 2008, 10:10 »

Kornel should stop adding stuff already, fix all the bugs and call it finished.

Not until we have Spider Mastermind.

Not until we get IDDQD back.
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