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1
Announcements / DoomRL 0.9.9.8 RELEASED! Jupiter Hell Classic ANNOUNCED!
« on: August 06, 2024, 13:28 »
I can finally share some exciting updates with you today!
First up, we're thrilled to announce our new project - Jupiter Hell Classic! This commercial total conversion/expansion brings the venerable DRL (formerly known as DoomRL/Doom, the Roguelike) into the Jupiter Hell universe! While modernized in terms of user experience and visuals, it retains all the beloved features of DRL, including (but not limited to!) readable and bright 2D sprites, corner-shooting, shotgun-scouting, gift-dropping, weapon unloading, and of course, DIAGONAL MOVEMENT :D.
You can wishlist Jupiter Hell Classic on Steam now :
https://store.steampowered.com/app/3126530/Jupiter_Hell_Classic/
In additon, all improvements will also be backported to good ol' Doo^D^D^D DRL, which you can test RIGHT NOW! After an 11-year hiatus, DRL 0.9.9.8 is finally here!
https://drl.chaosforge.org/
This release not only includes the usual DRL updates but also modernizes the game with new APIs, in-game settings, improved UX, new graphics, idle animations, and the ability to save and quit the game at any point.
Future development of Jupiter Hell Classic will benefit the open-source DRL, so if you want to support it (or other classic ChaosForge roguelikes, hint, hint), help us by promoting Jupiter Hell Classic!
To celebrate, Jupiter Hell is on its biggest sale yet – grab it now at 70% off on Steam!
https://store.steampowered.com/app/811320/Jupiter_Hell/
Finally, join us on the Jupiter Hell Discord to celebrate!
https://discord.gg/jupiterhell
First up, we're thrilled to announce our new project - Jupiter Hell Classic! This commercial total conversion/expansion brings the venerable DRL (formerly known as DoomRL/Doom, the Roguelike) into the Jupiter Hell universe! While modernized in terms of user experience and visuals, it retains all the beloved features of DRL, including (but not limited to!) readable and bright 2D sprites, corner-shooting, shotgun-scouting, gift-dropping, weapon unloading, and of course, DIAGONAL MOVEMENT :D.
You can wishlist Jupiter Hell Classic on Steam now :
https://store.steampowered.com/app/3126530/Jupiter_Hell_Classic/
In additon, all improvements will also be backported to good ol' Doo^D^D^D DRL, which you can test RIGHT NOW! After an 11-year hiatus, DRL 0.9.9.8 is finally here!
https://drl.chaosforge.org/
This release not only includes the usual DRL updates but also modernizes the game with new APIs, in-game settings, improved UX, new graphics, idle animations, and the ability to save and quit the game at any point.
Future development of Jupiter Hell Classic will benefit the open-source DRL, so if you want to support it (or other classic ChaosForge roguelikes, hint, hint), help us by promoting Jupiter Hell Classic!
To celebrate, Jupiter Hell is on its biggest sale yet – grab it now at 70% off on Steam!
https://store.steampowered.com/app/811320/Jupiter_Hell/
Finally, join us on the Jupiter Hell Discord to celebrate!
https://discord.gg/jupiterhell
2
Requests For Features / DoomRL 0.9.9.8 BETA FINAL
« on: August 04, 2024, 10:28 »
These are hopefully the master files!
I've added fluid variety to Ao100/666, did a lot of Doom removal in favor of DRL (yes, the main logo stays :P) and cleanups, and implemented a modernized FMOD backend that will work with both MIDI and MP3s, and added legacy keybindings. I present two files for testing, the lq zip as before, and the HQ installer (this will be the one most people will download) please test both if possible!
DoomRL 0.9.9.8 BETA FINAL HQ INSTALLER (bugfix 1)
DoomRL 0.9.9.8 BETA FINAL LQ ZIP (bugfix 1)
48 hours left to release!
I've added fluid variety to Ao100/666, did a lot of Doom removal in favor of DRL (yes, the main logo stays :P) and cleanups, and implemented a modernized FMOD backend that will work with both MIDI and MP3s, and added legacy keybindings. I present two files for testing, the lq zip as before, and the HQ installer (this will be the one most people will download) please test both if possible!
DoomRL 0.9.9.8 BETA FINAL HQ INSTALLER (bugfix 1)
DoomRL 0.9.9.8 BETA FINAL LQ ZIP (bugfix 1)
48 hours left to release!
3
Requests For Features / DoomRL 0.9.9.8 BETA 9
« on: August 02, 2024, 12:12 »
You know the drill!
The last big feature is online - Settings menu! No more editing stupid lua files just to change resolution :P. Also, keybinding have been voided, reset using the ingame Settings. I've removed needless bindings (USE, DROP, OPEN, CLOSE). If anyone misses them, I'll hear you out!
DoomRL 0.9.9.8 BETA 9 Windows LQ
The last big feature is online - Settings menu! No more editing stupid lua files just to change resolution :P. Also, keybinding have been voided, reset using the ingame Settings. I've removed needless bindings (USE, DROP, OPEN, CLOSE). If anyone misses them, I'll hear you out!
DoomRL 0.9.9.8 BETA 9 Windows LQ
Code: [Select]
0.9.9.8 BETA 9
[new] -- GH#120: alternative visual tilesets for each episode!
[mod] -- GH#103: allow non-hell tilesets on Ao100/666
[fix] -- BETA : fixed save/load
4
Requests For Features / DoomRL 0.9.9.8 BETA 8
« on: July 31, 2024, 06:34 »
Yes. It's that crazy tempo once again. BETA 8 is up!
DoomRL 0.9.9.8 BETA 8b Windows LQ
DoomRL 0.9.9.8 BETA 8b Windows LQ
Code: [Select]
0.9.9.8 BETA 8
[new] -- GH#120: alternative visual tilesets for each episode!
[mod] -- GH#103: allow non-hell tilesets on Ao100/666
[fix] -- BETA : fixed save/load
5
Requests For Features / DoomRL 0.9.9.8 BETA 7
« on: July 29, 2024, 08:46 »
Faster that you can say "Knee deep in the dead", BETA 7 is up!
It has just one feature, but one that has been missing since 22 years. Yes, you can now "Save and Quit" anytime. This needs as much testing as possible, as we're going live with this release in a week from now!
Try playing the game and saving and loading very often, and note anything wierd/broken. If you have a broken save, please save it!
