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Author Topic: DoomRL 0.9.8.10 - Released!  (Read 27579 times)

Kornel Kisielewicz

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DoomRL 0.9.8.10 - Released!
« on: April 23, 2008, 16:45 »

Ladies and Gentlemen,

It is this time of the year again, folks. I thought the next release would be 0.9.9, but there were too many things to do, so I decided to create a 0.9.8.10 version.

Major visible features include a complete revamp of the inventory UI, and the addition of several inventory related stuff (two additional inventory slots too!). Among the crowd, finally the long awaited Revenant makes it's appearance. Two new special levels will haunt your nightmares.

Finally items have been extended with the addition of enviro-suits. And hell, you'll need them -- lava and acid damage has been increased significantly. Also walls and other impassable dungeon features now have incremental damage.

Except that there are several modifications -- most of them you can read below.

More changes with the API -- I don't want to rush the mod-capable release, but it's almost there.

Finally, a TON of bugfixes were made.

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

Hence, I present DoomRL 0.9.8.10! Get it at:

http://doom.chaosforge.org/

Full change list:
Code: [Select]
v.0.9.8.10
(23.IV.2008)
[add] -- FS#---: 2 additional inventory slots!
[add] -- FS#---: Added Revenant!
[add] -- FS#---: All items have now descriptions
[add] -- FS#---: Colored inventory/eq menus (may be turned off in ini-file)
[add] -- FS#---: New Special levels - The Lava Pits and The Vaults
[add] -- FS#---: Save count and crash count added into mortem.txt
[add] -- FS#064: New item - envirosuit pack
[add] -- FS#---: Added new unique pistol
[add] -- FS#---: Highscores can now be filtered for "no challenge" ("-" key)
[add] -- FS#157: Default menu style for inventory is now Hybrid (both arrow keys and letters)
[add] -- FS#157: Inventory menu handling can now be set using InvMenuStyle in ini-file
[add] -- FS#219: You can now set a default name in the ini-file
[add] -- FS#225: Added more variations of monster groups
[mod] -- FS#---: Berserk melee damage is now *2 not *3, but AFTER SoB/Brute bonus
[mod] -- FS#---: Berserker is now a single level trait
[mod] -- FS#---: Changed the unique rocket launchers
[mod] -- FS#---: Dualgunner is now a single level trait (120%)
[mod] -- FS#---: EagleEye now affects melee accuracy too
[mod] -- FS#---: Inventory screen has now more info
[mod] -- FS#---: Most monsters wont happily walk into lava now
[mod] -- FS#---: Removed the places visited from the mortem
[mod] -- FS#---: Revisited Chained Court, Halls of Carnage and Hells Armory
[mod] -- FS#---: Vaults now have 2* chance of generating Unique items
[mod] -- FS#181: Acid/lava damage is halved at ITYTD difficulty
[mod] -- FS#181: Boots protection cut in half
[mod] -- FS#181: Increased Lava and Acid damage (a lot)
[mod] -- FS#181: Running halves acid/lava damage
[mod] -- FS#194: Basins of lava/acid won't generate very large
[mod] -- FS#200: Durability mod nerfed by half
[mod] -- FS#208: Armor shards work on boots also
[mod] -- FS#209: Stairs report messages when entered on
[mod] -- FS#215: Running is now delayed (value in ini) and can now be interrupted
[mod] -- FS#224: AoPc gains 1 level every 3 base levels
[mod] -- FS#237: Incremental terrain damage implemented
[mod] -- FS#243: armor levers now repair boots too
[fix] -- FS#---: Fixed a bug with ammo usage of weapons with higher than one shotcost
[fix] -- FS#---: Melee challenege Hook checks are made only for the player now
[fix] -- FS#---: Moved the killlist in player info higher to prevent overwriting
[fix] -- FS#---: Removed double explosion on barrels, increased their damage to 6d6 to compensate
[fix] -- FS#---: Running over water now possible, running over Acid not
[fix] -- FS#---: Typos fixed
[fix] -- FS#013: Nuke bug hopefully fixed (temporarily before player.dat upgrade)
[fix] -- FS#082: PowerUp soundbinds should work now
[fix] -- FS#197: Monsters no longer survive the nuke if you die before the explosion
[fix] -- FS#201: Minigun has now chaingun accuracy
[fix] -- FS#203: No more homing phase device carrying on AoI
[fix] -- FS#206: No more negative experience on AoPacifism
[fix] -- FS#207: Invulnerability resets tired/running state
[fix] -- FS#211: You can't apply accuracy mods to shotguns anymore
[fix] -- FS#212: Fixed wall boundary crash (hopefully)
[fix] -- FS#213: Uniques wont spawn with advanced traits anymore
[fix] -- FS#216: Cyberdemon wont spawn in collumns anymore
[fix] -- FS#218: Angel of Haste is playable again
[fix] -- FS#226: Fixed running the sound version with sound set to false
[fix] -- FS#227: If music for level is undefined a random track will be played (fixes Ao100)
[fix] -- FS#232: M and UC no longer spawn on ITYTD
[fix] -- FS#246: fixed arachnotron sounds
[fix] -- FS#248: CatEye now works with autoaiming
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.10 - Released!
« Reply #1 on: April 23, 2008, 20:33 »

