FROM 0.82 TO 0.
9
=======================================
- A second character, Sun Shihong, has been introduced. Sun Shihong offers a
slightly bit more intricate playstyle to DemonSteele than Hae-Lin--while Hae-Lin
focuses on utilizing W+M1 in crazier ways, Shihong needs to be paced. Utilizing a
combination of guns, punching, and different styles in order to maximize her
efficiency, Shihong is for people who want a change of combat is handled and want
incentive to not just mash mouse 1 throughout maps.
- The Skininfo entry for the Placeholder player skin has been fixed.
- The Tag entry for KamenRiderModeActivate is now blank.
- The Kharon now has +SPECTRAL and can now hit enemies that are normally immune to
hitting. There is nothing that my sword cannot cut!
- Same with the Omen just because.
- The TelefragHack on the Kharon's forward special now instantly kills any enemy,
to prevent players from getting stuck in a living body.
- The KeyConf entry for the Launch Attack has been renamed to Weapon Action because
reasons.
- Mancubi no longer have such advanced jiggle physics.
- Two additional sprites of soda pickup were included for variety.
- Guns can no longer get meter by shooting decorations.
- Game Over quotes have been included to degrade you for your failure, upon death.
- In lieu of Zandronum 2.0, all A_JumpIf(CeilingZ-Z <= 16,"DeathUpperFinish")
checks have been replaced with a simpler A_CheckCeiling("DeathUpperFinish").
- Bisected body parts now have +CANTSEEK on them.
- Weapons now have been changed to have Tag entries, removing spaces from their
names, for ease of clientside weaponslot manipulation.
- Souls no longer fly out of bisected body parts. Why was that even a thing?
- A new difficulty was added, for those who want even more challenge.
- A WEEB_GLOBAL ACS script has been introduced, for streamlining of applying
singular-but-important scripts to multiple players. Yes, this is important. Shut
up.
- Special inputs now require fire to be held down first.
- Hae-Lin can no longer accientally crush herself by dashing while Falling damage
is turned on.
- The pickup message for the Berserk has been changed since people were confused as
to what it actually does.
- The air control in both Zandronum and ZDoom has been unified to allow more ease
of use in aerial dodging and mobility. dst_oldaircontrol allows for swapping back
to the original, but only on map load.
- Destroyed barrel/lamp/candelabra pieces now have actual collision data.
- Several GLdef errors have been fixed.
- Explosive barrels have had their flares removed and are no longer horrendously
laggy, especially in bunches, ESPECIALLY online.
- Explosive flares have been tweaked to have tighter trails that last slightly
shorter.
- Flashlights now work online.
- DoomHealth mode now has armor bonuses spawn, well, armor bonuses.
- dst_nohealth, dst_noarmor, dst_nopistol, and dst_noweapons cvars have been
included for those that want to customize for more challenging runs. Or just
shitting around.
- Separation between ZDoom and Zandronum versions of DemonSteele has been polished
up and is hopefully more future-proofed.
- Dramatic fade-ins no longer happen in DM.
- All weapons now have obituaries.
- Decoration sounds are now mono and should no longer play at fulldistance with
OpenAL.
- Picking up weapons in Iron Maiden mode now gives points.
- There is now a D_TTFTW replacement.
- For those playing maps where you jump right in the fray instantly, dst_nointro
removes the over-dramatic presentation at the start.
- Numerous sounds have been converted from Stereo to Mono, since as of this time of
writing OpenAL is currently glitched and plays Stereo sounds across the entire map.
Theoretically, one can now play entirely in singleplayer in OpenAL in GZDoom and
not hear anything especially ear-rendering.
- The Blackened's death sequence is now significantly more obvious as to when it's
actually died.
- Disconnecting will remove all existing floating buddies hanging around you.