Chaosforge Forum

General => Announcements => Topic started by: Kornel Kisielewicz on October 16, 2009, 11:06

Title: DoomRL 0.9.9 RELEASED!
Post by: Kornel Kisielewicz on October 16, 2009, 11:06
The long awaited DoomRL 0.9.9 has finally been released!

Many notable improvements have been made over the previous version, 9.8.10, such as ultimate Master Traits, alternative fire modes for most weapons, exiting new challenge modes, and a total revamp of the player progress system!

Grab it while it's hot in the downloads section on DoomRL's redesigned webpage (http://doom.chaosforge.org/)! While you're at it why not donate (http://forum.chaosforge.org/index.php?action=treasury) and help me out -- my PC is dying and I'm fundraising for a new one, to have a workspace for ChaosForge!

Master Traits can be chosen when you have fulfilled the prerequisite traits. They alter the way in which you can play DoomRL by giving a positive effect, but blocking some other traits from being chosen! An example is the new Ammochain trait, which allows you infinite ammo from your rapid-fire weapons, but blocks the Eagle Eye trait. You turn into an inaccurate ammo-spitting horror!

The Ranks system has been totally overhauled, now working on a "Badge" system (unfortunately breaking compatibility with the old player and score data). Feats for acquiring badges range from winning the game on ITYTD to beating Angel of 100 on Nightmare! in under one hour! There are 95 badges for players of all skill levels, so if you don't feel up to the challenge of clearing the City of Skulls on Ultra-Violence, why not try it on Hurt me Plenty?

Alternative fire modes, implemented for most basic weapons (and many uniques!) enhance your tactical possibilities. Pistols now have aimed shot, rocket launcher has the famous rocket-jump, knives can be thrown, but the most drastic change is the chain-fire alternative mode for rapid fire weapons -- feel the dakka when rapid-firing!

In addition, other changes have found their way into 0.9.9, such as multiple new unique items, unique item sets, unique item modification, new barrel types, damage types, and a totally new mod system, consisting of the Agility, Power, Bulk and Technical mods.

Linux version is also available, however the sound version is still unstable -- the ChaosForge team is working on it!

v.0.9.9
[add] -- TR#003: Master Traits implemented!
[add] -- TR#002: enhanced traits pick menu!
[add] -- TR#001: items sets implemented!
[add] -- TR#065: Phaseshift set, Gothic set, Angelic Set
[add] -- TR#023: Skill rank system blown up -- now badge-based, and 19 levels!
[add] -- TR#023: Badges galore! 95 badges to aquire!
[add] -- TR#---: Two new unique weapons, two new unique armors, unique modpacks
[add] -- TR#080: real-time total player time tracking
[add] -- TR#022: enhanced kills player page
[add] -- TR#020: New enhanced player and score files!
[add] -- TR#022: Uniques in player data!
[add] -- TR#023: Medals!
[add] -- TR#029: player.wad and score.wad backup
[add] -- TR#076: Mods made multi-purpose!
[add] -- TR#078: Melee weapons can now be modded!
[add] -- TR#270: Angel of Shotgunnery and Angel of Max Carnage
[add] -- FS#279: Two new kinds of barrels!
[add] -- FS#---: Alternative Reload descriptions
[add] -- FS#---: Alternative Fire Modes (Chain fire!)
[mod] -- FS#---: Chaingun fires now 4 shots, Plasma 6 shots, plasma accuracy+1
[mod] -- TR#096: Dodge master as advanced trait, Gun Kata requires Dodge Master
[mod] -- TR#096: CatEye returns as master trait, removed Regenerator
[mod] -- TR#096: Cacodemon blast smaller
[mod] -- TR#096: Plasma now halves armor (plasma weapon damage reduced a bit)
[mod] -- TR#096: Vaults now have a teleport in the middle vault
[mod] -- TR#---: enemies no longer hunt useless items
[mod] -- TR#086: Targeting changed -- if last turn you aimed at an empty coord, it will reaim
[mod] -- TR#---: AoD and AoDD removed
[mod] -- TR#---: AoRA time reduced to 4 minute
[mod] -- TR#---: Rebalanced unique items
[mod] -- TR#---: Minigun can now be modded, many uniques can be modded once
[mod] -- TR#---: BFG9000 now has half knockback, BFG10K made a true ass-kicker
[mod] -- TR#---: brute now gives +2 melee hit chance
[mod] -- TR#---: broken player dats are now marked as such, instead of removing
[mod] -- TR#---: added more sensible arena final reward for AoB and AoMr
[mod] -- TR#---: Angelic Armor no longer can be destroyed when worn
[mod] -- TR#---: Finesse now gives 15% bonus
[mod] -- TR#---: Intuition is now 2-level
[mod] -- TR#076: removed traited (e.g. rapid) weapons
[mod] -- TR#062: items dropped on or flooded by acid/lava will now be destroyed
[mod] -- TR#004: sound now via FMOD (should fix some crashes!)
[mod] -- TR#055: armor damage reduced for better armors
[mod] -- TR#054: shotgun damage upped to 8 dice
[mod] -- TR#013: overcharged bfg's have +20 damage, plasmas +2
[mod] -- FS#276: Cybie, AoD, JC have now upped health on higher difficulty levels
[mod] -- FS#268: natural attacks are now stored as weapons
[mod] -- FS#---: monsters now have different (configurable) attack chances
[mod] -- FS#---: cacodemon missiles are now easier to sidestep
[mod] -- FS#---: Knife has now a +1 accuracy bonus
[mod] -- FS#---: Badass is now a single level trait that stops Health degradation
                 and gives a bonus to knockback stopping.
[mod] -- FS#---: Barons and knights are now acid resistant
[mod] -- FS#---: LookMode descriptions are now complete
[mod] -- FS#263: Visual and message warning of ending power up
[mod] -- FS#---: Acid damage damages armor twice as fast
[mod] -- FS#---: Sharpnel damage (shotguns) is affected *2 by armor
[mod] -- FS#---: Explosions from missiles hitting walls now happen a square before the wall
[mod] -- FS#---: made Megasphere more often
[mod] -- FS#---: Player level 20 achieveable, exp view is MAX at 20
[mod] -- FS#274: Message is printed when an unique is destroyed by an explosion
[fix] -- FS#---: Enemy Melee attacks now properly use the difficulty toHit bonus
[fix] -- TR#---: double level bug fixed
[fix] -- FS#---: toHit values now properly displayed
[fix] -- FS#262: LS is no longer seen from outside of the Cathedral
[fix] -- FS#253: Inventory view no longer crashes when empty
[fix] -- FS#251: Screenshots record dots properly now
[fix] -- FS#252: Envirosuit can no longer be carried on AoI
[fix] -- TR#006: screenshots fixed
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Dervis on October 16, 2009, 11:21
YAY!

