Chaosforge Forum

General => Discussion => Topic started by: Gargulec on November 03, 2011, 10:27

Title: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Gargulec on November 03, 2011, 10:27
...or how the world was changed.

Well, well, about time. Doom the Roguelike 0.9.9.5 BETA is now out to donators, but you should have realized that by just reading the header here, so before I go into details, allow me to start with something related: GOOD FOLK OF CHAOSFORGE! Bid welcome to a new co-developer of Chaosforge games, noble and renowned Game_Hunter. He joined Almighty Kornel and tehtmi in their work, and together, the world will be theirs, in due time, of course.

But in the meantime, they managed to create this new wonderful, beautiful beta. Why wonderful and beautiful? Let us just say that it is groundbreaking release, as fitting for a .9.9.5 version. And reasons for it? Well. See for yourself, for I am going to allow facts to speak over an overly elaborate PR crap.

Bugfixes
Apart from creating a huge number of changes-related bugs, this version gives us a few neat fixes already. First of all: difficult medals give you easier medals of the same series if you haven't already received them, which is something many wanted for a long time now. Second off: trying to fire with not enough (but non-zero) ammo is now instant. One less weirdness of the engine to worry about now. Neat. And, apart from that, a bunch of other minor fixes (mostly challenge) related was introduced, but them you will have to see for yourself.

New Features
And now....

So... huge, huge things, as you can clearly see. Especially the nerf. Things worth seeing, worth playing. DoomRL changes, DoomRL evolves. And that is but the first step. And if you can't stand the wait and the teasers, maybe consider donating?

Stay tuned for more information, they should appearing shortly.

I think I forgot to mention the graphical version beta... damm it.
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Gargulec on November 16, 2011, 16:55
And here... we... go.

Doom the Roguelike 0.9.9.5 BETA 2 is out, and yes, it does bring many goods - and makes an excellent job out of showcasing the talents of our newest developer, Game Hunter, for it is by his that the beta was released. Together with Kornel and tehtmi, they are slowly taking the game to the new level - of intelligence, at least, for it is the AI of former foos and assorted being like hell knights or barons that was affected the most in this release - no longer they are dumb as... well, okay, they are still dumb, but less so, and this is a shooter, after all. They do not recruit intelligent people as minions, after all.

Well, not much else to talk here, so let us get to the meat:

Bugfixes
Apart of that he [Game Hunter] and tehtmi did a lot of fixes from the last beta, leaving only one known bug which will be solved soon -- AoPc has no sane way to pass the Cyberdemon yet.

All that I have to say on this matter.

New Features


So, that is all for now - may seam meagre, but is all but! Remember, this is the second beta, and there is a ton of technical work that goes behind the curtain that is to support thundering reworkings that we are going to see soon. How soon? Can't tell now, so if you are really itchy to put your hands on the new toys right now, why not donate?

Stay tuned for more!
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: DooMBringer on November 17, 2011, 15:12
Quote
Two new Challenges to replace the good, old Angel of Haste - Angel of Confidence and Angel of Overconfidence

Why do you wish to replace this challenge with other? What will happen with rewards given for this  challenge?
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: raekuul on November 17, 2011, 16:21
Rather than skipping every other level, Angel of Confidence/Overconfidence start you in Deimos and Hell, respectively.
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Brewtal Legend on December 04, 2011, 01:24
I liked Angel of Haste. :(
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: ParaSait on December 04, 2011, 07:48
Why do you wish to replace this challenge with other?
http://www.youtube.com/watch?v=EXzQD2SRESs#t=7m34s

:D
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Brewtal Legend on December 04, 2011, 23:42
Quote
New final boss!

Spider Mastermind, Mother Demon, or Shubby? What happens to JC?

Quote
Quote from: DooMBringer on November 17, 2011, 15:12
Why do you wish to replace this challenge with other?
http://www.youtube.com/watch?v=EXzQD2SRESs#t=7m34s

:D

I don't see Angel of Haste as Obsolete. :(  It still seems different enough from confident/over confident to keep around. I like the idea of Angel of Haste better than confident/over confident. Why not instead Keep Angel of Haste and make skipping to the latter two episodes an unlockable Episode select feature that is unlocked by beating the respective episodes for the first time? Maybe on a specific difficulty and not on AoH.

What will happen to the Angel of Haste related badges that were achieved? I would be pretty pissed if I lost my rank because AoH being removed means that I have one less badge that was the one that I got last time that finally got me my last rank. 

Is there going to be ending/intermission text and music after each of the 3 episodes?

Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: raekuul on December 05, 2011, 07:39
Quote
Spider Mastermind, Mother Demon, or Shubby? What happens to JC?
Yes, one of them is the new Hell Boss. And don't worry... John Carmack is still around.
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Game Hunter on December 05, 2011, 08:40
I don't see Angel of Haste as Obsolete. :(  It still seems different enough from confident/over confident to keep around. I like the idea of Angel of Haste better than confident/over confident. Why not instead Keep Angel of Haste and make skipping to the latter two episodes an unlockable Episode select feature that is unlocked by beating the respective episodes for the first time? Maybe on a specific difficulty and not on AoH.
Both AoHa and AoCn/AoOC have the same challenge theme: if we think of normal level scaling as floor = Lev, AoHa is 2*Lev while AoCn/AoOC is Lev+8/Lev+16. There IS a difference, but I don't think it's enough to warrant having all of them around. Consider that, with the current episodic setup, AoHa would see Hellgate at dlvl4, Cybie at dlvl8, and the new boss at dlvl12. That gives you VERY little time to prepare for any one of them, not to mention doing them all in the same game. (Over)Confidence fits better into the current format of the game.

What will happen to the Angel of Haste related badges that were achieved? I would be pretty pissed if I lost my rank because AoH being removed means that I have one less badge that was the one that I got last time that finally got me my last rank.
I think you'll lose the badges themselves, but you can't lose your rank.

On a related note, all of the badges are being reevaluated so that there's a greater consistency for a given tier (in particular, a lot of the harder challenges are getting their badges made easier).
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Bloax on December 05, 2011, 23:12
On a related note, all of the badges are being reevaluated so that there's a greater consistency for a given tier (in particular, a lot of the harder challenges are getting their badges made easier).
On the same note, I'd like to pinpoint a flaw.
Why is beating Angel of Light Travel on N! a gold badge?
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Game Hunter on December 06, 2011, 07:42
On the same note, I'd like to pinpoint a flaw.
Why is beating Angel of Light Travel on N! a gold badge?
Because it never was fixed...UNTIL NOW. Lightfoot is now a 5-badge series, which follows a much flatter incline in terms of difficulty (winning it on HMP is now worth a Gold, for instance).

I'm not going to spoil everything, but be assured that a lot of the badges will seem far more appropriate come 0995.
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Brewtal Legend on December 06, 2011, 23:28
Quote
I would be pretty pissed if I lost my rank because AoH being removed means that I have one less badge that was the one that I got last time that finally got me my last rank. 

Looks like I might be screwed as far as keeping my rank in the new version anyways since my external hard drive that I kept the game on seems to be messing up on me :( waaaaaa!
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Kornel Kisielewicz on December 07, 2011, 02:03
BTW, opionally "Cloud"-stored player data might appear in 0.9.9.6.
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Gargulec on December 28, 2011, 16:24
Lament! Lament and wail in despair, for a foul thing had happened to the cause of the Forge! As we were nearing the release, life struck mercilessly, and so, the deadline set for DoomRL 0.9.9.5 at the breaking of the new year is going to be missed, and more, some features we came to expect from it are going to pushed back to the next version. Lament, for the next version the only Doom Roguelike that is shall be released with a few days of delay!

But lo, there is a light of hope on the horizon still! As the Almighty Kornel decrees, the work on the next version of DoomRL shall start immediately, and we shall able to bask in the glory of 0.9.9.6 before we even know it! But more!

For those of you who had the magnanimity to donate, to join the hallowed ranks of the Supporters, let it be known that on the day 0.9.9.5 become available to the public a wonder beyond words shall be granted to you: a graphical version beta, ready for playing and testing, long awaited, but worth every moment of the wait - to this, I attest, as the High Priest of the Forge!

So lose the hope not, folk of the Forge!
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Game Hunter on December 29, 2011, 08:00
So you guys aren't entirely disappointed at launch, I want to note that the assemblies didn't get changed in time to go into the 0.9.9.5 release. As it stands, there's this thing we want to do with regeneration that should act as an effective nerf for Nano Pack, and I didn't want to mess around with the assemblies (given that there are so many that are affected) until it was complete. That'll be moved to 0.9.9.6, along with some other cool stuff in the works.

Things you CAN look forward to, however, are as follows:
There's some other stuff, but I'm trying to be as vague as possible so you're interested but not sufficiently spoiled. (All things mentioned by Gargulec are also included: I'm just highlighting the big stuff.)
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Brewtal Legend on December 29, 2011, 12:04
If the game can be started at episode two or three eventually, will it give the player a little extra bonus experience like the way Frozen Depths does if you choose to start at a higher game level? Otherwise, I still lament the loss of Angel of Haste since it halved the levels to play but you still steadily gained experience only slightly lower than the difficulty curve presented by skipping levels. Otherwise, starting episode two, which I assume will be somewhere between game level 9 - 11 but at experience level 1, will seem like quite the curve to overcome for someone like myself who liked angel of haste for it's quicker game progression.
Title: Re: News from the Forge vol. 4: DoomRL 0.9.9.5 BETA status thread
Post by: Game Hunter on December 29, 2011, 12:36
If the game can be started at episode two or three eventually, will it give the player a little extra bonus experience like the way Frozen Depths does if you choose to start at a higher game level?
You get extra items with which to start, instead. Arguably this is more important than extra experience levels, since it is rather easy to get tons of experience for a few kills, whereas items come and go at random. Since shotguns still tend to be somewhat trait-independent, they should allow you to survive for a bit until you get your build going.