====================================================== v3.0.1 - "Cry Havoc" - 1/31/2024 ====================================================== = Bug Fixes = - Fixed the trees in KDiKDiZD using the grenade sprite. - Fixed GZDoom freezing if a player died using a weapon that had the Rapid Fire upgrade from the mod Gun Bonsai. - Fixed Former Sergeants looking like Former Humans when viewing relevant cards in the mod Corruption Cards. - Fixed automap not rotating if am_rotate was set to 2. - Fixed debug messages for armor spawns appearing even if debug mode was disabled. - Fixed KDiKDiZD keys appearing in Doom Builder (didn't have any effect in-game, was intercepted by replacement code) - Updated some A_PlaySound calls to A_StartSound. - Satiated some startup errors. = Weapons = - Plasma Rifle * Sped up firing speed to match the vanilla Plasma Rifle, brought down damage values to vanilla Doom's to match. - Super Shotgun * Reworked weapon logic slightly to work better with mods that modify the firing speed of weapons. = HUDs = - All * Slot 7 will now properly dim if you don't have enough souls to fire any slot 7 weapons. - Thin Bar * Improved visibility of dimmed elements. - Status Bar * Improved visibility of dimmed elements. = Items = - Dolls * Updated first-person sprites to look nicer. * Fixed arm getting cut off in fullscreen. = Known Issues = - Muzzleflashes and John's arm sprites do not sync properly when using the Rapid Fire upgrade in the mod Gun Bonsai. After some tests, there isn't an easy solution, so it is currently left as-is for now. ====================================================== v3.0.0 - "Cry Havoc" - 1/16/2024 ====================================================== = Co-Op Changes = - Added SQUAD MODE! If all players die at the same time, the level will restart. Everyone's inventories are restored to how they were when they entered that level. * This will not take effect on levels with respawning explicitly allowed. - Many pickups are now individualized for each player. If one player picks up an item, it remains for all other players to grab. This includes: * Weapons * Health * Armor * Ammo * Shields - SQUAD MODE! and individualized pickups can be disabled in the options menu, or by setting 'delta_coopsquad' and 'delta_cooppickups' when launching from the command line. - Replaced default co-op intermission screen with Doom Delta intermission screen. = Compatibility = - Added support for Knee-Deep in Knee-Deep in ZDoom! * Sprite conflicts have been resolved for the following weapons: - Chainsaw - Fists - Shotgun - Super Shotgun - Chaingun - Rocket Launcher * All human enemies will now drop souls. * The Flare Rifle and it's related pickups are substituted by the Dark Claw! * Chaingunners will always drop Chainguns. * Gargoyle and Soul Jar palette issues are fixed. - Fixed some compatibility issues with Beta Labs. - If only the Cyberdemon and the Spider Mastermind's health values are modified through DEHACKED, the Doom Delta versions of these monsters will reflect that. (i.e. SIGIL II) - If Doom Delta detects issues with the player's color translation range, it will disable player translations. This will usually kick in for mapsets with custom palettes. - Added damage types to more ZPack projectiles. - Doom Delta weapons will now automatically replace variants of the default weapons prefixed with 'New.' (i.e. NewShotgun, NewChaingun) (i.e. Beta Labs) - Enemies that drop souls that do not have a defined strength/weakness against demonic magic will now be more resistant by default. - Updated DEHACKED compatibility code behind the scenes! - Rockets have been added to Doom Delta's DEHACKED compatibility checker. - DEHACKED variations of the human enemies should now drop souls. - Added better damage type compatibility for DEHACKED projectiles. - Added a warning and a shortcut to disable Strict KEYCONF Weapons/Players if loading the mod with a mapset that uses KEYCONF. = Bug Fixes = - Fixed Spider Mastermind not being properly affected by DEHACKED replacements. - Fixed certain Doom Delta monsters spawning even if a monster pack was loaded. - Fixed title graphic being overwritten by mods loaded after Doom Delta. - Fixed cases where voodoo dolls would not act as they should, especially when being thrust by explosives. - Fixed intermission screen getting locked up and spamming sounds if you tried to advance too quickly. - Fixed backpack technically giving soul ammo. - Fixed the help menu having erroneous headings. - Fixed the help menu not fading properly. - Fixed loop in help menu music. - Fixed offsets of health and armor bonuses. - Fixed certain cosmetic options being server-side settings and not client-side. = Characters = - John * Slightly less accurate with explosive weapons. - Thi * Reworked projectile evasion to take projectile radius into account better. = Demons = - All * Reverted health rebalances for the following monsters: - Hell Knight - Pain Elemental - Arachnotron - Mancubus - Revenant - Archvile * The Lost Soul remains punished for its crimes against all that is holy! His chains will continue to weigh heavily upon his soul for the rest of time!