This ones made out of a big AI overhaul UX improvement (+reenabling of continuous drop) and some controversial balance changes.
Be on the lookout for AI behaviour differences - yes, the infighting is by design, tell me what you think about it and if and what needs to be tweaked! Apart from that, the second big behaviour change is that enemies will keep around their spawn point instead of inevitably drifting to the middle of the level. Apart from that there might be a few minor changes in behaviour, but please do report any that you spot and if it's better or worse - some might be unintended, but some can be intended :P
Yes, finesse is down to 10%. +10% of effective damage will always be strong, but SoB might see some changes later. For the time being though, Dualgunners speed penalty has been removed, and Gun Kata has the extra effect of shooting at 20% time cost if the last action action was a move. I intended it to be 50%, but lets try the stronger version first!
Usual bit of bugfixes too!
DoomRL 0.9.9.9 BETA 6 Windows LQ
DoomRL 0.9.9.9 BETA 6 Linux LQ
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0.9.9.9 BETA 6
[new] -- GH#227: Ctrl+Arrows will manually move the auto-target reticule!
[new] -- GH#217: infighting is back, baby!
[mod] -- GH#217: all AI's got a refactor, might behave differently
[mod] -- GH#161: drop item action continues if no enemy/damage is present
[mod] -- GH#226: enemies keep to their patrol area (spawn area)
[mod] -- GH#230: Gun Kata - 1/5th time to fire after any move!
[mod] -- GH#230: finesse bonus 15%->10%, dualgunner penalty 20%->0%
[fix] -- GH#098: fixes Mastermind AI getting stuck
[fix] -- GH#000: emergency animation break added
[fix] -- GH#228: explode wall levers leave debris
[fix] -- GH#229: explode wall levers destroy doors
[fix] -- GH#229: City of Skulls - lever can't be destroyed
[fix] -- GH#223: Abbysal Plains raising walls will clear tiles and destroy items
[fix] -- RCFIX : fixed multi-melee animations