//----------------------------------------------------------- V2.5 (11/16/19) - - = = = HIGHLIGHTS = = = - - * Doomslayer and Sentinel player skins for PvE and PvP * 8 new glory kills * New "Medal" system for "Completionist" tracking and indication * Many item sprite improvements * Toggleable PvE & PvP Damage Numbers * Toggleable PvE & PvP hitbeeps * Toggleable PvE & PvP hitmarkers * PvP balance completely overhauled * Dynamic monster scaling in PvE * Powerup duration HUD indicators - - = = = DETAILS = = = - - Balance * Complete overhaul of PvP balance: - All weapon/equipment damage increased - All Demon Rune damage increased - Players always spawn with equipment (configurable) - Player spawn stack increased - Many tiny misc changes * Removed Hellshot from PvP and PvE * Removed Repeater from PvP and PvE * Removed Vortex Rifle from PvP and PvE * Lightning Gun alt-fire uses same ammo amount and deals (on direct impact) same damage as primary. * PvE Rocket Launcher damage increased, projectile speed decreased * PvE Grenade Launcher "Selective Explosion" reworked to "Ionized Grenades": it makes monsters spawn armor shards sometimes * PvE Chaingun's primary fire windup is almost not existent when having "Gatling Rotator" mod equipped * PvE Chaingun's alt fire when using "Gatling Rotator" heavily buffed, it also wastes less ammo * PvE Reaper is a new class of weapon with unique ammo dropped by monsters only * PvE Reaper upgrades reworked * PvP Reaper is now a power weapon * PvP Mobile Turret (power weapon) is much more viable thanks to damage and spread tweaks * PvE Lvl3 Syphon grenades allow overheal (up to 200 hp max) * PvP Cyberdemon and Mastermind (runes) laser attacks are heard from much farther away * PvP Cyberdemon and Mastermind (runes) laser attacks buffed, both have AoE, on the beam for the former and on the puff for the latter * PvP Summoner rune primary charges much faster * PvP Mancubus rune primary fire deals more damage the longer the impact distance from the shooter * PvE Cyberdemon and Mastermind runes now induces fear on monsters * PvE Pain Elemental Rune's Lost Souls time out after a while * PvE Cyberdemon, Revenant and Demons no longer infight because of explosive attacks * PvE Cyberdemon secondary attacks damage increased * PvE Mastermind plasma balls are faster and spread reduced * PvE Summoner damage, summon chance and summon type buffed * PvE Pain Elemental is a big dodgier now (sometimes strafes around) * PvE Hell Razer's attacks and health buffed. He's no longer a pushover * PvE Mancubi no longer infight between them * PvE Shieldguys now drop Static Rifle and rarely its upgrades * PvE Imps no longer drop any upgrades * PvE Zombiemen and Nazis drop their upgrades more often * PvE monsters overall drop upgrades more often * PvE Revenant will rarely drop Grenade Launcher and its upgrades * PvE Shotgunguys will very rarely drop SSG * PvE Arachnotrons will rarely drop Plasma Rifle * PvE Harvesters will rarely drop Lightning Gun * Added dynamic boss health scaling in PvE (based on player's power) * PvE Dead Elite Guards are much more generous with the weapons they drop * Hard skills now spawns less ammo, but starts player with a chainsaw and fuel is a bit more common Quality of Life * Added "Mod options" in main menu, with keybindings and the newly added options * Added tips for binding keys at relevant moments (e.g. "Bind -Throw Grenade- in Mod Options" when key is unbound) * Replaced "Glitch" FX for "Visor crack" when taking damage while having armor * Added powerup duration indicators in the HUD * Added PvE hitbeeps for all weapons (different than the existing PvP hitbeep) * Added Hitmarkers for all weapons in PvE and PvP * Completely recoded "Regeneration" powerup; now it heals much faster, and also regens armor when health is full * Tweaked gore for a chunkier-but-still-performance-friendly look * Improved Lightning Gun's 1st person beam sprites * Lightning Gun's 3rd person beam FX made less obtrusive for the shooter and the observers * Added "D4T_xxxx" aliases for various modes (e.g. D4T_FFA, D4T_COOP, D4T_LMS, etc) * Field drone drops upgrade when you press +use (or you can still shoot it) * Greatly reduced view pitch changes when using the Cacodemon rune alt fire * Improved hit detection for spectre rune's alt fire (behaves better even if playing with big ping) * Added a crown for the 1st place in PvP games * Adjusted weapon position in the weapon bar to better indicate current ammoAdded Overstack bright bars in HUD * Players are always bright for better visbility in PvE and target acquisition in PvP * Added