We need a cake to celebrate! :P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Kornel Kisielewicz on October 16, 2009, 11:23
Rather champagne! :P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: UnderAPaleGreySky on October 16, 2009, 11:48
We need both!! :P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: ParaSait on October 16, 2009, 11:52
What about spacecake? :D

'k, gonna try it out now! \(^^,)/


EDIT: Hmm, if I start it up, one of my svchost.exe's uses 50% cpu for over 10 seconds, and then the game starts. Is that normal?
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Madtrixr on October 16, 2009, 12:02
Fanfare! Revelry! Hurrah!
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Kornel Kisielewicz on October 16, 2009, 12:13
Mrazerty - that's fmod.dll loading.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Madtrixr on October 16, 2009, 12:15
Hey guess what K?

You get a couple days of rest, and Then you get to do it, ALL OVER AGAIN.

(Start on 0.9.9.1 NAO)
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 16, 2009, 13:03
YAY!

/me realizes it's no different to 9.9 RC 5

Aww.

/me realizes it's still 9.9

YAY!
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 16, 2009, 13:14
Unfortunately, I have to be the first one to report a bug.

I have all the requirements for Hell Knight rank (All of the items are greyed out), But i'm not advancing. It's just staying all greyed.

Are you sure you changed the amount of pistol kills? I have 56. If you'd like Player.wad and score.wad, i'll post them.

EDIT: Just needed to play a single game to advance. Annoying, though.

Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Shancial on October 16, 2009, 13:34
AWESOME News! You have my gratitude! I'll donate some money as soon as I can, promise :) You just made my day!
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Yossarian on October 16, 2009, 22:14
You have made my day!
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 17, 2009, 00:25
Hey guess what K?

You get a couple days of rest, and Then you get to do it, ALL OVER AGAIN.

(Start on 0.9.9.1 NAO)

Haha, so true :P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aerton on October 17, 2009, 06:20
Yay!
Chainsaw time!
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Potman on October 17, 2009, 07:15
WHERE. IS. SPIDER. MASTERMIND?!
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Silhar on October 17, 2009, 07:34
Woohoo ! Give him a cigaro ! THOSE are good news !

/me downloads and plays to death, mesmerized.

