DoomRL 0.9.9.3 released!

Kornel Kisielewicz kornel.kisielewicz at gmail.com
Sun May 1 20:18:06 PDT 2011


DoomRL 0.9.9.3 has been released!

While numerous bugs have been fixed, the changes brought by this
version serve but a one function: enhance the variety and mood of
DoomRL and they do so by many different means.

Grab it while it's hot on DoomRL's webpage!

http://doom.chaosforge.org/

Both Windows and Linux 32-bit versions are available -- porting to
Linux 64 and Mac OS X is planned, but no guarantees as for the date.

As promised, we entered a tighter release schedule -- next beta will
appear for Supporters at most in a month, while the official 0.9.9.4
release is scheduled again for no later than in 4 months. Please be
sure to check out the ChaosForge treasury ( http://forum.chaosforge.org/index.php?action=treasury
) and if you think that ChaosForge games gave you something, then why
not give something back :).

Check out the official announcement ( http://forum.chaosforge.org/index.php/topic,3864.0.html
) or read more about the release…

First, there are numerous enhancements to the level generation -
enhancements and additions. Staple of FPS genre, crates lying around
randomly will now appear on previously empty levels, filling them with
cover and tension - and that is just a first on a list of various
additions to level generation. More, a number of new level events have
been added, rendering the late game experience much more unique with
lava flood, necromantic energies and much more.

Talking about levels: the DoomGuy level cap was raised from 20 to 25
to satisfy the ever growing Ao100 crowd. Along with this change, it
has become possible to raise basic traits above their old caps as well
- a marine on clevel 25 is now a beast nearly as powerful as
Cyberdemon.

In other news: a number of new medals and badges ranging in difficulty
from "absurdly easy" to "wait, what?" found its way into DoomRL too,
and a few new interesting exotics (including a number of consumables),
uniques and a number of assemblies joined them, increasing variability
of the game even more.

Last but not least, this version marks the beginning of Grand Work of
AI overhaul. Demons and lost souls were made wiser thanks to it, and
this, as I have already mentioned in this very sentence is only the
beginning.

v.0.9.9.3
[add] -- TR#---: Level events! Three already implemented, more to
come!
[add] -- TR#---: dungeon levels now may have rivers!
[add] -- TR#---: warehouse level-type and room-type
[add] -- TR#---: max level changed to 25, after char level 12 all
basic traits are pickable to a higher level (3 or 5)
[add] -- TR#---: Too Hot Down Here by Simon Volpert added as midi for
Lava Pits
[add] -- TR#---: Halls of Carnage and City of Skulls... more
interesting
[add] -- TR#---: start of AI overhaul -- new AI for demons and skulls
[add] -- TR#---: three new basic assemblies, two new advanced
assemblies
[add] -- TR#---: 15 new badges -- ranks adjusted, and a experience
rank for masochists too ;)
[add] -- TR#---: two new medals
[add] -- TR#---: four new really fun exotics (one weapon, three
"packs"), two uniques!
[add] -- TR#---: new rare power up
[add] -- TR#---: one more inventory slot!
[add] -- TR#185: known assemblies screen in-game
[add] -- TR#178: configurable timestamp format for mortem and
screenshot folder (and a sensible default)
[add] -- TR#---: difficulty and challenge codes on player screen
[add] -- TR#---: highlights for invulnerability, berserk and
envirosuit status effects
[add] -- TR#---: config allows for command chaining
[add] -- TR#---: command.use_item for quickkeys for using items
[mod] -- TR#134: Ammochain requires TH2 and Rel2
[mod] -- TR#---: armor/boots made more rare, armor shards more common
[mod] -- TR#---: Hell Armory guaranteed on HNTR+
[mod] -- TR#---: max 4 feature rooms in city and tiled levels
[mod] -- TR#---: removed item/being limit from levels
[mod] -- TR#---: power mod color changed to light red
[mod] -- TR#---: armor/medical depot now doesn't waste charges if
there's nothing to do (and has custom depletion message too!)
[mod] -- TR#---: minor balancing on existing assemblies
[mod] -- TR#---: alternative reward of Cathedral is guaranteed if
req's are met
[mod] -- TR#---: no Vaults special level on ITYTD
[mod] -- TR#176: EmptyConfirm now works with unpumped combat shotguns
and multiammo weapons
[mod] -- TR#---: shamblers and LE's will now respect their soundbinds
(except .fire)
[mod] -- TR#---: AoPu Hell Armory always spawns a non-schematic reward
[mod] -- TR#---: quick level skips noted in player history
[mod] -- TR#---: UV+ spawns sergeants inside not outside base entry
[fix] -- TR#184: DoomRL is again Windows 95/98 compatible!
[fix] -- TR#---: all corpses are now gibbable
[fix] -- TR#---: fists no longer use wielded weapon attack time
[fix] -- TR#175: the player will no longer teleport or spawn in a
locked vault
[fix] -- TR#182: spawning when there's no room (lava) wont crash
anymore
[fix] -- TR#189: LS/AA bug fixed (finally!)
[fix] -- TR#186: double nuking cyberdemon bug fixed
[fix] -- TR#187: sound crash on too quick death sequence skip
[fix] -- TR#188: endless teleporter bug fixed
[fix] -- TR#---: Unholy Cathedral is permawalled now
[fix] -- TR#---: acid barrels will once again spawn on higher levels
[fix] -- TR#---: ammo rooms with rockets will be generated again
[fix] -- TR#190: BB code screenshots fixed
[fix] -- TR#---: fixed Arena Master CC on N! bug
[fix] -- TR#---: API inv.add, inv[] and eq[] now take string id's also
[fix] -- TR#174: bulk-modded minigun wont crash (ammo and ammomax
limit raised)
[fix] -- TR#177: chaining assemblies not possible anymore

*Compatibility note:* Player and Score files are compatible (and
always will be), config files are not -- there's an added keybinding
and a few new options.


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