An extensive overhaul 3 years in the making
Combat tweaks with punchier weapons
Improved gore effects
A journal to keep track of your objectives, as well any letters you've found
A new, custom font to improve readability
New areas to discover (city cistern, camping site, swamp)
Expanded areas (new rooms in buildings, new shortcuts to avoid backtracking)
New puzzles and quests
A new item to help you anticipate the impending nightmares
Unique ammo types for all weapons
Fully localized text
A new player skin to stay consistent
Improved user interface for reading letters
Improved grammar and language
High resolution letter images just for the sake of style
Revamped monster cast (improved enemies, new enemies)
Final boss variants depending on whether you choose the Path of Doom or the Road of Blood
New final boss battle music
Improved exclamation marks for quest objects and letters
New fullscreen HUD and a slightly customized alt HUD
Judicious use of shaders for some sprites, and post processing
Toggle-able fog and snow effects
Optional weapon sway and strafe-tilting
Voxels for some static decorations
Replaced line teleporters with real portals
Converted most doors into Polyobjects for increased realism
Faux volumetric lighting effects
Displacement maps
Widescreen support (21:9)
Animated TITLEMAP instead of a static graphic
Full color sprites and textures
Actor optimization and massive scripting cleanup
Improved player/actor scaling for fitting proportions
Full coop support (GZDoom multiplayer only; not Zandronum, experimental for v2.0)
Special: Finally you can visit the barn from the original TITLEPIC