Awesome. No, really. great work. The 2 additional inventory slots should hopefully make it a bit easier =P
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tinyrodent

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Re: DoomRL 0.9.8.10 - Released!
« Reply #2 on: April 23, 2008, 21:52 »

Ok I found The Vaults but shooting rockets all over the place has only broken one small wall into the rightmost room. How can I enter the other two rooms?
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Baphomet

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Re: DoomRL 0.9.8.10 - Released!
« Reply #3 on: April 23, 2008, 23:02 »

I think the Windows setup will be updated and released this evening too.
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Potman

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Re: DoomRL 0.9.8.10 - Released!
« Reply #4 on: April 23, 2008, 23:30 »

Good job. Can't wait to find Jackal for real. *Downloads*
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ParaSait

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Re: DoomRL 0.9.8.10 - Released!
« Reply #5 on: April 24, 2008, 14:11 »

OMG, the revenant! Bahaha!! Damn, I hate that thing in Doom 2. I wonder how you could implement guided missiles in a game where every projectile gets both shot and impacted in one turn. Really, how is that possible?? In any case, I can't wait to try the new version =)
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Re: DoomRL 0.9.8.10 - Released!
« Reply #6 on: April 24, 2008, 14:19 »

For me it only looked like the things shoot two of them missiles at the same time. But then again, I've only seen them fire once.
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Malek Deneith

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Re: DoomRL 0.9.8.10 - Released!
« Reply #7 on: April 24, 2008, 18:16 »

Spoiler (click to show/hide)
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Re: DoomRL 0.9.8.10 - Released!
« Reply #8 on: April 26, 2008, 02:52 »

The Envirosuit Pack isn't affected by Angel Of Impatience. Just sayin' =P
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ParaSait

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Re: DoomRL 0.9.8.10 - Released!
« Reply #9 on: April 26, 2008, 03:29 »

There are also much, much more barrels generated in this version. I like it =P
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Chamber

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Re: DoomRL 0.9.8.10 - Released!
« Reply #10 on: April 28, 2008, 13:58 »

Loving this version.  The lava really is deadly - I took a walk through it in the Chained Court and cooked myself.

The new inventory screen is much more user friendly, too.

Congratulations, Kornel!
« Last Edit: April 29, 2008, 13:16 by Chamber »
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MegaMad

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Re: DoomRL 0.9.8.10 - Released!
« Reply #11 on: April 28, 2008, 21:45 »

There's a problem with the phasing sound.

But good job on 9.8.10
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ChaoticJosh

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Re: DoomRL 0.9.8.10 - Released!
« Reply #12 on: March 13, 2010, 16:16 »

Oh hey, I just noticed that picking up the chainsaw in the chained court has a different pick-up quote. Now it references Dwarf Fortress instead of Warhammer 40k.

I think, anyway.
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.10 - Released!
« Reply #13 on: March 13, 2010, 16:24 »

Nope, it was always a Dwarf Fortress reference, I just wanted to make that clear :)
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