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  1. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  2. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  3. ------------ LiTDOOM MOD: Changelog -------------
  4. ------------------------------------
  5.  
  6. ------------------------------------ ------------------------------------------------
  7. ******* JANUARY 6 2020 - V0.3 Beta
  8. ADDITIONS:
  9. - NEW MOD NAME, MAIN MENU THEME, BACKGROUND, ETC.
  10. - Uniformed all fatality bonuses: demons don't drop armor shards anymore, but a new "daemonic shard" with the same effects and new graphics. I also removed red health bonuses from the new monsters borrowed from BLOODWOLF's patched monster expansion.
  11. - Most health bonuses and medikits now can be recognized by the blue & white color theme. There are some intended exceptions.
  12. - Health vials are now replaced by soul crystals: they formed from the souls of the dead after Hell has been set loose. Shattering them will free those souls, who will gift their remaining life force to the player. Lore-wise speaking, these crystals sometimes merge between
  13. each other forming the soulsphere powerup we all know.
  14. - Realistic reloading (still experimental): if you enable this feature from the mod options, you will have to unload all weapons reloaded from a clip before actually reloading them, or you will lose all chambered ammo. This applies to: Pistols, SMGs, Assault Shotgun, Rifles, Rocket Launchers, Railguns and Plasma Guns
  15. - Empty magazines ejected from pistols, Smgs and rifles have new sprites to match their ammunitions pickup.
  16. - New PDA redesign, thanks to @Sonik.o.fan who made an awesome job!
  17. - Added animation for switching between shotgun ammo types.
  18. - Enemy Armor System implemented! Use armor-piercing ammunitions and weapons (7.62 mm, energy weapons, rocket launcher's altfire) to ignore enemies armor values, or just destroy their armor with sheer stopping power!
  19. - Lots of new immersive pickup sounds, thanks to @Oniichangoddess
  20. - New Difficulty Setting: Blood Marathon! You take less damage from monsters, but medications are very rare. Endure it!
  21. - Wraith A.I. rewritten with gentle permission of @Tomtefars
  22.  
  23. BALANCE TWEAKS:
  24. - Reduced health values of some enemies to compensate for their added armor rating
  25. - Blood Marathon and Realism mode (now renamed to) have even less ammo than other difficulty settings, to compensate their weaker monsters.
  26.  
  27. BUG FIXES:
  28. - Unloading rocket launchers and railguns when no reserve ammo are left should work correctly now.
  29. - SSG should not reload automatically if you disabled auto-reloading from the options.
  30. - Rifle Commandos and Riot Shield Sergeants drop health bonuses if killed with a fatality.
  31. - Restored Demon Transformation Rune's functionality.
  32. - Flashlight couldn't be used while holding an ASG. Fixed.
  33. - Stimpack replacer was mistakenly replaced by another pickup for armor pieces. Stimpacks and bandages should spawn normally again.
  34.  
  35. ******* DECEMBER 23 2019 - V0.2 Beta
  36. ADDITIONS:
  37. - New crafting materials can be found around the maps and dropped from some monsters. The gathering part of the crafting system is now complete.
  38. - Empty vials can be dropped on some specials blood stains to gather chemical solutions.
  39. - Some marine corpses now spawn rats near them.
  40. - The Armorshard+Healthbonus pickup was a placeholder for "failed ammo spawns". Now it spawns differents items.
  41. - Reinforced bandoliers: rare drop that prevents you to lose some ammo types when you change map (Survivalist class only. Maximum you can carry: 4) and also gives you some ammo of a specific category.
  42. - Backpacks now let you preserve a weapon in your inventory when you are supposed to lose it after a map change (Survivalist Class only. Maximum you can carry: 2)
  43. - New item/weapon: portable mounted heavy machinegun! Can spawn instead of the minigun and CANNOT be dismantled once deployed. Use it to hold strategic positions.
  44. - You can now bind a key to check all your ammunitions through your PDA. It even shows if a weapon has chambered ammo or not, but doesn't show if you have a particular weapon,
  45. or ammo stored in dual-wielded weapons, at least for now. Still, I think it should be pretty useful.
  46. - You can now bind a key to set the currently equipped weapon as your favorite. Then you can press another key to instantly switch to that weapon. It even works with dual wielded weapons!
  47. - The full helmet HUD has been set as the default one for the mod (you still have to scale it to fullscreen though)
  48. - Flashlight can also be alimented from lithium batteries you can find around the maps. You can still use plasma cells as energy source, but that would be your last resort!
  49.  
  50. BALANCE TWEAKS:
  51. - Equipment loss after a map change for the survivalist class now is a little more likely to happen, to balance out the new backpacks and bandoliers.
  52. - Survivalist can now dual wield weapons. Dualwielding rifles and SMGs is also more impractical than before in terms of recoil, but it's useful to inflict more damage at short distances.
