2.0 brings a lot of improvements and features to Doom Delta! Thanks to the power of ZScript, stuff like performance and flow issues have been resolved. Hacky code has been altered in favor of smoother feature implementations. Character Changes: - General * All classes have been converted to ZDoom's class system. * Characters are now selected before you enter the game, rather than in-game. * Character bios now include a blurb detailing their abilities. * All characters now have unique sprites! - Lorelei * Sprint speed slightly higher. * Firing speeds were rebalanced. - John * John's arm sprites are now properly colored. * Sprint speed slightly lower. - Dimitri * Increased durability against splash damage. * Shots are now less accurate. - Thi * Shots are now more accurate. - Doom Marine * Implementation improved across the board. Weapon Changes: - General * Weapons now properly activate their specials on pickup, improving compatibility with maps that use them. * Bullet puffs are no longer translucent to better match the style of the mod. * The casings system has been implemented directly into the weapons, making them more flexible to work with. * Casings will now be affected by the player swinging left to right. - Bayonet * Added unique inventory icon. - Rifle * Slightly more accurate * Fixed colors being different from the bayonet. - Super Shotgun * Fixed firing speed not matching that of the retail SSG * Now affected by the casings setting! - Added the Machine Gun! * Functions identically to the retail chaingun, speaking of which... - Chaingun * Starts off slow, but as you keep firing, it will speed up. * Fires out two bullets at once instead of one. * Damage increases with speed. - Rocket Launcher * Explosions are no longer translucent to better match the style of the mod. - BFG 2704 * Fixed the helmet HUD referring to it as the BFG 9000 (weapon tag was being defined twice!) * Buffed damage against non-boss enemies - Dark Claw * Updated sprites. * Shots now use up two souls. * Max souls carried changed to 16/28 (from 400/400.) * Minimal damage against humans, decreased damage against bosses. - Unmaker * Updated sprites. * Shots now use up four souls. * Max souls carried changed to 16/28 (from 400/400.) * Minimal damage against humans, decreased damage against bosses. Demon Changes: - Score rewards are now universal, allowing custom monsters to reward points. - Added the Former Lieutenant! * Will appear in place of Chaingunners at first, but will become progressively less frequent. * Drops a machine gun when killed. - Fixed the Former Human's firing sprite not being fullbright. - Changed Baron/Hell Knight's blood color to a darker green than before. Item Changes: - Added dolls! * Dolls will appear in supported levels. Collect them all! * Pick them up, and they will reward you with plenty of points. - Souls * Souls are now physical pickups, rather than automatically transfering from the enemy to you. - Chaos Field * Implementation was rewritten in ZScript. * Monsters caught in the field will seek out a friend to infight with. * 'Chaotic' monsters now have a visual indicator of their status. - Fixed score bonuses being too small to be picked up. Menu Changes: - New title screen! - 99% of menus now have a cool space background. - The Delta Options menu has been upgraded to include detailed descriptions of what each setting changes. - Added in-game credits (as well as CREDITS lump) - New help menu! * Provides a quick rundown of Doom Delta's weapons and pickups, along with information on the mod itself. HUD Changes: - The existing HUDs have been updated to use ZScript! - Pickup messages have been implemented! * In the helmet HUD, pickups print their names to the right of the key icons. * In the other HUDs, more traditional pickup messages are printed in the top-left. * Pickup messages have been rewritten to match the style of the beta messages. - "Picked up a stimpack." > "You pick up a stimpack." - "Picked up a red keycard." > "You pick up a red keycard." - Ammo pickup messages stay the same. - Helmet HUD * The minimap now has a much smaller impact on performance than before. * Linedefs without a back sector are drawn brighter on the minimap than linedefs with back sectors. (i.e. lifts will have darker lines) * Linedefs deliberately hidden by mappers and linedefs not yet 'discovered' on the automap will no longer be visible. * The minimap is now multiplayer ready, functioning properly and showing other players as green dots. * Added 16:10 support. - Status Bar HUD * Detached from fullscreen HUD, now available as its own HUD. - Added the status bar from the Doom 0.5 alpha. * A timer can be seen on the HUD showing how long you've been on a map, useful for those eternal switch hunts. - The default ZDoom fullscreen HUD is now available for use as a result of the ZScript implementation. - The intermission has been updated to use a ZScript implementation. * Score tally now appears alongside the other tallies. * Intermission now appears in 320x200 stretched to 4:3. Old-school gamers rise up Misc Changes: - Score is now modified by the difficulty setting. The higher you go, the more score you get! - The alpha skies can now be switched on and off for mapsets that supply new ones. - Hell lightning was reimplemented in ZScript, now only lighting up sectors exposed to the sky. - The Anti-BD/Anti-HDoom script was disabled due to it maliciously crashing the engine, and also due to my views on that kind of thing changing. However, they seem to crash with the mod anyway due to a few missing null checks. Whoops! - Tom is King