DoomRL 0.9.9.8 BETA 7 Windows LQ
It has just one feature, but one that has been missing since 22 years. Yes, you can now "Save and Quit" anytime. This needs as much testing as possible, as we're going live with this release in a week from now!
Try playing the game and saving and loading very often, and note anything wierd/broken. If you have a broken save, please save it!
DoomRL 0.9.9.8 BETA 7 Windows LQ
Code: [Select]
0.9.9.8 BETA 7
[new] -- GH#086: you no longer need to be on the stairs to Save the game!
[fix] -- BETA : fixed scrollwheel behaviour
6
Requests For Features / DoomRL 0.9.9.8 BETA 6
« on: July 26, 2024, 09:59 »
"He, he, he this will be a mess..."
Beta 6 is up!
This are probably the most invasive changes yet, despite the short changelog. I've been doing a lot of internal changes to start blowing up the really badly implemented UI, and the first effects on a journey that will continue after 0.9.9.8 up to 0.9.9.9 have been done. Ignore the messy dark quads in the initial menus, these are left there for when the menus are substituted to the new system. Most of the in-game UI has been rewritten, apart from the "previous message view" and the message box which is a bit of a hack. Report everything!
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports welcome!
DoomRL 0.9.9.8 BETA 6b Windows LQ (HOTFIX 6b!)
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Beta 6 is up!
This are probably the most invasive changes yet, despite the short changelog. I've been doing a lot of internal changes to start blowing up the really badly implemented UI, and the first effects on a journey that will continue after 0.9.9.8 up to 0.9.9.9 have been done. Ignore the messy dark quads in the initial menus, these are left there for when the menus are substituted to the new system. Most of the in-game UI has been rewritten, apart from the "previous message view" and the message box which is a bit of a hack. Report everything!
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports welcome!
DoomRL 0.9.9.8 BETA 6b Windows LQ (HOTFIX 6b!)
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 6
[new] -- GH#119: paneled inventory/equipment/trait/character screen!
[new] -- GH#090: game menu (Help, Settings, Abandon, Quit ) under Escape key
[new] -- GH#087: proper quickslot system in inventory!
[fix] -- BETA : fixed disassembly of armors
7
Requests For Features / DoomRL 0.9.9.8 BETA 5
« on: June 13, 2024, 08:10 »
Beta 5 is up!
This one's mostly for the graphics version players - the spritesheet has been updated, there's a ton of new visual stuff coming later, but now I need to make sure that all the internal graphics changes are working. Although do test on ASCII if you usually play there to make sure I didn't break it! Neeeeed feeeeedback! (especially that there was barely any towards the previous beta, so help out here!).
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports and requests welcome!
DoomRL 0.9.9.8 BETA 5 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
This one's mostly for the graphics version players - the spritesheet has been updated, there's a ton of new visual stuff coming later, but now I need to make sure that all the internal graphics changes are working. Although do test on ASCII if you usually play there to make sure I didn't break it! Neeeeed feeeeedback! (especially that there was barely any towards the previous beta, so help out here!).
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports and requests welcome!
DoomRL 0.9.9.8 BETA 5 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 5
[new] -- GH#120: G-version - sprites updated!
[new] -- GH#120: G-version - animations for idle and for doors!
[new] -- GH#083: G-version - overlay FX done by shaders, less in your face!
[new] -- GH#120: G-version - better wall tile flow and style handling!
[new] -- GH#121: G-version - debris where destroyed walls were!
[new] -- GH#126: added an ammo dispensing lever to the lever pool
[new] -- GH#126: enemies left count and level feel info in character screen
[new] -- GH#126: last 3 enemies are revealed unless boss or special level
[new] -- GH#126: items are revealed on clear unless boss or special level
[mod] -- GH#126: "running" status name fades in the last 5 moves left
[mod] -- GH#126: added special level feeling for agony and lava elemental caves
[mod] -- GH#115: Mjollnir can appear from level 5 and has 1d25 damage
[mod] -- GH#115: double chainsaw now 4d12 acc -1 (was 8d6 acc -2)
[mod] -- GH#115: thrown knife & Mjol benefit from both ranged and melee tohit/todam
[mod] -- GH#115: Subtle Knife - invoke 10->15 damage, 5 hp drain, no maxhp drain
[mod] -- GH#126: all medals with "Badge" in name changed to "Pin"
[mod] -- GH#126: clarified "everything" to "only" in medal kill requirements
[mod] -- GH#126: adjusted Iron Skull and Gambler's Shield values
[fix] -- GH#115: expiring messages for affects appear again
[fix] -- GH#115: unexpirable affects will no longer expire after a long time
8
Requests For Features / DoomRL 0.9.9.8 BETA 4
« on: May 02, 2024, 09:29 »
Beta 4 is up!
Apart from implementing more from the suggestion topic, the big big thing are huge changes in the internal action loop. These should still be equivalent to what was before unless I made a mistake, so be on the lookout for bugs!
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports and requests welcome!
DoomRL 0.9.9.8 BETA 4 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Apart from implementing more from the suggestion topic, the big big thing are huge changes in the internal action loop. These should still be equivalent to what was before unless I made a mistake, so be on the lookout for bugs!
I invite all to participate on the Discord channel, and also we will be more and more moving feature discussions and info into the GitHub issues tracker. Remember all work is being done on the development branch!
Feedback on the changes needed, be it here on the discord in #doomrl!
Raw changelog below, comments, reports and requests welcome!
DoomRL 0.9.9.8 BETA 4 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 4
[new] -- BETA : WARNING - speed/command system rewrites!
[new] -- GH#093: The Vaults alternative added - House of Pain
[mod] -- BETA : House of Pain always generates instead of Vaults until balanced
[mod] -- GH#107: ammo rooms can now contain a variety of ammo, even on Ao100/666
[mod] -- GH#117: Technical mod packs on armors add resistances instead of knockback res
[mod] -- GH#112: Survivalist - Ironman 2, and double heals from smed and globes
[mod] -- GH#110: Scavenger - works on Melee, Boots and Armors (guaranteed mods added)
[mod] -- GH#088: Juggler now makes all weapon swaps free
[mod] -- GH#099: Conqueror and Explorer won't be awarded if no special levels were present
[mod] -- GH#109: changed the color of the sniper mod pack to dark green (G-version)
[mod] -- GH#116: buffs - bullet-proof vest, power armor
[mod] -- GH#111: stat screen includes running dodge bonus
[mod] -- GH#108: all elite formers deal 5 + 1d3 melee damage
[mod] -- BETA : duelist armor - 0/75/0
[fix] -- BETA : fixed SHIFT-L previous level feeling
9
Requests For Features / DoomRL 0.9.9.8 BETA 3
« on: February 02, 2024, 07:59 »
Beta 3 is up!
