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Author Topic: DoomRL 0.9.8.7 - Released!  (Read 34373 times)

Kornel Kisielewicz

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DoomRL 0.9.8.7 - Released!
« on: May 02, 2007, 13:13 »

Ladies and Gentlemen,

The time has come to delurk again, and present the world with another release of DoomRL! This is a intermediate release on the long and winding road towards DoomRL 0.9.9. Some of the features that I wanted to push into this release have beed delayed, but fear not, theres still a couple of things to try out!

The most important part are interface changes, including (but not limited to) message coloring, past message viewer, archivising of mortems in a separate folder, screenshots in plaintext at BBCode format.

Gameplay changes include adding weapon modifications, Mancubi, new level types and new traits. Finally there's the backpack ;). A lot of changes also happened in the old traits, including a lot balance work. Balance work has been done on other aspects of the game also.

Mortems have been upgraded with a new history format, a screenshot, trait order and last messages.

Unfortunately, the old format of the score files was inherently broken, so there is no score.dat compatibility (the score table is enhanced though). You may however use your old player.dat. Compatibility of saves and ini files is NOT maintained (if you use the MP3 files, be careful, cause the music entry is modified!).

Also, a TON of bugs has been fixed.

Linux version will be available as soon as possible (I'll post a separate announcement).

So without further ado, I present DoomRL 0.9.8.7! Get it at:

http://doom.chaosforge.org/

Full change list:

Code: [Select]
v.0.9.8.7
(3.V.2007)
(20 bugfixes, 19 modifications, 17 additions)
[add] -- Weapon MODs for advanced weapons!
[add] -- added backpack! powerup!
[add] -- retalitation AI for hitting out of los monsters
[add] -- Highscore Upgrade: challenges, filtering, size 500
[add] -- Added experience ranks up to Cyberdemon!
[add] -- rare new arena level type added
[add] -- new maze level type added
[add] -- advanced trait : TriggerHappy!
[add] -- advanced trait : Whizkid (max mods on weapon +4)
[add] -- Mancubus added!
[add] -- ASCII screenshots added (F10)
[add] -- BBCode screenshots added (F11)
[add] -- Added two new screens to Show Player Data
[add] -- small screenshot in mortem
[add] -- message buffer ("P") and last messages in mortem.txt
[add] -- message coloring system (see doomrl.ini)
[add] -- optional archivising of all mortem.txt's in mortem dir (see doomrl.ini)
[mod] -- guaranteed knife on level 1 on the Berserk challenge
[mod] -- Computer Maps now light only blocked cells
[mod] -- played around with music bindings for special levels
[mod] -- Nightmare! respawn slower, but NOEXP
[mod] -- armor colored on status bar based on damage
[mod] -- quick key now swaps weapon if weapon in prepared slot
[mod] -- stairs now can't have items on them
[mod] -- stairs have a different dark color
[mod] -- hitting a monster outside los has to pass 50% test
[mod] -- Stonewall advanced trait merged into Badass
[mod] -- Juggler now alows instant weapon swap - Finesse 1 required
[mod] -- Dualgunner has two levels, second level giving 100%
[mod] -- changed the history system
[mod] -- trait order in mortem
[mod] -- return to menu
[mod] -- revisited rewards for special levels
[mod] -- Frontal option for quicker gameplay start
[mod] -- Unholy Cathedral and Mortuary no longer appear on ITYTD
[mod] -- option to drop an item from equipment if inventory full
[fix] -- Mortem crashbug fixed!
[fix] -- Fixed spawning in walls in rooms full of acid
[fix] -- Finish on diff and get to level work with challenges
[fix] -- Separate victory music
[fix] -- Mortem when sacrificing
[fix] -- teleports will no longer block passages
[fix] -- running on phobos rock now possible
[fix] -- Escape skips intro
[fix] -- non-full reloading fixed
[fix] -- large medpacks don't work in AoMasochism anymore
[fix] -- challenges no longer persistent after escape
[fix] -- StartTrait = 255 fixed
[fix] -- changed the color of the highlited highscore entry
[fix] -- proper sound assignments (by Jered Cain)
[fix] -- when trying to unequip item if inv full there is a message
[fix] -- Angel of Impatience medikit fix (no longer inv full message)
[fix] -- Health globes in AoB put you into aggresive tactics
[fix] -- ArchViles only ressurect corpses in their field-of-vision
[fix] -- fixed large medpack bug on AoB when on full health
[fix] -- fixed the Cyberdemon sacrifice bug
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Kornel Kisielewicz