Now I feel like I HAVE to donate. Are you completely sure, K, there is no other way than PayPal ? :(
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 17, 2009, 07:35
Via Credit Card, see the Donations link at the top of the page.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Silhar on October 17, 2009, 07:36
I'm going to take a closer look as soon as I'll get any cash. Thank you.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 17, 2009, 07:48
No problemo ;)
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Fanta Hege on October 17, 2009, 07:59
HUZZAH!

And now I need to work my stats up once again..
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Davidek on October 17, 2009, 08:11
Thanks a lot, Kornel. I have played Doom RL since the beginning of its developement and the new version seems really cool. I have just send my donation. Hope more people will send you some money so that you can continue in your great work ;)
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Kornel Kisielewicz on October 17, 2009, 09:51
Yay!
Chainsaw time!
Yay! Aerton is alive!

Thanks a lot, Kornel. I have played Doom RL since the beginning of its developement and the new version seems really cool. I have just send my donation. Hope more people will send you some money so that you can continue in your great work ;)
Thanks :)
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: UnderAPaleGreySky on October 17, 2009, 11:10
Well, the new version kicks ass in so many ways that the old version didn't. Bravo. This new version will definitely get more playtime (must... weild... Dragonslayer!), and I must say, I like the way its turned out, as well as the change to the forum.
Happy developing!
:P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: ntc on October 17, 2009, 11:32
YES!!! THANK YOU!!! FINALLY!!!

I've been waiting for this for too long...

BTW, thats a sh*tload of traits...
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Kaz on October 18, 2009, 10:30
Hello Kornel,

A great work indeed and fun to play the DoomRL !  I'm also expanding this great news over my Twitter.

BR,
Kaz
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: P_Hat on October 19, 2009, 04:23
GDLK
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Xrieaz on October 19, 2009, 08:55
Way to go!
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Rola on October 20, 2009, 11:38
I live... again!

Oops! This is Doom, not Blood... but I'm to play this game again!

Thanks for your work, Kornel!

Updated mobygames with this info :)

EDIT: darn, you are... sick man! With those new badges/medals etc. the game is even more addictive! It should be banned!

/me sends people with pitchforks after Kornel
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: UnderAPaleGreySky on October 20, 2009, 23:48
*The mob is met by a lone man with an impossibly large sword. Guess who.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 21, 2009, 00:09
SIEGFRIED, OBVIOUSLY.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: UnderAPaleGreySky on October 21, 2009, 00:12
Dammit, Aki :P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 21, 2009, 00:18
/me likes Soul Caliber :>
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Madtrixr on October 21, 2009, 05:16
...Welcome back, to the stage of history.

/me is pretty fond of SC as well.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Karry on October 21, 2009, 19:33
Can someone travel to Derek and blow his brains out, for not bothering to complete the tiles in two years time ?
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Derek on October 21, 2009, 20:20
Um, do I know you?

Anyway, Kornel wanted to wait until 0.9.9 was released before working on the tiles.  I think he's mentioned that several times before on the forums.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Journey on October 21, 2009, 22:20
If you blew his brains out, he wouldn't be able to work on the tiles, would he now?

In any case - the rather indelicate way in which you expressed your sentiments isn't particularly conductive to getting the results you want.

Perhaps something along the lines of, "I've heard that a tile-based version was in the works and I'm greatly looking forward to seeing it, any update on when it might be completed?"
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: UnderAPaleGreySky on October 21, 2009, 22:37
Rather than going on about blowing his brains out, maybe?
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 22, 2009, 00:04
Can someone travel to Derek and blow his brains out, for not bothering to complete the tiles in two years time ?

Ah. You.

I remember reading some of your old posts when looking through the "Who's online" lists.

You're a faggot. Simple and straight.

If you're going to criticize something that's been outright stated, at least do it constructively.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: UnderAPaleGreySky on October 22, 2009, 00:53
Can someone travel to Derek and blow his brains out, for not bothering to complete the tiles in two years time ?
Even if I hadn't read your old posts, I would still agree with Aki.

There's no call to be an ass over something that's been stated explicitly over the past couple of years.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: GenTechJ on October 22, 2009, 01:30
Wow, I leave the forum for a while to focus on school (scored high on my midterms btw :) ) and I miss a lot it seems. Love the new look, and about to try the new release.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Zephyre Syx on October 22, 2009, 07:46
Hi.  It's been a long time since I been here and I got this email saying you have an update of the game and want to check it ou-HOLY CRAP!!  IT'S FREAK'N FULL OF AWESOME!

