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Author Topic: DoomRL 0.9.8.5 - Released!  (Read 18453 times)

Kornel Kisielewicz

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DoomRL 0.9.8.5 - Released!
« on: November 26, 2006, 10:27 »

So, after a long long time, over a year, I finaly found the determination to do a DoomRL release! Ladies and gentlemen, I give you DoomRL 0.9.8.5.

Here is a brief incomplete list of changes:
  • Progress tracking!!
  • Challenge Modes!!
  • Difficulty Levels!!
  • Pain Elemental and Arch-Vile!!
  • one normal and five new advanced traits!!
  • revisited special levels, and added two new ones!
  • boosted melee much!
  • enhanced berserk and computer maps
  • a TON of bugfixes!

See version.txt for all the changes. A Linux version will follow in a week or so (I'll announce it here).

I decided to call it 0.9.8.5, because I still have many ideas I want to implement before 0.9.9. Still, all the promised features (including Difficulty Levels, Progress Tracking and Challenge Modes are implemnted, not to mention a heap of Advanced Traits! And don't worry, a new version should be out a lot quicker ;].

Head to the download section of the DoomRL site and have fun! Be sure to tell me what you think of it :)

And if you enjoy DoomRL, please consider donating !
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Kornel Kisielewicz

KrisM

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Re: DoomRL 0.9.8.5 - Released!
« Reply #1 on: November 26, 2006, 11:04 »

Registered just to say thank you :) Thank you Kornel, I have been waiting for it since the last summer when I got used to DRL ^_^
« Last Edit: November 26, 2006, 11:43 by KrisM »
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.5 - Released!
« Reply #2 on: November 26, 2006, 11:06 »

You're welcome :)

BTW -- Turgor found a bug in the Angel of Impatience challange the last minute, and I just fixed it -- if you downloaded it before this post, please redownload it!
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Igor Savin

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Re: DoomRL 0.9.8.5 - Released!
« Reply #3 on: November 26, 2006, 11:21 »

"You feel safe" message still doesn't seem to work...
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Derek

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Re: DoomRL 0.9.8.5 - Released!
« Reply #4 on: November 26, 2006, 17:54 »

Congrats, Kornel! :D

Would you like me to make a post about it on The Independent Gaming Source?
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JimmyJ

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Re: DoomRL 0.9.8.5 - Released!
« Reply #5 on: November 26, 2006, 23:27 »

Booya! Awesome, kornel, but man i'm about to pass out, will have to try tomarrow
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.5 - Released!
« Reply #6 on: November 27, 2006, 00:56 »

Congrats, Kornel! :D

Would you like me to make a post about it on The Independent Gaming Source?
Thank you :). Yes I would -- it's a official release after all :D.
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Malek Deneith

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Re: DoomRL 0.9.8.5 - Released!
« Reply #7 on: November 27, 2006, 10:26 »

"You feel safe" message still doesn't seem to work...
It works - you probably missed it like I do most of the time - perhaps a pause requireing enter/space after the message would help noticing it?
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.5 - Released!
« Reply #8 on: November 27, 2006, 10:32 »

In 0.9.9 message coloring and message history will be in, so it might be easier :). Also I may add message coloring/confirmation customization in the ini-file, so you will be able to set it in the options.
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Neth

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Re: DoomRL 0.9.8.5 - Released!
« Reply #9 on: November 27, 2006, 13:07 »

A great game! Good work!
Kornel - you make all out of nothing... an ASCII game which have a poor graphic characteristics became a wery good tactical game
but somthing need to be added(IMO):
1)First of all - creating "Save slots" will be a great idea... copying and pasting is boring.
2)Second... beter not to exit the game after death but return to main screen
3)It'll be great if in some maps there were no light... and you must find a light amp (or funal, atmosphere will be more horrorous, but implementing of this will be...=)), or your vision will be greatly cuted
4)Projectiles... it will be good if you can evade it(if you're speedy enough =)) so porjectiles beter to be some sort of object=)with a great(!) speed
5)Some new weap's will be a too good idea... even if it's undoomish but sometimes it's fun to choose between many

so it's just IMO... 1,2 and 5 implementing simply, 3,4 are more brainf**king=)
but I repeat - game is great
Luck to you all