* - *With the exception of KDiKDiZD. - Lost Soul * Made offsets more consistent between the Retail and Alpha variations. - Cyberdemon * Slightly less resistant to BFG attacks. * Slightly more resistant to Soul weapons. - Spider Mastermind * Slightly less resistant to BFG attacks. * Slightly more resistant to Soul weapons. = Items = - Keys * Reworked key code to be a bit cleaner. * Picking up a key will now print a notification to your teammates. - Score Items * Slightly reworked code behind the scenes. - Chaos Field * Chaos FX now more consistently sticks to victims. * Updated chaos FX sprites. = Shields = - All * The shield spawning algorithm has been reworked. Shields should now be more relevant to the foes you face in a level. * Added some checks for shields spawning in places that can't be reached. * Updated HUD icons. * Added sound for when shields run out of energy. = Weapons = - All * Enemies will be more resistant to melee pain chance at higher health values. - NEW: Grenade Launcher! * Fires grenades that can bounce off walls and around corners! They don't travel very far, though. - Fists * Forced pain state with Lorelei and Dimitri has been swapped with universal high pain chance. - Chainsaw * Added universal pain chance. - Rifle * Forced pain state has been swapped with universal high pain chance. - Super Shotgun * Improved firing animation * Adjusted timing to match vanilla timing a bit more * NOTE: In the trailer, the sprites were not properly palettized. This has now been fixed. FUCK! - BFG 2704 * Reduced damage output to bring it slightly closer to vanilla values. Still deals extreme damage, just a little less overkill. * New pickup sprite. - Dark Claw * Modified damage formula. * Raised base damage, but slightly lowered maximum damage. * Added new ripping sound for enemies that are resistant to demon magic. - Unmaker * Modified damage formula. * Slightly lowered maximum damage. * Added new ripping sound for enemies that are resistant to demon magic. - Machine Gun? * Moved around slot priority. * Fixed John's arms not being the right color. Oops. = HUDs = - All * Weapon icons should now be more readable. * Updated a lot of weapon icons. * Being protected by a hit from a shield should no longer cause the health bar to flash. * Automap now supports panning and zooming. * Vanilla automap can be re-enabled in the settings. * Added unique automap layouts for each HUD. - Helmet * Updated text to be more readable. * Fixed minimap getting cut off on 16:10 aspect ratio - Thin Bar * Remade graphics! * Added bars for weapon slots and keys. - Status Bar * Updated text to be more readable. * Removed divider between weapon info and ammo count. * Weapon icons that are too big will now look nicer. = Menus = - Added automap settings to HUD settings menu. - Added an option to restore all Doom Delta customization settings to their defaults. - Fixed missing quit message icon. - Main menu and new game menus now scale up from 320x200 like the rest of the UI. - Server-side options will now be darkened in the options menu if you're in a multiplayer game and you're not the host. - Enemy settings will now be darkened if the applicable monsters are modified by another loaded mod. - Episode list will now be forced to use the Doom Delta font. Compatibility for specific mapsets that only provide graphics replacements for episode names is included, with more to be included in the future. - Added menu delegate. ====================================================== v2.5.0 - "Heritage for the Future" - 1/31/23 ====================================================== = Mapping Support = - NODELTA has been replaced with DELTAMAP.txt * When a DELTAMAP.txt file is detected, all of Doom Delta's automatic map modifiers will be disabled, including: - Random monster placements i.e. Gargoyles and Former Lieutenants - Automatic shield spawns - Automatic score item spawns - Alpha sky replacements - Slightly adjusted Gargoyle and Former Lieutenant