0.0.2 is out early. Check out the changelog.
Hey. I am not sure if this actually belongs in the Mod Releases forum as it's such an early release based on existing work, I apologize.
I'm new to modding this game, but I've been a fanatical player of DoomRL for a couple of years now. With this topic I hope to establish my first mod of the game, and thanks to SPTX and his frankly awesome (though unbalanced as HELL) EvoluStuff mod, I have a starting point with which to build upon. Pretty much 99% of the credit goes to SPTX right now as basically all of the code is exactly his, but I hope to make iterative releases towards my ultimate goal with this project every week and change stuff out and have a truly unique mod by the time I'm ready to call it finished.
Download 0.0.2 as a ... WAD (http://www.sendspace.com/file/qkxfa0) / .module folder (http://www.sendspace.com/file/nf9976)
Download 0.0.1 as a ... WAD (http://www.sendspace.com/file/0arv5f) / .module folder (http://www.sendspace.com/file/zgk9yz)
Next tentative release is on 29 May 2013.
Changelog:
* Cleaned up the code for resupgrades() and badluck(). Negligible if any performance benefit or whatever but the needlessly complex code really irked me.
* Fixed the bug when trying to kill something with no weapon equipped.
- Removed Automated Mode.
* Armor and boots durabilities are now calculated and stored differently. The new value gets stored in player.eq.###.maxdurability, which I imagine is what SPTX intended it to be.
+ Started working on a new equipment levelup system. Will remain secret for now.