Apart from what you can read in the changelog - I adjusted and fixed some things based on the previous thread feedback, also we're starting two big features with this BETA
1) overhaul of the controls - while I don't intend to dumb down the controls (no worries, diagonals will be here FOREVER), some of the choices in terms of keybindings want their Altavista website back. SHIFT-DOT for entering the next level HAD to go. I'm also trying out a streamline here - SPACE is a universal action key - Open, Close, use Lever and Descend stairs can all be done using SPACE. The old keys DO work, but unless someone gives a valid reason I will remove them at some point. Also, use from ground has been moved to SHIFT-G (shift pickup), this includes wearing/wielding from ground, and also will trigger a lever if present.
2) overhaul of the speed and timing system - this SHOULD be fairly invisible now - if you spot anything weird, report immedately! The reason this needs to be done is so we can have smooth mouse movement and smooth animations later down the line.
Feedback on the changes, both forementioned and the ones below needed!
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 3 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
Apart from what you can read in the changelog - I adjusted and fixed some things based on the previous thread feedback, also we're starting two big features with this BETA
1) overhaul of the controls - while I don't intend to dumb down the controls (no worries, diagonals will be here FOREVER), some of the choices in terms of keybindings want their Altavista website back. SHIFT-DOT for entering the next level HAD to go. I'm also trying out a streamline here - SPACE is a universal action key - Open, Close, use Lever and Descend stairs can all be done using SPACE. The old keys DO work, but unless someone gives a valid reason I will remove them at some point. Also, use from ground has been moved to SHIFT-G (shift pickup), this includes wearing/wielding from ground, and also will trigger a lever if present.
2) overhaul of the speed and timing system - this SHOULD be fairly invisible now - if you spot anything weird, report immedately! The reason this needs to be done is so we can have smooth mouse movement and smooth animations later down the line.
Feedback on the changes, both forementioned and the ones below needed!
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 3 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 3
[new] -- BETA : WARNING - speed system rewrites!
[new] -- GH#080: keybindings updates - SPACE is action key (open, close, descend, pull)
[new] -- GH#080: keybindings updates - SHIFT-G is use/wear/wield/pull from ground
[new] -- GH#074: UnlockAll option in config.lua to unlock Challenges and Difficulties
[new] -- GH#063: WK3 available for techs at clev 12+ and allows 1 more assembly mod!
[mod] -- GH#078: increased amount of enemies on Deimos and Hell
[mod] -- GH#075: overcharging a BFG doubles dice count instead of +2 dice
[mod] -- GH#075: assembly buffs - micro launcher, tower shield, ballistic armor, env boots
[mod] -- GH#075: assembly buffs - speedloader pistol, assault rifle, mother in law
[mod] -- GH#075: buffed Gothic Arms set, slightly nerfed Inquisitor Set pieces
[mod] -- GH#075: buffed Necroarmor and translocator, changed Cybernetic Armor resistances
[mod] -- GH#063: you can still mod an assembly if you take WK2 after assembling
[mod] -- GH#070: nightmare enemies are resistant to floor effects
[mod] -- GH#078: nightmare arch-vile deals 20 plasma damage (was 25 fire)
[mod] -- GH#078: nightmare imps are 20% faster and more accurate
[mod] -- GH#059: Techs get starting mod on challenges that allow them
[mod] -- GH#053: you can now properly firestorm-mod a tristar blaster
[mod] -- GH#078: buffed danger/XP and weight for elite for/ser/cap and nightmare demons
[mod] -- GH#078: former commandos and pain elemental spawn level range increased
[mod] -- GH#078: lava elemental buffed, Erebus/Lava pits have diff dependent envirosuits
[mod] -- GH#077: swapped positions of Vaults and Cathedral, Vaults enemies buffed
[fix] -- GH#050: Containment Area conquered status only achieved by full clear
[fix] -- GH#049: Deimos Lab conquered status only achieved by killing the Shamblers
[fix] -- GH#040: fixed loud/silent sound for wall-destroying levers
[fix] - GH#052: fixed error message when attacking crates with a melee weapon on AoPc
[fix] -- BETA : fixed on-kill effects (crash with DS/BA and Beretta wins and Megabuster)
[fix] -- BETA : fixed Backpack/Schematics bug
[fix] -- BETA : fixed Ironman + Berserk granting resistance above 95%
[fix] -- BETA : Vampyre blocks Ironman
10
Requests For Features / DoomRL 0.9.9.8 BETA 2
« on: January 09, 2024, 09:11 »
Beta 2 is up!
I've reverted the unpopular change for firing out of vision, fixed most of the issues reported in the previous beta topic (see message there), and started implementing some stuff from the compilation topic. However, most important (and biggest) change to test is the invisible stuff - internally I've moved from SDL to SDL2, and from OpenGL 1.2 to OpenGL 3.3 core. Report any weird behaviour! While invisible for now, not only will this fix porting issues (hello OSX) but also will open up to several improvements in the future.
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 2 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
I've reverted the unpopular change for firing out of vision, fixed most of the issues reported in the previous beta topic (see message there), and started implementing some stuff from the compilation topic. However, most important (and biggest) change to test is the invisible stuff - internally I've moved from SDL to SDL2, and from OpenGL 1.2 to OpenGL 3.3 core. Report any weird behaviour! While invisible for now, not only will this fix porting issues (hello OSX) but also will open up to several improvements in the future.
Raw changelog below, comments, reports and requests welcome - join us on the Discord in #doomrl!
