Author Topic: DoomRL 0.9.9 released!  (Read 7050 times)

getter77

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DoomRL 0.9.9 released!
« on: October 17, 2009, 12:21:44 PM »
http://doom.chaosforge.org/

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! While you're at it why not donate 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

Been quite awhile, but nice to see this continuing to make progress!   8)
Brian Emre Jeffears
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getter77

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Re: DoomRL 0.9.9 released!
« Reply #1 on: March 11, 2010, 08:22:16 PM »
.1 released!

[add] -- TR#032: Hellgate added!
[add] -- TR#098: Lesser uniques made non-unique Exotics!
[add] -- TR#033: Experimental GMF support
                 ("doomrl -record filename.gmf")
[add] -- TR#---: Experimental sandbox level support
                 ("doomrl -sandbox sandbox/sandbox_arena.lua")
[add] -- TR#---: [secret feature]
[add] -- TR#---: added two exotic weapons (shotgun and chain)
[add] -- TR#093: Gibbing! Massive damage (nukes included) doesn't leave corpses,
                 and corpses may be destroyed
[add] -- TR#---: Unhandled Exceptions now leave a error.log!
[add] -- TR#---: color.ini added :)
[mod] -- TR#---: Trait screen can be accessed anytime ("T")
[mod] -- TR#098: removal of advanced weapons, whizkid bonus upped
[mod] -- TR#---: walls and other terrain now have hp in addition to armor
[mod] -- TR#098: all UNIQUE's resist destruction, lava, nuking and armors don't
                 get destroyed
[mod] -- TR#100: armor always has at least 1 protection until destroyed or 0
                 durability, made stronger armors more durable
[mod] -- TR#---: balance : arachs and commandos 1 less accuracy, arachs 1 less shot
[mod] -- TR#---: balance : demons upgraded
[mod] -- TR#122: medal info on player screen
[mod] -- TR#---: upgraded HOF table
[mod] -- TR#---: upgraded player info screens
[mod] -- TR#124: message on all wall destroying lever
[mod] -- TR#093: Nightmare! is Fast -- monsters move faster, shoot more often
[mod] -- TR#116: you can now escape out of the mod menu
[mod] -- TR#---: DoomRL now blocks the close window button and doesn't react for
                 Ctrl-C (Windows only)
[mod] -- TR#136: LockClose and LockBreak options added to ini
[mod] -- TR#112: ESCAPE and OK ini-settings now correctly recognized
[mod] -- TR#BNT: Fireangel requirements changed (now an alternative shotty-run trait)
[mod] -- TR#141: Gib sound added
[mod] -- TR#138: Megasphere fixes armor on AoMs
[mod] -- TR#139: Failed JC kill attempts count as a win now
[mod] -- TR#063: Ao100 now has a proper mortem and highscore message
[fix] -- TR#114: zero-time melee attack fixed
[fix] -- TR#109: barrels pushed into acid/lava have now the proper explosion
[fix] -- TR#108: phase devices are properly used on AoI
[fix] -- TR#106: crash on Blaster with Shottyman fixed
[fix] -- TR#104: infinite loop on corrupted savefile fixed
[fix] -- TR#103: crash on mortem fixed
[fix] -- TR#---: UAC Diamond Badge now achievable
[fix] -- TR#125: correct meta-information for executable
[fix] -- TR#110: nuking oneself will no longer give abnormaly low scores
[fix] -- TR#101: shotgun pump sound position fixed
[fix] -- TR#113: gun kata now dual-reloads uniques
[fix] -- TR#115: fixed all badge bugs relatred to timed or max-kill challenges
[fix] -- TR#120: EmptyConfirm message now appearing correctly
[fix] -- TR#121: "normal" highscore filter works again
[fix] -- TR#123: monster spawning on player fixed
[fix] -- TR#---: Fixed MasterDodge trait
[fix] -- TR#---: Railgun shots visible again
[fix] -- TR#126: nuke nick of time bug fixed
[fix] -- TR#---: score is no longer based on game-time
[fix] -- TR#137: updated AoB description
[fix] -- TR#---: crash on God Hand rank fixed
[fix] -- TR#129: viewing enemy information out of LOS via LookMode not possible
                 anymore
[fix] -- TR#143: Unaccesible stairs bug fixed
[fix] -- TR#---: fixed crash on too long staying on a level on Nightmare
[fix] -- TR#---: OnKill hook active again (fixes a couple bugs, thanks sorear

I suspect this is the least crazy DoomRL release we'll see from here on out unless there's another bugfix release before the advent of the tiles.  Lots off good stuff here!   8)
Brian Emre Jeffears
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george

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Re: DoomRL 0.9.9 released!
« Reply #2 on: March 12, 2010, 01:53:36 AM »
A few weeks ago or so I saw some insane tiles that are being made for DRL. Are those not released then?

Skeletor

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Re: DoomRL 0.9.9 released!
« Reply #3 on: March 12, 2010, 01:56:35 AM »
YEEES! ;D
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

getter77

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Re: DoomRL 0.9.9 released!
« Reply #4 on: March 12, 2010, 03:10:52 AM »
A few weeks ago or so I saw some insane tiles that are being made for DRL. Are those not released then?

Not just yet....when those are finished and all is accorded, the game will have a mega-update to 1.0 and be largely "done"....then with the new framework developed and a ton of other stuff...including more of said tiles, DoomRL 2 will enter into the forefront along with remade BerserkRL and a ton of other stuff-----Chaosforge is amazingly lively with aims for latter 2010 and beyond.
« Last Edit: March 12, 2010, 03:13:31 AM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training