spawning logic to reduce confusion in map editors. - Fixed certain actors not having proper names in map editors = Compatibility Fixes = - ZPack (original version) * Afrit attacks will now be recognized by the Heat Shield. * Suicide Bomber attacks will now be recognized by the Heat Shield. - Nihility * Fix menu and intermission music not stopping when entering a level. * Fix chaingun pickup message being overwritten by DEHACKED * Include vanilla chaingun and rocket launcher pickup sprites to reduce confusion = Characters = - All * Updated character sprites! - Thi * Barrett has two T's. = Demons = - All * Fixed monster mods not working * Rewrote monster replacement system for better compatibility - Lost Souls * Removed setting to modify attack behavior, with the Retail setting now being the default going forward. * Appearance can now be randomized like the Former Human and Former Sergeant. - The Blob * Fix level number detection not working properly in WadSmoosh (again) (again) * Fix Blobs spawning if Lost Soul was heavily modified with DEHACKED - Gargoyle * Projectile speed changed from 20 to 15. - Baron of Hell * Changed attack sounds - Hell Knight * Changed attack sounds = Items = - NEW: Soul Jar! * Rare soul ammo spawn that gives 8 souls and raises your max soul ammo from 36 to 66. - Score Items * Different items now award you different amounts of score! * Changed the spawn logic of score items. Smaller score items are more common, while larger ones are more rare. (Note: spawning will still be consistent between playthroughs) * Fixed sceptre and dagger having swapped sprites - Chaos Field * Now resembles a demonic sphere rather than a UAC device. - Demon Armor * Updated design to look more epic * Adjusted spawn logic to be slightly rarer - Infrared Goggles * NEW BEHAVIOR! Adjusts brightness based on your environment. Your view will be brighter in darker areas, and untouched in lighter areas. - Berserk Pack * Fixed offsets * Berserk is now limited to 60 seconds in hubs. - Dolls * Dolls have been reintroduced! Currently they're only present in Knee-Deep in the Dead and The Shores of Hell. Hunt em down! * Music changes are now localized = Shields = - Heat Shield * Now absorbs Lava damage types. * If splash damage doesn't have a damage type specified, automatically absorb it. = Weapons = - All * Fixed recoil code causing weird weapon offsets * Melee no longer wakes up dormant monsters. * Melee blood now correctly uses the target's blood color. * Fixed melee breaking shootable actors that use states with a -1 tic duration. (i.e. Extermination Day breakable props) * Melee should no longer be able to attack fellas who are WAY above/below your currect position. * Melee can no longer force pain on bosses. * Adjusted melee pain frame duration calculation. - NEW: Fists! * Similar to the vanilla fists. * Lorelei and Dimitri are very good with them! * John is okay with them. * Thi is not very good with them. * Berserk greatly increases damage. - Rifle * Made bayonet animation slightly better. * Bayonet has slightly more windup. * Running out of ammo will make the primary fire use the bayonet instead of automatically switching to a different weapon. * Rebalanced pain durations/swing speed on all classes. - Shotgun * Updated light effects on muzzleflash. * Fixed slot priority being incorrect. - Super Shotgun * Adjusted positioning of casings - Machine Gun * Updated light effects on muzzleflash. - Chaingun * Added light effects to muzzleflash. * Fixed dolls causing a softlock. * Fudged damage readout on HUD a bit - Plasma Rifle * Fixed firing behavior being different between smooth and retro firing animations - BFG 2704 * Updated smooth firing animation. * Updated light effects on muzzleflash. * Fixed muzzleflash not resetting to default light levels. - Dark Claw * Made projectiles slightly smaller to make them less likely to disappear in close quarters - Unmaker * Updated smooth firing animation. * Redid pickup sprite from scratch to make it look epic * Added light effects to muzzleflash. * Fix stitches being misaligned on firing frames = HUDs = - All * Rewrote automap/minimap code to set clip properly at different aspect ratios * Fixed co-op player dots being drawn under wall lines * Fixed automap being disabled when the helmet HUD minimap is disabled. * Player automap dots in co-op will now clamp to the sides of the view window. * Fixed computer area map not working with the automap. * Fixed player dots not taking aspect correction into account. * Made automap background slightly darker - Helmet * Centered