Well, after giving it enough time to breathe, we are releasing the semi final version (semi, because there might still be bugs we'll need to fix at some point).
However, as the video shows, this version has a couple new upgrades tricks in it's sleeve. Just a bit of help for those slaughterwad lovers. Yet, carefully tweaked to still be balanced even in non slaughtermaps.
Remember we also play coop & deathmatch every friday, we organize it through our discord ( https://discord.gg/7mgS6vQ ), and we play mapsets based on votes of our little community.
Added a subtle balancing system, where the game gets progressively harder the more "upgraded" player is (system not active in "Mobile" skills)
Added upgrades for BFG: volley fire and 10K altfire
Buffed Hell Razer to better match Chaingun Guy balance
Baron of Hell is now more vulnerable to BFG
Buffed Repeater upgrades
In co-op, Gore Nests and Field Drones appear more often
Nerfed multi-backpack ammo increment
Adjusted DM healing
Pistol max upgrade requires more pieces
Arachnotrons are now immune to Mastermind gas
Explosive equipment now alerts monsters
Friendly lost souls are silent and more aggressive
SP/Coop hologram alerts monsters
Quality of life
Added sound to indicate you are taking damage
Added replacers for stealth monsters, spawning non-stealth versions
Added a different sound clue for Power Demon Rune spawning in DM
Added a cvar sv_noPowerWeapons, applicable in DM
Cyberdemon chance to use "stone wall" greatly decreased
HUD shows pistol upgrade number now
DM bots now dodge more
Pinky visual size better matches collision size
Unwilling sounds volume decreased
Fixes
Personal teleporter no more works after death
BFG pickup message no longer appears twice
Hellshot is no longer invisible when dropped in coop
TDM Prowler morph no longer affects teammates
Cornered HUD now shows changing colors of health bar
Fixed ally markers not following players in coop
Fixed many weapons not showing upgrades on HUD when automap is up
Co-op demon morphs no longer hit players
Cyberdemon Stone Wall no more looks all white under certain circumstances
Playing a mapset with inventory resets no longer provokes missing bonus error
SSG doens't reload when out of ammo
Pistol no more cuts off at the bottom
Increased health capacity no longer multiplies when "resurrect" ccmd is used
Fixed monsters seizure-jumpy state while the animation of glory kill happens
Fixed HAR micro missiles not dealing damage to Cyberdemons nor Masterminds
Fixed cyberdemon's low mass
Misc.
BONE SNAP SOUND VOLUME INCREASED
Made all blood and gibblets CLIENTSIDEONLY which should help with network performance
A bunch of other changes I couldn't remember
Re: D4T v2.1 (New version Released 07-19-17)
Posted: Wed Jul 19, 2017 6:55 pm
by JohnnyTheWolf
Finally!
A small nitpick regarding the changelog, though: I believe it should be "Personal teleporter no longer works after death".
Re: D4T v2.1 (New version Released 07-19-17)
Posted: Wed Jul 19, 2017 8:42 pm
by LkMax
First time I've seen this mod, damn those are some fine and smooth gun sprites, nice implementation of D4 mechanics, the mod looks very well made all around.
Despite liking the new doom I like the pace of the classic doom better (even with brutal doom's harder AI), but I recognise a job well done when I see one.
Re: D4T v2.1 (New version Released 07-19-17)
Posted: Wed Jul 19, 2017 11:24 pm
by DBThanatos
@Johnny: LOL. Yeah, broken english is broken
@LkMax: thanks! i sure hope you give it a shot, also in multiplayer, since it tends to shine there
Re: D4T v2.1 (New version Released 07-19-17)
Posted: Thu Jul 20, 2017 1:33 am
by Doomenator
Bots have become like mad. But they do not dodges they just move randomly and chaotically.
Re: D4T v2.1 (Final Version Released 07-19-17)
Posted: Thu Jul 20, 2017 6:45 pm
by DBThanatos
True. But since we can't actually make the bots "smarter", erratic movement makes them end up dodging attacks as a result. Oddly enough you can get used to the bots vanilla strafing patterns. With this at least spices it up a bit.
So, adding erratic movement + aimbot + bot buffing cvars, they stop being so easy.
Re: D4T v2.1 (Final Version Released 07-19-17)
Posted: Fri Jul 21, 2017 10:17 am
by MrRumbleRoses
i think that with D4T, there should be a little options thing. to have the super shotgun spawn in The Ultimate Doom. it doesn't have to perminatly replace the shotgun, but it could be like a randomizer. that could be something to add into the mod, or at least made as an addon for D4T
- Added function which determines current IWAD and allows player find super shotgun instead shotgun in Doom and The Ultimate Doom. In settings you can choose automatic, only shotgun, only super shotgun or 50/50. By default this function with automatic parameter.
Keep in mind that it was released before D4T 2.1,though.
Re: D4T v2.1 (Final Version Released 07-19-17)
Posted: Fri Jul 21, 2017 12:35 pm
by Doomenator
MrRumbleRoses wrote:i think that with D4T, there should be a little options thing. to have the super shotgun spawn in The Ultimate Doom. it doesn't have to perminatly replace the shotgun, but it could be like a randomizer. that could be something to add into the mod, or at least made as an addon for D4T
MrRumbleRoses wrote:i think that with D4T, there should be a little options thing. to have the super shotgun spawn in The Ultimate Doom. it doesn't have to perminatly replace the shotgun, but it could be like a randomizer. that could be something to add into the mod, or at least made as an addon for D4T
i already know of that, but i'm talking about just the weaponry instead of also adding Doom 2 monsters. D4T could take that concept from that mod, and imply it into the mod itself, and it could be a new feature that'll happen with no need for commands or anything. or it could be added as an option to have for Ultimate Doom
- Added function which determines current IWAD and allows player find super shotgun instead shotgun in Doom and The Ultimate Doom. In settings you can choose automatic, only shotgun, only super shotgun or 50/50. By default this function with automatic parameter.
Keep in mind that it was released before D4T 2.1,though.
yeah. plus that guy messed with the pistol. if it was left alone, then maybe i would of used that. but yeah
Re: D4T v2.1 (Final Version Released 07-19-17)
Posted: Sat Jul 22, 2017 11:09 am
by Doomenator
MrRumbleRoses wrote:i already know of that, but i'm talking about just the weaponry instead of also adding Doom 2 monsters. D4T could take that concept from that mod, and imply it into the mod itself, and it could be a new feature that'll happen with no need for commands or anything. or it could be added as an option to have for Ultimate Doom
Just edit DECORATE file. It's easier than write on the forum.