And you got the Gun Kata thing in there too.  Good, I though I killed the thread about it =(.  Welp, anyway...*downloads and drools*

Btw, I think the gun kata reload effect should be a flying clip to the face with a chance of knockback.  The trait you have now makes absolute sense.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Blade on October 22, 2009, 09:52
Lol. Reunion thread. Now Turgor should leave here a message and it will be complete.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Malek Deneith on October 22, 2009, 15:08
Lol. Reunion thread. Now Turgor should leave here a message and it will be complete.
You know, this reminds me - back on beta somethingoranother Kornel mentioned (on IRC or IM I think) that he'll try to get Turgor back once we have a release

/me prods Kornel with a cattle prod :P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: jake250 on October 23, 2009, 00:37
Do you guys, by "tiles", mean a version of DoomRL with actual graphics and not text?

In 2008, he promised he would complete it before the end of 2009.

No, I am not mad and I'm not here to show disrespect. Its a big thing to hold on to. I still want and hope that it will be done. I'll get the proof.

Because that promise was broken, I'd simply like to ask for some official word from Kornel here, on if its still going to happen, and how long could it take (but don't promise anything this time :).


By the way, the new version of DoomRL is excellent, as always. You do great work, even if it takes a long time :)


EDIT: Here is the proof: http://forum.chaosforge.org/index.php/topic,1490.0.html
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: UnderAPaleGreySky on October 23, 2009, 00:54
Clearly you aren't mentally sound. Last time I checked, it was still 2009..
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Kornel Kisielewicz on October 23, 2009, 02:51
Official statement : I'm working on it dammit...

Un-Official statement : Yeah, I'm trying to work on it, dammit...

:P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Melon on October 23, 2009, 04:17
Do you guys, by "tiles", mean a version of DoomRL with actual graphics and not text?

In 2008, he promised he would complete it before the end of 2009.

No, I am not mad and I'm not here to show disrespect. Its a big thing to hold on to. I still want and hope that it will be done. I'll get the proof.

Because that promise was broken, I'd simply like to ask for some official word from Kornel here, on if its still going to happen, and how long could it take (but don't promise anything this time :).


By the way, the new version of DoomRL is excellent, as always. You do great work, even if it takes a long time :)


EDIT: Here is the proof: http://forum.chaosforge.org/index.php/topic,1490.0.html

A yes, you pay and you have expectations :D
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Madtrixr on October 23, 2009, 14:31
Do you guys, by "tiles", mean a version of DoomRL with actual graphics and not text?

In 2008, he promised he would complete it before the end of 2009.

No, I am not mad and I'm not here to show disrespect. Its a big thing to hold on to. I still want and hope that it will be done. I'll get the proof.

Because that promise was broken, I'd simply like to ask for some official word from Kornel here, on if its still going to happen, and how long could it take (but don't promise anything this time :).


By the way, the new version of DoomRL is excellent, as always. You do great work, even if it takes a long time :)


EDIT: Here is the proof: http://forum.chaosforge.org/index.php/topic,1490.0.html

...Even if he promised to have the tiles themselves done, it's a moot point until 1.0.0...IMO
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Aki on October 23, 2009, 15:08
Why do you guys want Graphics so badly anyway?

It's a ROUGELIKE.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Madtrixr on October 23, 2009, 15:13
Why do you guys want Graphics so badly anyway?

It's a ROUGELIKE.

True dat.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: UnderAPaleGreySky on October 23, 2009, 19:39
It's a ROUGELIKE.
You know, I could SWEAR that it's a Roguelike, rather than a Rougelike :P
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Madtrixr on October 23, 2009, 19:45
You know, I could SWEAR that it's a Roguelike, rather than a Rougelike :P

Yep. that's right. Roguelike.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: RickVoid on October 25, 2009, 21:17
Wow. Been a long time. Lots of changes since I wandered off.

I doubt anyone here remembers me, but I have some fond memories of the old forum from way-back-when.

Anyway, found out there was a new version out, figured I ought to see what's changed.

Glad to see you're still working on this thing, Kornel.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Malek Deneith on October 26, 2009, 02:26
Actually I *do* remember you Rick. Welcome back.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: Deaven on November 02, 2009, 06:16
I think the Vampyre description lacks the information that the enemy from which we gain +3 HP MUST be hit in meele. It's kind of obvious but in the description of Swordmaster there IS such info.
Title: Re: DoomRL 0.9.9 RELEASED!
Post by: iajrz on November 22, 2009, 14:31
Why do you guys want Graphics so badly anyway?

It's a ROUGELIKE.

I remember the mockup Derek showed back then... (i've been reading more and longer than I've been logged in /registered the forum :P)

I <3 ASCII, alright, I did my thing or two with ASCII representation, but then ASCII is just a character based tileset :P it'd be the same thing, different flavor, for a different taste. I've many a friend who would have been playing if Doomrl had graphics.

And the mockup has me drooling, too. :)