DoomRL 0.9.9.8 BETA 2 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 2
[mod] -- GH#028: ported the game to SDL2
[mod] -- GH#048: ported the game to OpenGL 3.3 core
[mod] -- GH#062: Marines start with +20% fire/acid/plasma resistance
[mod] -- GH#062: Scout stair-sense works on regular stairs only
[mod] -- GH#062: Tech can single-mod: Cleaver, Mjollnir, Silent, Trigun,
Jackal, Jackhammer, Frag Shotgun, multi-mod Revenant Launcher
[mod] -- GH#064: Ironman adds +10% bullet/shrapnel/melee resistance per level
[mod] -- GH#064: Reloader bonus increased +20% -> +30%
[mod] -- GH#064: Intuition range reduced to Vision + 2
[mod] -- GH#064: Gunrunner - blocks Brute instead of Whizkid
[mod] -- GH#064: Army of Dead - blocks Son of a Gun instead of Finesse
[mod] -- GH#064: Bullet Dance - block Intuition instead of Eagle Eye
[mod] -- GH#067: Backpack and schematics are now indestructible
[mod] -- GH#067: doubled BFG9K and Chainsaw natural generation weight
[mod] -- GH#067: rocket boxes hold 25 rockets (up from 20)
[mod] -- GH#066: Frag Shotgun shotcost 4 -> 2
[mod] -- GH#066: Mega buster ammo consumption 5 -> 3
[mod] -- GH#066: Medical Powerarmor armor 4 -> 6
[mod] -- TR#294: MF_EXACT weapons locked to vision range
( BETA NOTE - this is the vision range REVERT, only MF_EXACT will have this restriction)
[mod] -- TR#---: pick bottom-most stack when reloading
[fix] -- TR#---: improve mouse responsiveness
[fix] -- TR#---: fix current kill spree showing best kill spree
[fix] -- GH#054: fixed error when DS/BA has no room to spawn demons
[fix] -- BETA : fixed post-mortem crash related to kill types (OT Bug #7/#8)
[fix] -- BETA : fixed kill source related crashes (OT Bug #4)
[fix] -- BETA : fixed feet resistance not respected by lava/acid (OT Bug #2)
11
Requests For Features / DoomRL 0.9.9.8 BETA 1
« on: September 01, 2023, 03:10 »
High time to start working on another release, don't you think?
There are some old changes in the repository that never were publicly tested, so I need a baseline BETA 1 tested to go further. Also this version includes changes to linux curses display (you'll need to compile it yourself to check it out). Changelog below.
DoomRL 0.9.9.8 BETA 1 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
There are some old changes in the repository that never were publicly tested, so I need a baseline BETA 1 tested to go further. Also this version includes changes to linux curses display (you'll need to compile it yourself to check it out). Changelog below.
DoomRL 0.9.9.8 BETA 1 Windows LQ
If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!
Code: [Select]
0.9.9.8 BETA 1
[new] -- TR#307: description for badges and medals in mortem.txt
[new] -- TR#---: event added: darkness
[mod] -- TR#---: Nightmare no longer prevents saving
[mod] -- TR#---: animation engine upgrade
[mod] -- TR#294: targeting ranges use vision calculation and are locked to vision range unless the weapon specifies a different range (shark)
[mod] -- TR#310: character screen (@) shows dodge and knockback modifiers.
[mod] -- TR#---: Ao100 / AAo666 full wins now counted as such.
[mod] -- TR#---: AoOC retooled -- starting inventory changed.
[mod] -- TR#---: separte path support (separate data/score etc, esp on Linux)
[mod] -- TR#---: curses used on Linux instead of FPCVideo
[fix] -- TR#---: melee kills tracked properly AoLT and ArchAoLT now working as intended
[fix] -- TR#---: kills are only assigned to an item if the item was used to kill
[fix] -- TR#---: weapon OnKill is called only if weapon is used to kill the enemy
[fix] -- TR#154: plural items (boots) are now properly described on floor
[fix] -- TR#---: fixed mouse scrolling along map edges (shark)
[fix] -- TR#---: right click won't try to reload weapons that don't use ammo (shark)
[fix] -- TR#290: mouse targeting now respects missile range property and vision range (shark)
[fix] -- TR#290: targeting line has consistent coloring rules between console and graphics mode.
[fix] -- TR#303: SegFault from melee attacking during weapon restricted challenges fixed (shark)
[fix] -- TR#---: better timed explosion animations for weapons firing multiple shots (shark)
[fix] -- TR#---: pump action weapons that self charge or don't use ammo will allow 'r' to pump them (shark)
[fix] -- TR#---: Shottyman no longer move-reloads self charging weapons (shark)
[fix] -- TR#---: BFG10K has better scattering, and scatters at close range (shark)
[fix] -- TR#303: Fixed a crash caused by a weird interaction between the player's death, a nuke, and being OnAction hooks (shark)
[fix] -- TR#---: 'l'ooking no longer overwrites the last line of the message log (shark)
[fix] -- TR#---: Repeat level feeling command added (Shift-L by default) (shark)
[fix] -- TR#---: Hell's Armory/Deimos Lab can now generate a unique as its special item.
[fix] -- TR#311: Armory/Deimos Lab won't pick assemblies created in the current game as a schematic choice.
[fix] -- TR#---: MMB now properly performs both attacks always. (shark)
[fix] -- TR#---: Demons shouldn't freeze up any more.
[fix] -- TR#---: Vaults: Opened spaces no longer marked permanent.
[fix] -- TR#---: Deimos Lab: Schematic generation matches Armory rules.
[fix] -- TR#---: Military Base: Work around for graphics issues.
[fix] -- TR#---: Arch-Viles now take damage from acid/lava.
[fix] -- TR#---: Berserker trigger is based on Nominal HP (Iro/Marine will no longer affect it), still has minimum of 10 damage (for AoHu).
[fix] -- TR#309: AoOC now counts sacrifice and full wins properly.
[fix] -- TR#---: Technicians now get starting tech mod on challenges that were (incorrectly) removing it.
12
General Discussion / Jupiter Hell 0.9.4 - Europa - RELEASED!
« on: September 28, 2020, 11:12 »
High time to attempt (no?) landings on Europa! 0.9.4 brings visual improvements to the snow-covered moon, along with revisiting of all it's generators, improvements to lighting and a brand new branch with a new special level! Additionally we added ice fiends and hyperblasters for ultimate splatter - read all about it below!
Asterius Habitat
New Europa branch has been added - similarly to Callisto's branches two out of three will be generated, but for this patch only we made Asterius Habitat guaranteed to appear. As all branches it comes with its own special level, and apart from variations of old Habitat generators it actually has two new generator types that are currently fully unique to the branch.
Ice fiends
Europa specific strain of the fiend has been added, pretty obviously cold-themed. This gives a nice counterpart to everyone's favorite cryoreavers and cryoberi :P
Hyperblaster
The addition of the cell-powered chainfire weapon leaves us with only one basic weapon that still needs to make an appearance (no cookie for guessing which, but it will come ;) ). The hyperblaster correctly works with all chainfire related traits.
