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

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Gargulec:
And another big thing! Yes, faster than we would expect, DoomRL 0.9.9.4 Beta 4 was given to us by his divine majesty Kornel, and as I said, this one is big. Like, really big.

First of all, however, it must be known to the wider world now (wider world being everyone not frequenting our most divine IRC channel, which would be considered blasphemy, if I had anything to say on that subject) that Kornel Almighty is no longer alone at working on the code of DoomRL. A good fellow named tehtmi joined him, and in their joint effort DoomRL is being made even more great than it is now with every day.

But I digress. What new this version brings to us? Well, a big thing: resistances. Yes, now various items will grant you resistances to numerous types of damage, and some enemies will be more hardy against some of your weapons (for example, Lost Souls having 50% resistance to 'bullet' damage type). And that is only the tip of the iceberg.

Also, this time I won't be reminding that you should donate to see those changes before they go public, because, frankly, if you are following this thread, then you should know that already.

Bugfixes
Tehtmi has fixed a number of bugs that were - I believe - present in previous version, but so insanely obscure that only modders could run into a chance of them occurring (like a game crash with >255 items spawned). So, nothing that you are likely to notice, but it is good to know that only such bugs are fixed as of late.

Oh wait. A vision.

I am reeving a vision!

...well, okay. Some of the fixes were in fact big, Almighty Kornel tells me. And I must repeat after him. Like shotgun aiming. I don't know, I don't use shotguns. But he tells me that I have to tell you that. So yes, good tehtmi fixed also some more obvious things.

...please, no more light!

New Features

* Damage resistances!
* New uniques and exotics (8 exotics, 2 uniques)!
* New assemblies - whole ten of them!
* Another wonderful song by our Simon-v - Of Skull And Bone!
* New AIs for boss enemies!
* And, finally, new ASCII arts for some enemies, including Angel of Death and Arch-viles
So, that is all for now. But it is not the end: and the next beta is going to bring something very, very interesting for every DoomRL player, something really worth seeing.

So, stay tuned, and donate if you want to experience the beta!

Shoop da Whoop:
*Shoop da Whoop runs around slowly losing sanity*

60 specials? 40 assemblies? It's first hundred!
...Cannot remember any other game with such an arsenal.

By the way, will be timeline refreshed? Or everything is now announced on forums?

MaiZure:
I don't even remember this timeline.
I think that was a picture of DoomRL as seen from v0.9.9.1. Needless to say, we've come a long long way from this.
I think the forums and most of all the IRC channel, are the places to find the most current information.

Still - I WOULD like to see this timeline updated!

EDIT: Gargulec's posts here are the most current *CONFIRMED* details of the latest developments.

Gargulec:
Listen up, for I won't take long (and I am not going to repeat either)!

Doom The Roguelike zero-nine-nine-four Release Candidate 1 is out for beta testing. I really do not have to say what does it mean for you, right?

So, without much ado.

Bugfixes
Some minor things, one major, though really rare: did you know that overloading nuclear weaponry could overwrite stairs, thus resulting in a level that is impossible to exit? Me neither. And now, no one will be able to see this critical, yet strangely never reported bug.

All hail Tehtmi for this!

New Features
Very few new things, but very big ones. How big?

* New AI for most of the foes!
* Proper and easy to use mod support!That big. And even bigger.


Okay, there is not much else to tell at that point: RC1 is out, next will follow very soon, before you've noticed, new version will go public. And if you are really desperate to see it RIGHT NOW, consider donating.

alver:
Oh my, oh my. I wonder if the mod support will extend to the ability to introduce... multiplayer (daydreaming of mangband-style multiplayer, with enemies power scaling up with number of participants and no friendly-fire protection - with central server and stats registered both against players and against npcs. c'mon, if something as simple as Frozen Synapse can gather big audience, just imagine what can DoomRL do in that area...).

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