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News from the Forge vol. 3: DoomRL 0.9.9.4 BETA status thread

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General Patton:
Marines can take Badass immediately without needing TaN. Scouts can do the same for Intuition and Technicians can go right for Whizkid.

Each class has different master traits to choose from.
Marines get Vampyre (minimum level 6), Army of the Dead (minimum level 6), Ammochain, Sharpshooter (max damage on all pistol attacks, SoG3 & EE3, blocks TaN SoB & Dualgunner) and Survivalist (armor can reduce attacks to zero damage and medkits can heal you above 100%, Iro3 TaN2 & Badass, blocks Hr SoB & Berserker).
Scouts get Blademaster, Fireangel, Gun Kata, Cateye (minimum level 6) and Running Man (double run duration without aiming penalties, Juggler & Dodgemaster, blocks TaN SoB & Dualgunner).
Technicians get Vampyre, Fireangel, Ammochain, Sharpshooter and Scavenger (can turn some guns into mods [modded or assembled=common mod, exotic or unique=any mod {can produce multiple copies of otherwise unique mods}], Juggler Int1 & Whizkid2, blocks Berserker Dualgunner & Triggerhappy).

Btw, don't try Ao100 as a Technician with Scavenger AND Sharpshooter. You can only take ONE master trait.

Game Hunter:
Adding on to Patton's post, the ideal product will be that every class will have five UNIQUE master traits from which players can select. We've already started brainstorming ideas for new masters to fit the duplicate spaces (the most likely candidates to replace are MVm/MFa/MAc from Technician and MSs from Marine) and will hopefully leave us with fifteen total masters. In this way, masters can be tailor-fit to the class's requirements, rather than carefully balancing masters across multiple classes (which would be a pain and would still result in everyone picking the best class for that master).

I should also mention that the focus on this version (aside from solidifying classes) will be leaning toward improved game moddability. There will probably still be some AI tweaks to remove the more glaring abuses, but more than likely modders will get the chance to customize the AI easier (which, at the very least, can get them to work toward improving the AI, which can then easily be added in the version after).

Gargulec:
We are not dead yet! And more, we are being graced by...

DoomRL 0.9.9.4 Beta 3
DoomRL 0.9.9.4 Beta 3b
DoomRL 0.9.9.4 Beta 3c
DoomRL 0.9.9.4 Beta 3d

...okay, that release was troubled, I admit, but that is mostly due to the fact that the game engine itself is undergoing massive reworking, which, while not affecting us, ordinary players that much means that a) there is a whole lotta of bugs in this beta(s), b) modders can do even more now, and if you have seen samples of their work, you will know how good is that - for TCs are not that far ahead of us!

Anyway, new beta is out and is being tested right at the moment, by a dedicated group of people who have shown heart and donated to Kornel Almighty so... I won't linger and just scribe what is new (granted, the changes are few, though kind of big...):

Bugfixes
Barring some beta-exclusive insects and bugs, there is one bug more important squashed by this beta, an amusing one, too. You see, few threads ago, I have mentioned an introduction of single monster level types, but anyone who has played recent version can confirm a lack of such events in actual gameplay... and that was due to a bug, that was, rejoice, squashed by Our Divine Developer in the newest, that is that one, beta.

New Features
And again, a number of features you might be interested in:

* Each character class now has a class-specific special trait: instantaneous item usage for technicians, stair-sense for scouts and extra toughness for marines!
* New challenge mode: claustrophobic Angel Of Darkness (though it is less of a new and more of an "old classic revamped to modern standards!:
* Angel of Light Travel revamp!
* And last but not least, a very classy DoomRL menu sounds!
So, that is all for now, stay tuned for future updates, donate if you want to experience them on your own... and... well... know that the new version of DoomRL will see public release before the first day of the month of September!

Shoop da Whoop:
Seems like now there is classic trio - The Tough, The Fast and The Smart.
And if in AoDa you cannot see far, then is rather agoraphobic challenge.

Ander Hammer:
Oooh, classy menu sounds. I hope they are what I think they are.

I can't donate to check until at least next month. :(

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