Nightmare balance
We're generally pretty happy with how Nightmare turned out, it seems that almost all Diamond badges (apart from two) have already been acquired. However, two slight changes have been added. Respawned exalted will now only give experience on the first respawn (to prevent boring exp farming on level 1). To make the earlier levels more doable and less RNG-dependent, exalted soldiers on levels before Callisto L4 will now have worse equipment. This also applies to early regular game exalted spawns.
Masters and Traits
We buffed two underpowered scout masters - Ghost now reduces Stealth cost to 15 (10 at Level 2) and Assassinate keeps your dodge value after the attack (which makes spamming it much safer). We also are looking to buff Wizard and Fireangel, the former will get stronger with the hack changes coming next patch, the latter will need to wait for Fire related changes in an upcoming status effect related patch.
Marine's Furious now also generates +1/+2 Fury on kills that gib, making it a bit more useful and interesting trait, while Running cost is now 20 Fury independent of difficulty level.
Changelog
Apart from the above we did some more balance and visual changes, full list below:
What's next?
This was a slightly thinner release as we need some time to build up background tech for upcoming releases. Next up in 3-4 weeks we'll have 0.9.5 Terminal which will bring improvements to hacking and terminals in general, stay tuned!
Asterius Habitat
New Europa branch has been added - similarly to Callisto's branches two out of three will be generated, but for this patch only we made Asterius Habitat guaranteed to appear. As all branches it comes with its own special level, and apart from variations of old Habitat generators it actually has two new generator types that are currently fully unique to the branch.
Ice fiends
Europa specific strain of the fiend has been added, pretty obviously cold-themed. This gives a nice counterpart to everyone's favorite cryoreavers and cryoberi :P
Hyperblaster
The addition of the cell-powered chainfire weapon leaves us with only one basic weapon that still needs to make an appearance (no cookie for guessing which, but it will come ;) ). The hyperblaster correctly works with all chainfire related traits.
Nightmare balance
We're generally pretty happy with how Nightmare turned out, it seems that almost all Diamond badges (apart from two) have already been acquired. However, two slight changes have been added. Respawned exalted will now only give experience on the first respawn (to prevent boring exp farming on level 1). To make the earlier levels more doable and less RNG-dependent, exalted soldiers on levels before Callisto L4 will now have worse equipment. This also applies to early regular game exalted spawns.
Masters and Traits
We buffed two underpowered scout masters - Ghost now reduces Stealth cost to 15 (10 at Level 2) and Assassinate keeps your dodge value after the attack (which makes spamming it much safer). We also are looking to buff Wizard and Fireangel, the former will get stronger with the hack changes coming next patch, the latter will need to wait for Fire related changes in an upcoming status effect related patch.
Marine's Furious now also generates +1/+2 Fury on kills that gib, making it a bit more useful and interesting trait, while Running cost is now 20 Fury independent of difficulty level.
Changelog
Apart from the above we did some more balance and visual changes, full list below:
Code: [Select]
Beta 0.9.4 - Europa - September 28, 2020
NEW #1201 - Asterius Habitat branch added to Europa!
NEW #1202 - Asterius Breach special level!
NEW #1200 - ice fiend added!
NEW #1199 - hyperblaster, and ADV hyperblaster! (plasma chain)
CHANGE #1203 - ALL Europa generators revisted, improved visuals
CHANGE #1204 - increased amount of generated lootboxes
CHANGE #1198 - Refueling Base - better (weapon based) reward
CHANGE #1198 - AoNYR - all enemies drop weapons (except respawns)
CHANGE #1198 - weaker exalted soldier weapons pre-CalL4 (N! also)
CHANGE #1198 - Nightmare - only the first respawn gives XP
CHANGE #1198 - Scout - Ghost stealth costs now 15/10
CHANGE #1198 - Scout - Assassinate buffed and keeps dodge
CHANGE #1198 - Marine - Furious now generates +1/2 Fury on gib
CHANGE #1198 - Marine - Running now costs a flat 20 Fury
CHANGE #1198 - Europa L1 - less enemies on all difficulties
CHANGE #1168 - improved Callisto mines caves lighting
FIX #1198 - Limbo - safe zone added for reaver spawn
What's next?
This was a slightly thinner release as we need some time to build up background tech for upcoming releases. Next up in 3-4 weeks we'll have 0.9.5 Terminal which will bring improvements to hacking and terminals in general, stay tuned!
13
General Discussion / Jupiter Hell 0.9.3 - Nightmare - RELEASED!
« on: September 07, 2020, 10:18 »
It's time to face the ultimate challenge in 0.9.3 Nightmare! Apart from the eponymous difficulty level, we have added Platinum and Diamond level badges, level events, gibbing (fun for everyone, life-saving in Nightmare), ADV AMPs and more - read all about it below!
Nightmare!
The borderline unfair and punishing difficulty level from DRL returns! While the balance is close to UV (and there's no accuracy boost for the enemies), each biological enemy that dies leaves a summoning circle. Leave that circle alone and out of sight for a while, and the enemy will respawn... as a progressively-stronger, exalted variant.
This difficulty is not for the faint of heart, but is beatable. Different tactics need to be applied, gibbing enemies becomes a valuable tool, and exploring all of the map might become a death trap. You've been warned!
Platinum and Diamond badges
To make your Nightmare exploits count, we added a fourth and fifth tier of the badge system. While Platinum badges can be achieved on UV difficulty for some challenges, Diamond is all about Nightmare. Platinum badges are all achievable through careful and masterful play; Diamond ones, however... well, let's say that we're interested ourselves in how many of those are actually achievable! ;)
Gibbing
Borrowing the old Doom term, gibbing might happen when, you deal enough damage in a single attack to overkill an enemy. Depending on how much overkill happens, the gibbing chance goes up (damage equal to twice their health guarantees a gib). To quickly enjoy the lovely visuals, walk up to a former human and sell him a shotgun blast into the face. Note that some weapons (explosive ones and melee) have a hidden factor that makes gibbing easier!
Level events
Probably the most interesting addition for people who're afraid of the Nightmare are level events - modifiers that might happen when entering a regular level. There's currently 8 of them, ranging from simple ones (the level has many more barrels...) to ones that expect you to do something within a turn-based time limit to gain extra experience. Not all events generate on every level branch, and we will be adding more of them in further releases of the game!
ADV AMPs
While the initial idea was to ditch the old AMP system altogether, as the first step we're introducing ADV AMPs with random stats for pistols (inlcluding SMGs), auto weapons (rifles and chainguns), and shotguns. The perk pool for them is currently quite shallow; once we improve on it, we will probably remove the old regular AMPs.
