by amv2k9 » Sun Apr 01, 2012 12:29 pm
Version 10.666 of Satanic Redux is now out! Check the first post for the download.
V10.666 Changelog:
Gameplay Changes/Fixes:
-Two new difficulties exist: Necrorunner: Easy, and NecroRunner: Hard. These are skills designed to pick up the pace of Satanic's gameplay, while still maintaining Satanic's core mechanics for the other skill levels.
The following changes will occur when playing on either NecroRunner skill:
-Hearts, normal and large, may sometimes appear in place of Mana. These replenish ten and 25 points of life, respectively, and are your only means of health increase on either of the NecroRunner skills, save the Leech. Also, Demons and their variants also have a small chance of dropping hearts, while Barons of Hell and Afrits have a small chance of dropping large hearts.
-The Kindred Genesis, Book of Shadows, Posession Gauntlet, Blood Magic, and Hellfire Device are unavailable.
-The Leech spawns where a Chainsaw would in vanilla Doom, and works slightly differently; any attack will drain mana (primary fire) or health (secondary fire).
-The Vengeful spawns where a Rocket Launcher would in vanilla Doom.
-Weapon order rearranged. The Leech takes slot 1, Maledictory Eagle slot 2, Defiler slot 3, Vengeful slot 4, Staff of Suffering slot 5, and Dark Chaos Magic slot 6.
-Weapons (save for the Deadman Head) now have +AUTOSWITCH set.
-The Defiler now gives primary ammo instead of secondary ammo, so you don't have to reload it after picking it up before it can be fired, and when the clip is empty and there is at least 1 unit of ammo remaining, pressing the fire button will reload one shell.
-Firing and melee is now more responsive while shells are stocked (the altfire charge attack) in the Defiler.
-The Demolisher boss monster (randomly spawns in place of a Mastermind) is back in.
-The tertiary melee attack of the defiler can now not be immediately done again after doing it once. There's now about a four second delay before you can do it again.
-The Clock of Doom now has +ADDITIVETIME, so accidentally activating it while its already active will freeze time longer, rather than have no effect at all.
-The Vengeful has some gameplay changes to accompany its change in sprites; the Vengeful has a higher ammo capacity and its shells are a little more plentiful, but it holds four shells at a time. Primary fire launches two shells. Secondary fire fires four shells and expends a little Mana to create the highly explosive projectile previously seen in this weapon.
-Due to an oversight in the Staff of Suffering's code, you could not resurrect a corpse when your Mana was full. This has been fixed.
Cosmetic Changes/Fixes:
-Vengeful weapon sprites replaced.
-Better-looking sky for Episode 4.
-Various texture edits.
-Lost Souls and Afrits now have dynamic lights handled in their decorate definition; you'll have less warning when one is around as their lights don't show until they're alerted.
-Dark Chaos HUD graphics changed from the red glow that other weapons use with this hand, to black.
-SBARINFO now checks to see if you're currently posessing a monster, and if so, will not show HUD elements that are redundant during posession, such as powerup, ammo and weapon tag indicators. Health and armor of the player will still appear in the bottom left while posessed.
-Icons for abilities/artifacts in the top right of the HUD will be translucent when the respective power is inactive.
-Active powerup message log is now handled in SBARINFO, replacing the messy ACS method.
Performance Changes/Fixes:
-Smoke and other effect-spawning actors now utilize A_CheckSight; they won't spawn the effect when you aren't in a position to see it.
Last edited by
amv2k9 on Thu Apr 05, 2012 4:10 pm, edited 1 time in total.