pickup messages (reflects in console) for modules, upgrades, equipment, backpack leveling * Changed name of "item respawn" sound (that wads that replace the default one won't affect D4T; I'm looking at you WOS.wad) * Added PvP "fragbeep" * PvP enemy demon rune healhbar also shows which demon is currently active * PvP Bots greatly improved - They jump more often - They (sometimes) actively try to pick powerups and demon runes - They (mostly) know how to use demon runes - They use equipments sligthly better - They stay immobile doing nothing much less often Fixes * Lightning Gun alt-fire only creates AoE tip when hitting a surface or an object (instead of doing it mid-air) * Fixed Fists animation flickering in all net games * Fixed blood spurts always playing the same animation with HAR or other rapid fire weapons * Fixed a bunch of "endless loop" warnings in Zandronum * Fixed BFG alerting monsters when trying to alt fire without an upgrade * Fixed crashes on GZDoom 4.x when demon-rune unmorphing * Fixed crashes on GZDoom 4.x when using Personal Teleporter equipment * Fixed Grenade Launcher getting no benefit when using Haste powerup * Fixed Syphon grenades allowing to "suck health" from oneself and teammates * Fixed Shieldguy's shield sometimes staying up even after owner died * Fixed player corpses rarely looping weapon sounds * Fixed players rarely keeping the demon HUD after unmorphing * Fixed Gauss Cannon shots being blocked by shield wall in PvE * Fixed Lost Souls not spawning any flames in net games * Fixed SSG, LG and Static Rifle pushing players in Coop * Fixed incompatibility with "Last Man Standing" gamemode * Fixed lock on reticle not showing up in cornered HUD * Fixed player being frozen on E3M1 if glorykilling Cyber on E2M8 * Fixed players sometimes losing their "completionist" rewards under specific circumstances * Fixed PvP Revenant Rune alt fire not producing explosion sounds * Fixed armor icon not appearing in HUD when armor was picked * Fixed Plasma Rifle projectile impact FX appearing in bad Z-coords when hitting a some walls in net games * Fixed static rifle not playing some variation firing sounds it was supposed to * Fixed Hell Razer sometimes still playing attack sounds after being gibbed * Fixed Syphon Grenade being blocked by coop players * Fixed Berserk not healing to max when player has gotten health increased from rewards * Fixed PvE Plasma Rifle not showing active module HUD text * Fixed PvP weapons not showing active module HUD text * Fixed some (not actually correct) "endless loop" warnings in zandronum net games Misc * Doomslayer skin for players (sprites by AbyssWalker) * "Sentinels" player Skins (sprite edits by Ivory Duke & RoosTer) * Greatly improved sprites for most pickups (by Franco Tieppo) - Health - Armor - Ammo - Weapons - Powerups - Equipment - Keys - A ton of small changes to others * Added 4 glory kills (by Strongbelly, new sprites by Franco Tieppo) * Added 4 brand new glory kills (sprites by Franco Tieppo) * Added new menu cursor by Strongbelly * Slight size increase for all pickups (health, armor, ammo, weapons) * Optimzied Lightning Gun performance for net games * Un-split Lightning Gun damage tics, to better illustrate the damage per tic * Possesed Security (Shieldguy)'s shields now change color based on its health * Optimized all Gauss Cannon's FX performance for net games * Optimized all Static Rifle's FX performance for net games * Slight optimizations for Fists performance in net games with lag * Optimized a lot of FX for performance in net games * Optimized bot behaviour for better performance in net games * Keys picked up in coop games are now shared to all players * Players that die permanently on survival will now drop all their upgrades for other players to pick * Backported QCDE's bot backfill feature (turn off with "sv_minplayers 0") * Health and ammo overstack degeneration tickers are now separate * Slight adjustments to gore sounds * Added "equipment regen/ready" sound * Added "backpack level increase" notification in HUD * QCDE's OST music pack is compatible with D4T now * Optimized many ACS scripts for better performance in net games * Changed Static Rifle's impact sound * Added syphon grenade explosion sound, and no longer forces pain on monsters * Better animation for Reaper's "ready alt fire" sequence * And another billion little changes/fixes/adjustemt that aren't even worth mentioning //----------------------------------------------------------- V2.1 (07/19/17) Balance * 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 //----------------------------------------------------------- V2.0.1 (06/06/17) Balance * Unwilling spawn rate decreased to avoid spam where there are too many small pickups * Modified spawn rate of Demon Runes in single player * Static Rifle DM balance adjusted * Repeater SP & DM balance adjusted * DM Prowler, Hell Knight, Arachnotron and Revenant rebalanced * Power weapons can deal a bit of self damage if fired too close * Baron of Hell monster rebalanced Quality of life * Implemented non-centered HUD, courtesy of Loismustdie555 * Added option to disable reticles * Added option to disable weapon bar * All weapons are "Infinite Ammo" friendly now * Deathmatch damage numbers no longer appear from you * D4T no longer forces Doom2 iwad * Fixed equipment use being queued if, for example, triggered while morphed * Fixed some items showing bad messages on pickup * Fixed Pistol sprite cutting off when firing * Personal Teleporter destination no longer gets player colors; for visibility * Fixed Hellshot secondary fire sound being interrupted by primary * Harverster lightning attack now uses D4T lightning sprites * Removed "Multi jump" bindings that served no purpose * Pistol can refire if you hold the trigger * Damage arrows obstruct your HUD less * Demon-morphed players are no longer affected by damaging floors * Deathmatch Arachnotron's alt fire buffed * Added an EXPERIMENTAL damage numbers (damnums) system for single player / coop (check the guide for more info about it) Fixes * Fixed Invulnerability Sphere effect being broken after glory kill * Fixed being able to make extra mid-air jump after dropping from a ledge * Fixed DM Power Weapon spawn glitch * Fixed DM Syphon Grenade setting everyone's health bars to wrong value * Fixed DM powerup and Demon Rune scripts terminating on player disconnection * Fixed wrong tags for Prowler and Harvester monsters * Fixed instances of Prowler player being stuck for 5 seconds after failed prowl attack * Fixed equipment spam exploit with Rocket Launcher and Gauss Cannon by using "reload button" * Fixed bots not using Prowler and Harvester alt fires * Fixed instance where two demons could exist simultaneously in DM * Fixed coop/solo Tesla Rocket staying in one place and damaging enemies forever * Fixed BFG spawning issues in deathmatch * Fixed Field Drone not dropping an upgrade if it was telefragged * Fixed Static Rifle not unzooming properly if the weapon was deselected while zoomed * Fixed DM Chaingun "disappearing" if you threw a grenade while it was alt fire spinning * Fixed Reaper and Repeater not playing sound when switching to them * Fixed Chainsaw lowering sound ending abruptly * Fixed glitchy visuals when unmorphing a dead player * Fixed players being able to punch each other in coop Misc. * Enhanced Reaper alt fire animation timings * Added a new "chat" sound * Added a new "gibbed" marine decoration * Fixed Hellshot not leaving decals * Fixed Spectre rune saying "bite" while the attack is actually a swipe * Fixed Vortex Rifle max charge HUD indicator being cyan instead of yellow * New DM weapon sprites for weapons with pre-installed mods //----------------------------------------------------------- v2.0 (05-19-17) Features * Field Drones to supply you with upgrades. * Gore Nests to complicate the matters. * Elite Guards to lend you a hand, or rather, what it once held. * Completionist bonuses randomized, enough for any megawad, and also for some gigawads. * New Monsters: Unwilling, Shield Guy, Prowler, Harvester. * New Monster attacks: Most notably, Cyberdemon and Mastermind will greet you with new attack patterns. * Demon Runes: All new ones for Prowler and Harvester, and brand new sprites for 1st person view. * Deathmatch: Damage dealt is shown as numbers, like in Doom 4. * Deathmatch: Power Demon Runes: Cyberdemon and Mastermind. * Deathmatch: Pick up "Equipment Bonus" hourglasses after using equipment, to reduce cooldown. Quality of life * Equipment: hold to lock, tap to throw. No more losing that Personal Teleporter you bled for. * Cooperative: bullets now go through allied players just like projectiles do. Rails don't because of Zandronum complications. Balance: * The balance all around was adjusted. Balance of weapons, balance of monsters, balance of ammo. It's really a lot of subtle stuff that was changed to provide a better experience. * Deathbound difficulty has been bumped. No more backpacks or blue armor for the wicked. * All Demon Runes have been made a real threat in Deathmatch. Possession is once again worth fighting for. * Server-side console variable have been made available for fine-tuning balance of Deathmatch bots.