Plasma grenade
The ultimate overkill tool, packing a whopping 200 plasma damage in a single grenade. Useful in Nightmare for gibbing, and in all difficulties for making sure that big dude dies. Don't bother saving them for the summoner though (see below).
UI
The seed line below the level name has been changed. It now states the difficulty (by single letter), the challenge abbreviation (if present), and the general seed of the run. Apart from helping streamers not answer the basic questions each time, it will help us have all the needed information in a screenshot when reporting issues with level generation.
Additionally, as requested, we've added head slot durability to the UI, and removed the armor name, as usually you remember what you're wearing and you can always shift-compare with what's on the ground.
Balance changes
Summoner now has a damage gate - if you deal more than 80 damage before he takes his turn, all further damage is negated until that time. If you're faster than him, you might notice his health turning violet - don't bother shooting him then (later we'll add a nice shield effect once shields are in!).
Barrel damage has been increased - this makes for more gibbing fun, but also might prove fatal if you're not careful!
We've increased the amount of loot, too - common chests always drop at least 3 items, with special tier 1 chests and vaults appearing more often.
Finally some more minor changes and the regular supply of bugfixes which all can be summed up in the full changelog below:
Full changelog
What's next?
We're working on a bigger feature, but it's taking more time than anticipated, so in the meantime we'll do a smaller content-focused release next. In hopefully two weeks you'll get 0.9.4 Europa, with various additions to level generation and other new stuff to explore. Until then, try not to fall victim to the Nightmare!
Nightmare!
The borderline unfair and punishing difficulty level from DRL returns! While the balance is close to UV (and there's no accuracy boost for the enemies), each biological enemy that dies leaves a summoning circle. Leave that circle alone and out of sight for a while, and the enemy will respawn... as a progressively-stronger, exalted variant.
This difficulty is not for the faint of heart, but is beatable. Different tactics need to be applied, gibbing enemies becomes a valuable tool, and exploring all of the map might become a death trap. You've been warned!
Platinum and Diamond badges
To make your Nightmare exploits count, we added a fourth and fifth tier of the badge system. While Platinum badges can be achieved on UV difficulty for some challenges, Diamond is all about Nightmare. Platinum badges are all achievable through careful and masterful play; Diamond ones, however... well, let's say that we're interested ourselves in how many of those are actually achievable! ;)
Gibbing
Borrowing the old Doom term, gibbing might happen when, you deal enough damage in a single attack to overkill an enemy. Depending on how much overkill happens, the gibbing chance goes up (damage equal to twice their health guarantees a gib). To quickly enjoy the lovely visuals, walk up to a former human and sell him a shotgun blast into the face. Note that some weapons (explosive ones and melee) have a hidden factor that makes gibbing easier!
Level events
Probably the most interesting addition for people who're afraid of the Nightmare are level events - modifiers that might happen when entering a regular level. There's currently 8 of them, ranging from simple ones (the level has many more barrels...) to ones that expect you to do something within a turn-based time limit to gain extra experience. Not all events generate on every level branch, and we will be adding more of them in further releases of the game!
ADV AMPs
While the initial idea was to ditch the old AMP system altogether, as the first step we're introducing ADV AMPs with random stats for pistols (inlcluding SMGs), auto weapons (rifles and chainguns), and shotguns. The perk pool for them is currently quite shallow; once we improve on it, we will probably remove the old regular AMPs.
Plasma grenade
The ultimate overkill tool, packing a whopping 200 plasma damage in a single grenade. Useful in Nightmare for gibbing, and in all difficulties for making sure that big dude dies. Don't bother saving them for the summoner though (see below).
UI
The seed line below the level name has been changed. It now states the difficulty (by single letter), the challenge abbreviation (if present), and the general seed of the run. Apart from helping streamers not answer the basic questions each time, it will help us have all the needed information in a screenshot when reporting issues with level generation.
Additionally, as requested, we've added head slot durability to the UI, and removed the armor name, as usually you remember what you're wearing and you can always shift-compare with what's on the ground.
Balance changes
Summoner now has a damage gate - if you deal more than 80 damage before he takes his turn, all further damage is negated until that time. If you're faster than him, you might notice his health turning violet - don't bother shooting him then (later we'll add a nice shield effect once shields are in!).
Barrel damage has been increased - this makes for more gibbing fun, but also might prove fatal if you're not careful!
We've increased the amount of loot, too - common chests always drop at least 3 items, with special tier 1 chests and vaults appearing more often.
Finally some more minor changes and the regular supply of bugfixes which all can be summed up in the full changelog below:
Full changelog
Code: [Select]
Beta 0.9.3 - Nightmare - September 7, 2020
NEW #1186 - Nightmare!
NEW #1156 - Level events! 8 initial events, more to come!
NEW #1188 - Gibbing! Overkill destroys corpses (useful in N!)
NEW #1187 - Platinum and Diamond badges - requiring N!/UV
NEW #1191 - plasma grenades - when a krak is not enough
NEW #1192 - ADV AMP's - pistol, auto and shotgun
CHANGE #1194 - HUD - short armor info, added helmet info
CHANGE #1193 - challenge, diff, and world seed under level name
CHANGE #1190 - Summoner damage gate (max 80 damage between turns)
CHANGE #1188 - improved some death animation timing issues
CHANGE #1191 - increased barrel damage values (be careful!)
CHANGE #1191 - ADV helmets always have at least 3 mod capacity
CHANGE #1191 - special tier 1 chests more common
CHANGE #1191 - common chests drop at least 3 items
CHANGE #1191 - increased the frequency of vaults
CHANGE #1156 - player data skill ranks above "Captain"
FIX #1191 - CAL L1 - removed some "not enough chests" cases
FIX #1165 - Tyre Outpost headgear now properly AV3
FIX #1165 - Entrenchment now displays proper resistance values
FIX #1165 - fixed passing 100% kills for some requirements
What's next?
We're working on a bigger feature, but it's taking more time than anticipated, so in the meantime we'll do a smaller content-focused release next. In hopefully two weeks you'll get 0.9.4 Europa, with various additions to level generation and other new stuff to explore. Until then, try not to fall victim to the Nightmare!
14
General Discussion / Jupiter Hell 0.9.2 - Vision - RELEASED!