DaEezT

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Re: DoomRL 0.9.8.7 - Released!
« Reply #1 on: May 02, 2007, 13:19 »

* DaEezT dances
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #2 on: May 02, 2007, 13:33 »

Woo! I can try this out before going to sleep!

Edit: What the hell are modslots?
« Last Edit: May 02, 2007, 13:54 by Potman »
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Blade

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Re: DoomRL 0.9.8.7 - Released!
« Reply #3 on: May 02, 2007, 14:25 »

Woohoo, as i already said!))

Mu-ha-ha, now i will have long sleepless nights!)) Thanks, Kornel!))
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Tao_Taoz

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Re: DoomRL 0.9.8.7 - Released!
« Reply #4 on: May 02, 2007, 19:04 »

"If you're interested in a MacOS version, please give me a sign at the forum."

!@#$%^&* <signs?
 or this --> =]
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Picklish

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Re: DoomRL 0.9.8.7 - Released!
« Reply #5 on: May 02, 2007, 19:26 »

Linux version will be available as soon as possible (I'll post a separate announcement).

Yay!
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.7 - Released!
« Reply #6 on: May 02, 2007, 19:29 »

I already got a life sign from Michalis that he'll do the Linux version ASAP. As for MacOS, we may both try to compile it at the University ;].
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.7 - Released!
« Reply #7 on: May 03, 2007, 00:10 »

Well done!
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #8 on: May 03, 2007, 03:34 »

Is it just me, but is every version always muchos harder than the earlier one? Yeah forget about all the Cateye/Inituition nerfs, even those former humans in the first level are kicking my ass nowadays. And they get to those med packs before me much more often those FUCGREWRGRGEWARGHRGEAGDAMMITBASTARDS!! Makes me want to play on ITYtD just because of that.
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TFoN

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Re: DoomRL 0.9.8.7 - Released!
« Reply #9 on: May 03, 2007, 05:10 »

* TFoN grinns evily and cocks his weapons...


Potman, have you tried changing your settings to start nearer to the front?

Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #10 on: May 03, 2007, 05:56 »

Yeah. While that allows me to get to those packs faster, I'm still getting my ass kicked. And they still sometimes get those important packs before me.
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TFoN

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Re: DoomRL 0.9.8.7 - Released!
« Reply #11 on: May 03, 2007, 06:50 »

Try using walls and corners to narrow down the number of foes you're facing at a time, and remember to change tactics in order to hit/dodge more often. Also remember to always be aggressive when facing only/mostly sergeants, who fire undodgeable shotguns.


I've updated the wikipedia entry according to the information given here.
http://en.wikipedia.org/wiki/DoomRL
Note that the update assumes a MacOS version is definitely planned.

Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #12 on: May 03, 2007, 06:52 »

I've always used walls and corners, and I've always played on coward since I usually have Eagle Eye. Didn't know about the sergeant thing, though, although I did suspect about those shotguns - which is why I don't use EE when playing with shotties.
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Malek Deneith

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Re: DoomRL 0.9.8.7 - Released!
« Reply #13 on: May 03, 2007, 07:00 »

Quote
and I've always played on coward
Bad habit - coward affects not only to-hit but also damage dealt.
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #14 on: May 03, 2007, 08:52 »

Doesn't matter if the damage's pretty great anyway: Chaingun and especially Plasma Gun rip enemies apart even if the damage's a tad lower. And it allows me to stay longer alive myself
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