  53. - Rewritten difficulty settings. All skill levels beyond below "Nightmare" have the former "FAMINE" reduced ammo spawns. I won't restore skill levels with normal ammo spawns until
  54. I figure out how to make the spawns settings CVAR-based.
  55. - Slightly slowed down pistol's rate of fire to prevent its primary fire to completely overpower its burst fire mode (and even SMGs)
  56. - Minor damage and spawn chances tweaks.
  57. - Faster deselect animation for the Revolver
  58.  
  59. BUG FIXES:
  60. - Rewritten quick pull script for the pistol. Before, it prevented the player from using the flashlight after switching to the pistol with this method, and also tended to overwrite other scripts.
  61. It should be fixed now.
  62. - Firing a pistol should not make you run faster if the player is slowed down by a bleeding wound.
  63. - The autoshotgun didn't unload correctly in some cases. this problem is now fixed (thanks to BLOODWOLF ! )
  64. - Kicking when having the berserker strength powerup now properly pushes barrels away and inflict pain states on some monsters.
  65. - Updated Nukelauncher and Claymores icons, to better fit in the HUD
  66. - SSG Sergeant will infight with other zombies
  67.  
  68. KNOWN ISSUES:
  69. - Unload animations for some weapons still refuse to work in certain situations: this is a bug inherited from the original Brutal Doom and until I manage to fix this I won't add the option of a realistic reloading.
  70. - Pyro Sergeants make the game crash at random, and I still didn't found the cause of this. If you happen to replicate the problem in a specific context, let me know.
  71. - Some ground executions glitch out sometimes. Not game breaking, but annoying. This is also inherited from Brutal Doom.
  72. - Sacrifice Altar's spawns still need a proper clipping checker.
  73.  
  74. ******* DECEMBER 10 2019 - V0.11 Beta
  75. ADDITIONS:
  76. - Slot 0 assigned to the Crafting section of your PDA. Still pretty useless right now.
  77. - Former Scientists now have a chance of dropping chemical solutions and empty vials. Also pretty useless for now.
  78. - Some monster now drop parts of their body as crafting ingredients. Yeah you guessed, they're useless.
  79. - BUT WAIT! Actually, demon hearts can be dropped onto regular decorative green short columns to make them sacrifical altars.
  80.  
  81. BALANCE TWEAKS:
  82. - Pyro Sergeants' dropped flamethrower now only gives 80 ammo (fuel).
  83. - Slightly nerfed dark imps health and speed.
  84. - Tweaked some spawn chances for new monsters.
  85. - Claymore mines now have do some damage on a longer distance and causes pain and knockback. Most of the damage will still occur at short distance.
  86.  
  87. BUG FIXES:
  88. - Chainsaw Zombies now drops chainsaws if killed with a fatality.
  89. - Fixed hitboxes for the taller Dark Imps and Blood Demons. They also shouldn't spawn where they can clip through the ceiling.
  90. - Belphegor won't infight with knights and barons no more.
  91. - Pyro Sergeant and Cyberbaron's flamethrower SHOULDN'T no longer make the game freeze.
  92.  
  93.  
  94.  
  95. ******* DECEMBER 5 2019 - V0.1c Beta
  96. ADDITIONS:
  97. - The mod is now live on ModDB!
  98. - New logo and title screen
  99.  
  100. BALANCE TWEAKS:
  101. - .50 ammo now spawns instead of shells if there's a revolver nearby
  102.  
  103. BUG FIXES:
  104. - Fixed a typo in the equipment loss messages: "5.56mm" is now "7.62"
  105. - Some difficulty settings retranslated from italian to english.
  106.  
  107.  
  108. ******* DECEMBER 3 2019 - V0.1b Beta
  109.  
  110. ADDITIONS:
  111. - Railgun Alternative mode updated: now it has proper sprites, sounds and charge-up time
  112. - Zombie Scientists now have updated hand-edited sprites, to match the new axe added in Brutal Doom v21Gold
  113. - Player Class descriptions added in the class selection screen.
  114. - HUD slightly reduced for improved visibility.
  115. - Temporary new intro pictures to improve the awful readability of the vanilla main menu
  116.  
  117. BUG FIXES:
  118. - Satyr script 799 error removed.
  119. - Chainsaw Zombies should no longer drop multiple chainsaws on death.
  120. - Wraiths no longer become invulnerable after their first attack
  121.  
  122.  
  123.  
  124. ******* DECEMBER 2 2019 - V0.1a Beta
  125.  
  126. ADDITIONS:
  127. - Railgun Alternative mode added: press F to switch between them.
  128. - Sentry Turrets can now be disabled using the sapper pincers.
  129.  
  130. BUG FIXES:
  131. - Satyr script 794 error removed.
  132.  
  133.  
  134. ******* NOVEMBER 30 2019 - V0.1 Beta
  135.  
  136. ADDITIONS:
  137. - When you break an axe, it appears on the ground in pieces.
  138. - Axe Alt-Attack reworked: consumes 6 durability and it's slower to charge up, but inflicts more damage and can AoE in a horizontal line in front of you. Warning: This is an "heavy attack", so crashing your
  139. axe on a solid wall with this can inflict a lot of stress on the weapon.