« on: July 27, 2020, 08:43 »
After a longer break (much needed since we've been crunching since launch), we present 0.9.2 Vision! The three biggest additions this time is the enabling of the head slot, with various associated items that have their ADV versions too, changing the vision range on some levels (lower or higher) and two new special levels!
Helmets, Visors and Gasmasks
The head slot is finally functional! While the base helmet just protects from critical hits (like the imp or reaver charge attack), stronger helmets carry a slight armor bonus. ADV versions come with a subset of armor perks. Visors and gasmasks however drop always ADV and have their own brand new pool of perks related to vision, scouting and hacking!
Vision range
Up until now vision range was hardcoded. Now you'll often encounter levels with reduced vision range - carry a shotgun and beware of melee enemies! Or, find a nice visor with Nightvision. Some caves have a higher vision range, giving more strength to long range weapons. Further along we might reduce the sight range of some enemies and make them operate on scent and sound alone, but that's for a future update! We took this occasion to tinker with the default camera settings too - the camera will adapt to vision range, and show stuff at a slightly better range.
New special levels
We've added one alternative level that can spawn instead of the Warehouse on Io, with a strong theme, new mechanics and an unique reward. On Europa, Refueling Base can also be swapped for a new level, The Pit. To avoid spoilers I'll end this paragraph here :).
Balancing
7.62 sidearm got a damage buff, and assault rifle got it's range nerfed a bit. We've also significantly increased the duration of the EMP effect. Also melee weapon drops are now more common.
Other changes
Drones can now actually fly over gaps, so don't be surprised if you're flanked on Callisto Spaceport :). Also, while adding helmets we noticed that green/blue/red as a descriptor is kind of boring - both armor and helmets now follow a new naming - basic (green), marine (blue), combat (red).
Full changelog
What's next?
This update is on the lighter side, the next one might be much beefier. 0.9.3 Nightmare is coming! Apart from obvious content for the high level players, we'll also add signifcant changes for everyone :). The update should land in 3-4 weeks from now.
Helmets, Visors and Gasmasks
The head slot is finally functional! While the base helmet just protects from critical hits (like the imp or reaver charge attack), stronger helmets carry a slight armor bonus. ADV versions come with a subset of armor perks. Visors and gasmasks however drop always ADV and have their own brand new pool of perks related to vision, scouting and hacking!
Vision range
Up until now vision range was hardcoded. Now you'll often encounter levels with reduced vision range - carry a shotgun and beware of melee enemies! Or, find a nice visor with Nightvision. Some caves have a higher vision range, giving more strength to long range weapons. Further along we might reduce the sight range of some enemies and make them operate on scent and sound alone, but that's for a future update! We took this occasion to tinker with the default camera settings too - the camera will adapt to vision range, and show stuff at a slightly better range.
New special levels
We've added one alternative level that can spawn instead of the Warehouse on Io, with a strong theme, new mechanics and an unique reward. On Europa, Refueling Base can also be swapped for a new level, The Pit. To avoid spoilers I'll end this paragraph here :).
Balancing
7.62 sidearm got a damage buff, and assault rifle got it's range nerfed a bit. We've also significantly increased the duration of the EMP effect. Also melee weapon drops are now more common.
Other changes
Drones can now actually fly over gaps, so don't be surprised if you're flanked on Callisto Spaceport :). Also, while adding helmets we noticed that green/blue/red as a descriptor is kind of boring - both armor and helmets now follow a new naming - basic (green), marine (blue), combat (red).
Full changelog
Code: [Select]
Beta 0.9.2 - Vision - July 27, 2020
NEW #1182 - head slot functional now!
NEW #1182 - basic/marine/combat helmets (also ADV) added
NEW #1182 - ADV gasmask added, ADV visors/headsets
NEW #1182 - ADV visors/headsets have their own new perks
NEW #0992 - new special level alternative to Warehouse
NEW #1012 - new special level alternative to Refueling Base
CHANGE #1000 - flying enemies can now fly over gaps
CHANGE #1182 - green/blue/red armor -> basic/marine/combat
CHANGE #0337 - levels may have different vision distances
CHANGE #0337 - some caves have vision 8, dark places 5-6
CHANGE #0337 - camera zooms based on vision distance
CHANGE #0337 - improved default zoom
CHANGE #1180 - 7.62 sidearm damage 10->12
CHANGE #1180 - 7.62 assault rifle max range 10->8
CHANGE #1180 - increased EMP effect duration by 66%
CHANGE #1180 - Tyre lost one special lootbox (manufacture is op)
CHANGE #1180 - increased drop rates of melee weapons
CHANGE #1170 - Mimir Habitat reward is no longer guaranteed
CHANGE #1166 - lights/lamps are destructible (no gameplay effect)
FIX #1124 - fixed visual gap in basalt levels
What's next?
This update is on the lighter side, the next one might be much beefier. 0.9.3 Nightmare is coming! Apart from obvious content for the high level players, we'll also add signifcant changes for everyone :). The update should land in 3-4 weeks from now.
15
General Discussion / Jupiter Hell 0.9.1 - Callisto - RELEASED!
« on: June 02, 2020, 10:54 »
After a longer break where we stabilized 0.9 and took a bit time off it's time to get back to scheduled releases! This time we look at the first episode of the game, adding a new enemy, new tileset, new branch and new special level. Read all about it below!
But before we do that, we're happy to announce that we're running an AMA on the r/Games reddit, that will be starting exactly an hour from now (11 AM PT/8 PM CEST), be sure to check it out!
Mimir Habitat
Probably the most noticeable addition this release is the new Callisto branch, Mimir Habitat, sporting a new civilian and very retro sci-fi flavored bright visual tileset, be sure to visit it as soon as you can! Next version two branches from the current set of three will be available each run, but this version we've set Mimir to always appear so you don't have to be on the mercy of the RNG to visit it. As all branches it is finished up with a new special level that shares similarities with Valhalla Command, but has its own unique twist.
Callisto all lit up
As the initial idea behind the tileset was to make Callisto more brighter, we also took care to improve lighting on all main branch Callisto generators - this is more or less noticeable depending on the generator, but you'll definitely notice it!
Sentries
To improve early game we also have a new robotic enemy (yes, it's hackable :P), that power-wise sits in the gap between drones and security bots. As with all upcoming enemies it has variants and unique behavior twists (we'll be revisiting some old enemies later too) - speaking of the old security bots, they now slightly differ between their Callisto, Europa and Beyond variants - most importantly the Callisto ones are a bit easier to deal with.