Neth Iafin
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Malek Deneith

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Re: DoomRL 0.9.8.5 - Released!
« Reply #10 on: November 27, 2006, 13:24 »

Quote
1)First of all - creating "Save slots" will be a great idea... copying and pasting is boring.
That's how the roguelikes are - when you die there's no coming back
Quote
2)Second... beter not to exit the game after death but return to main screen
Been asked before, and is +/- impossible because of bad menu coding on Kornels side ;P
Quote
3)It'll be great if in some maps there were no light... and you must find a light amp (or funal, atmosphere will be more horrorous, but implementing of this will be...=)), or your vision will be greatly cuted
Could be a good Challenge mode, but I don't think it'd be good for normal game
Quote
4)Projectiles... it will be good if you can evade it(if you're speedy enough =)) so porjectiles beter to be some sort of object=)with a great(!) speed
You CAN dodge them - there is a set dodge % that gets boosted if you moved previous turn... making projectiles "objects with a great speed" was talked about and the conclusion was that it wouldn't work for a roguelike
Quote
5)Some new weap's will be a too good idea... even if it's undoomish but sometimes it's fun to choose between many
Undoomish and unnecessary - there is more than enough weapons already
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Derek

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Re: DoomRL 0.9.8.5 - Released!
« Reply #11 on: November 27, 2006, 18:18 »

Code: [Select]
You pull the lever... Nothing happens. There is a lever here.

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          ###############            #################
 Derek                      Armor : none                     Phobos Base  Lev2
 Health: 24%  Exp:  1/49%   Weapon: shotgun (6d3) [1/1]
 coward

Lever spawning enemies in the wall (see the two imps and the demon above me)?  Also, I'm so screwed...

Also, a typo, this time in the equipment menu: "coresponding" -> "corresponding"

Also, a request: Escape key skips the intro completely. :)

Another typo noticed (Hell's Arena): "Hell''s arena champion" -> "Hell's Arena Champion" (double apostrophe and capitalization)

Sorry, I should have caught these earlier, but when I played before I was a bit rushed and was also rather tired...
« Last Edit: November 27, 2006, 18:28 by Derek »
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.5 - Released!
« Reply #12 on: November 28, 2006, 00:34 »

I guess it's okay for me to jot down these bugs for the 0.9.9 development line?

Lever spawning enemies in the wall (see the two imps and the demon above me)?  Also, I'm so screwed...
This one is simple -- the monster placement code searched for a suitable place to place the IMPs, but Lava/Acid/Water is as bad for placement (from the code's point of view) as walls are. I guess I should break monster placement at all in such a case?

Also, a typo, this time in the equipment menu: "coresponding" -> "corresponding"
Fixed.

Also, a request: Escape key skips the intro completely. :)
You can always change SkipIntro = TRUE; in the ini-file :). But noted.

Another typo noticed (Hell's Arena): "Hell''s arena champion" -> "Hell's Arena Champion" (double apostrophe and capitalization)
Fixed.
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RickVoid

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Re: DoomRL 0.9.8.5 - Released!
« Reply #13 on: November 28, 2006, 14:31 »

Occasionally, I'll see a second advanced trait listed for Eagle Eye:

Eagle Eye(2) <------Extra
Trait
Trait
Trait
Eagle Eye(2) <------Correctly Placed
Trait


It goes away after Eagle Eye(2) becomes Intuition, though.
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Jered Cain

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Re: DoomRL 0.9.8.5 - Released!
« Reply #14 on: November 28, 2006, 15:40 »

That's because there ARE two Eagle Eye required traits.  Look for another trait when Intuition becomes available.
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