  140.  
  141. BALANCE TWEAKS:
  142. - Rocket Launcher and Grenade Launchers buffed, handgrenade slightly nerfed. The rocket launcher is intended to do high concentrated damage on a small area. the Grenade Launchers shoot
  143. fragmentation rounds, more fit to dispose of large groups of weak enemies.
  144. - You can only carry a maximum of 2 sacrifical daggers with you now.
  145.  
  146. BUG FIXES:
  147. - Ancient Arachnotron's plasma cannon doesn't hurt normal Arachnotrons no more.
  148. - Axe's Alt fire now properly depletes stamina on hit.
  149.  
  150.  
  151. ******* NOVEMBER 29 2019 - First Private Beta Release
  152.  
  153. Complete List of Features:
  154.  
  155. MODS INCLUDED:
  156. - BRUTAL DOOM v21 GOLD, the backbone on which this mod is based (credits to Sgt_Mark_IV, follow him at: https://twitter.com/brutaldoomguy)
  157. - Some assets from BRUTAL DOOM MUTATORS (https://www.moddb.com/addons/brutal-doom-mutators-for-v21-version)
  158. - Heavily modified version of XV117's MONSTER EXPANSION, patched by BLOODWOLF and overhauled by me.
  159.  
  160.  
  161. GAMEPLAY CHANGES & NEW STUFF:
  162. - Ammunitions spawns & quantities completely overhauled, including the maximum you can carry.
  163. - The Axe can now break if you use it for too long. Keep an eye on the durability counter.
  164. - The chainsaw now consumes fuel on use, but its primary attack is very useful for 1vs1 fights against bigger monsters.
  165. - Fuel tanks added. You can use them to refill chainsaws, flamethrowers and napalm launchers.
  166. - Supply Crates: find keys on former humans'corpses and use them to get some useful equipment! (with a custom 3D voxel made from scratch)
  167. - Sacrifical Altars: find a sacrifical dagger and find a beating Hearth to sacrifice to acquire demonic powers!
  168. - New Fire mode for the Shotgun: .10 gauge Slug rounds! With realistic reloading/switching between the two ammo types.
  169. - New weapon: the Revolver! Powerful but difficult to handle (credits to RainboWarrioR for the sprites)
  170. - New weapon: Claymore Mines & Sapper kit: Place Mines to ambush and trick your enemies, then use your pincers to disarm them.
  171. - New Rocket Launcher AltFire: uses 3 ammo but shoots an high-speed rocket with increased damage.
  172. - Randomized loot: ammo, health, weapon and artifact spawn points are now randomized. You'll never find the same stuff in the same map, but you'll also never
  173. find a BFG instead of a Shotgun. I made my best to make it balanced.
  174. - Randomized monsters: many enemies now have rarer variants, with the chance to spawn in place of the normal ones. Some monsters will also spawn under specific conditions.
  175. For example, be careful in dark areas!
  176. - Many new useful items to use from your inventory: flares, bandages, portable sentry turrets, night visors, and many more!
  177. - Completely revamped weapon damage and monsters' health: most weapons now do more damage but ammo will be more scarce, or they will have a heavier recoil.
  178. Most mid-to-high tier monsters are generally more resistant, although they'll have weakpoints.
  179. - Many new difficulty settings to choose your ideal playstyle. This mod is NOT conceived to be played with normal difficulty settings (Hurt me plenty, Ultraviolence, etc.). You still can, but
  180. an experienced player will probably find them too easy.
  181. - New player class: the Survivalist! Similar to Brutal Doom's Tactical Mode, but you can now suffer from bleeding wounds inflicted by claws and bites, and you will also bleed to death if
  182. Your health conditions are too poor. Different items like bandages and medical supplies can stop the bleeding. Furthermore, you start the game with no weapons, and you'll lose some
  183. weapons and ammo every time you move from a map to the next one.
  184. - Reward Crate: Kill every monster in a map to receive a crate full of useful items and/or ammo that you can carry around before opening! Can be a lifesaver when playing in Survivalist mode.
  185. - Rebalanced Armor system: new armor types, with different damage absorption percentages. The higher the tier, the less the pain! Also, armor has a crucial role in mitigating/nullifying the
  186. effects of bleeding wounds.
  187. - The flashlight now depletes energy "cells" over time. Flares and night vision goggles are finally useful! (Of course you can cheat with the gamma correction but... meh.
  188. Should you play this mod if you want to do that?)
  189. - Many, many new 2D sprites to replace old ones and to fit the new items and ammunitions included in this mod.
  190. - Crosshairs are now hidden when aiming from ironsights.
  191. - Reworked Berserker pack: You become a mindless and almost unstoppable beast for 40 seconds, then you'll start to feel dizzy... better find a place to catch your breath!
  192. - Bug fixes... lots of them. And still not enough. Oh no, no, very far from it.
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