Grenade buffs
In terms of dealing with enemies, our old friends, grenades got a very significant buff, and if you're not using them you'll be seriously missing out. Both frag and krak grenades got their damage DOUBLED, and all the other grenades got significant buffs also (be it duration, damage or strength).
Balance changes
Another set of 0.9 balance changes is also in, starting with inevitable nerfs to Wizard smoke cooldown and Entrenchment damage resistance values, but also removal of Onslaught accuracy penalty, a bugfix that significantly improves Onslaught and Gun Kata targeting and a new terminal (BTW, all terminals have a new model now) that appears rarely but also in set places that helps with ammo consumption issues. Some nasty spawn situations, like Anomaly and Containment in-your-face reavers, have been also improved.
UI improvements
When manual targeting you now see the name of the tile you're targeting and you can use SHIFT to actually see what an item is from a distance (basically doubling as a typical roguelike look mode). We'll add more enemy information to this mode at some later point in time too.
Issue with time passage and terminals/stations has also been resolved, as well as terminal and inventory no longer exiting on action (the latter only if there are no enemies in sight).
Full fixes and changes follow:
Changelog
What's next
The next update might come as soon as in two weeks, tentatively it's named 0.9.2 Vision, and will have further improvements to the variety of early game and possibly an improvement pass on Europa. Stay tuned and tell us what you think of this release!
But before we do that, we're happy to announce that we're running an AMA on the r/Games reddit, that will be starting exactly an hour from now (11 AM PT/8 PM CEST), be sure to check it out!
Mimir Habitat
Probably the most noticeable addition this release is the new Callisto branch, Mimir Habitat, sporting a new civilian and very retro sci-fi flavored bright visual tileset, be sure to visit it as soon as you can! Next version two branches from the current set of three will be available each run, but this version we've set Mimir to always appear so you don't have to be on the mercy of the RNG to visit it. As all branches it is finished up with a new special level that shares similarities with Valhalla Command, but has its own unique twist.
Callisto all lit up
As the initial idea behind the tileset was to make Callisto more brighter, we also took care to improve lighting on all main branch Callisto generators - this is more or less noticeable depending on the generator, but you'll definitely notice it!
Sentries
To improve early game we also have a new robotic enemy (yes, it's hackable :P), that power-wise sits in the gap between drones and security bots. As with all upcoming enemies it has variants and unique behavior twists (we'll be revisiting some old enemies later too) - speaking of the old security bots, they now slightly differ between their Callisto, Europa and Beyond variants - most importantly the Callisto ones are a bit easier to deal with.
Grenade buffs
In terms of dealing with enemies, our old friends, grenades got a very significant buff, and if you're not using them you'll be seriously missing out. Both frag and krak grenades got their damage DOUBLED, and all the other grenades got significant buffs also (be it duration, damage or strength).
Balance changes
Another set of 0.9 balance changes is also in, starting with inevitable nerfs to Wizard smoke cooldown and Entrenchment damage resistance values, but also removal of Onslaught accuracy penalty, a bugfix that significantly improves Onslaught and Gun Kata targeting and a new terminal (BTW, all terminals have a new model now) that appears rarely but also in set places that helps with ammo consumption issues. Some nasty spawn situations, like Anomaly and Containment in-your-face reavers, have been also improved.
UI improvements
When manual targeting you now see the name of the tile you're targeting and you can use SHIFT to actually see what an item is from a distance (basically doubling as a typical roguelike look mode). We'll add more enemy information to this mode at some later point in time too.
Issue with time passage and terminals/stations has also been resolved, as well as terminal and inventory no longer exiting on action (the latter only if there are no enemies in sight).
Full fixes and changes follow:
Changelog
Code: [Select]
Beta 0.9.1 - Callisto - June 2, 2020
NEW #0947 - new enemy - Sentry bots! 3 variants
NEW #1171 - new tileset - Callisto habitat
NEW #1170 - new branch - Mimir Habitat
NEW #1170 - new special level - CalSec Central!
NEW #1179 - rare ammo manufacture stations
CHANGE #1168 - improved Callisto lighting
CHANGE #1164 - targeting acts as look mode
CHANGE #1164 - you can use SHIFT item compare while targeting
CHANGE #1163 - krak and frag grenade damage doubled
CHANGE #1163 - 50% initial damage increase to gas grenades
CHANGE #1163 - 25% more smoke time on smoke grenades
CHANGE #1163 - EMP lasts 50% longer, EMP grenade +50% damage
CHANGE #1162 - Callisto bots nerfed health and damage a bit
CHANGE #1162 - post-Europa bots more health and speed
CHANGE #1153 - you can no longer hit things beyond vision range
CHANGE #1159 - terminal/station commands pass time
CHANGE #1159 - terminals don't close after option pick
CHANGE #1160 - equipment doesn't close after drop if no enemies
CHANGE #1169 - Anomaly and Containment summons skip first turn
CHANGE #1169 - Tyre and Command minimal spawn range increased
CHANGE #1161 - Tyre station always has sidearm/sniper/katana
CHANGE #1162 - Callisto L1 enemies will spawn a bit further
CHANGE #0947 - Wizard T2 summons sentry bots
CHANGE #1168 - no more annoying corner turret
CHANGE #1167 - no Finisher and Cleaner on high-damage ADVs
CHANGE #1154 - reduced hack/disable cost of CRI bots
CHANGE #1154 - Onslaught accuracy penalty removed
CHANGE #1154 - Entrenchment DR - 30/50/70 -> 30/40/50
CHANGE #1154 - Wizard smoke screen cooldown doubled
CHANGE #1179 - new terminal model
FIX #1178 - prevent a lot of atlas related crashes
FIX #1175 - fixed skeleton bug (lidless boxes, dead fans)
FIX #1172 - fixed pipe placement in gaps
FIX #1154 - Gun Kata and Onslaught properly fire before move
FIX #1157 - ADV plasma shotgun name was "dual"
FIX #1155 - Angel of Marksmanship unlocks at rank 2 properly
FIX #1158 - regenerated levels will wipe old style patches
FIX #1159 - fixed health station pain exploit
FIX #1159 - fixed hints not appearing on station actions
FIX #1159 - spilling blood requirement is spilling blood
What's next
The next update might come as soon as in two weeks, tentatively it's named 0.9.2 Vision, and will have further improvements to the variety of early game and possibly an improvement pass on Europa. Stay tuned and tell us what you think of this release!