helmet mouthpiece graphics * Redid lowered mouthpiece graphic * Slightly adjusted sizes of bottom boxes * Fix pickup messages wrapping incorrectly. * Fix frags counter being the wrong color. * Fixed missing stat readout weapons for certain weapons that were supposed to have them - Status Bar * Revamped entire status bar to be less cramped = Misc. = - Fixed intermission screen not properly counting score if the counting was skipped. - Added missing icons for quit messages that didn't have any. - Fixed lingering debug messages in help menu. - Fixed missing paragraphs in help menu. - Fixed some typos in the customization menus. - Fixed secret found message and sound appearing for other players. - Fixed missing icons in customization menus. = Under-the-hood Changes = - Changed the internal names of some of the shields to be less vague. - Updated internal names of ammo and health pickups. - Reorganized a bunch of script files! THEY'RE ALL OVER THE PLACE = Known Issues = - Sometimes souls will appear in the ammo list if you haven't picked any up yet. Please report if seen! ====================================================== v2.4.2 - "The Great Smoothening" - 6/27/22 ====================================================== - Misc. - * Updated intermission screen to match the Doom Delta aesthetic. * Also fixed abort on startup in GZDoom v4.8.0 due to old intermission code. ====================================================== v2.4.1 - "The Great Smoothening" - 1/30/22 ====================================================== - Weapons - * Rifle - Made bayonet do double damage with berserk. * Unmaker - Fixed shots not using ammo. - Misc. - * Menus - Fixed and updated the help menu. - Updated credits. * Removed some unused stuff (wtf doom delta beta content!?) ====================================================== v2.4.0b - "The Great Smoothening" - 1/28/22 ====================================================== - Demons - * General * Rebalanced some Doom 2 enemy health values (inspired by Noiser's 'DOOM 2 for DOOM 1') * Fixed issue with monster replacement that caused death specials to not work. (i.e. MAP07, E1M8, E2M8, etc.) * Fixed former humans not dropping soul ammo. (you'd think I would've noticed that the first time around ...) * Fixed the following enemies not properly replacing their stock counterparts: ~ Cacodemon ~ Former Commando ~ Archvile * Fixed scripted spawner doing things multiple times where it shouldn't have been * New Demon: The Gargoyle - These floating fellas frantically flap their wings through the air, firing a spread of ferocious fireballs. * Former Lieutenant - Fixed spawn logic bein a wee bit funky and potentially non-functional - Weapons - * General - Rewrote casing code to be a bit more flexible. - Added new smooth animations for all weapons, with a setting to disable them and go back to vanilla-style animations. - Fixed clip pickups not playing proper sound - Backpacks no longer give souls (but will still increase your soul storage capacity) * Chainsaw - Added new frames from the Press Release Beta. * Rifle - Fixed missing arm sprites for John. - Fixed bayonet letting blood from things that do not usually have blood. - Remade flash sprite. - Added thrusting sound. - Increased Lorelei's accuracy when using the rifle. - Adjusted Lorelei's firing speed. - Increased accuracy for Lorelei. * Shotgun - Remade flash sprite. * Super Shotgun - Updated sprites. - Remade flash sprite. - Decreased accuracy for Thi and Lorelei. * Machine Gun - Remade flash sprites. - Improved accuracy for Thi. * Chaingun - New sprites that match the bolted design from the Press Release Beta muzzleflashes. - Decreased accuracy for everyone except Dimitri. * Rocket Launcher - Adjusted timing to resemble the Press Release Beta. * Plasma Rifle - New(?) sprites from the Press Release Beta. - Remade flash sprites. * BFG 2704 - Firing animation will now stop if ammo runs out. - Moved to slot 6 * Dark Claw - Updated sprites. - Moved to slot 7 * Unmaker - Updated design. - Updated projectiles. - Moved to slot 7 - Powerups - * Megasphere - Fixed armor gained from the Megasphere appearing weird in the helmet HUD. * Invulnerability Sphere - Adjusted offsets to be more like the Soul Sphere. * Shields - Updated pickup sprites for all shields. - Recolored visual effects to match the color of each shield. - Typing 'give shields' into the console will give you every shield. (THAT IS CHEATING!!!!!) - Typing 'give all' in console will also give you every shield. (THAT IS ALSO CHEATING!!!!!) * Light Amp Goggles - Changed behavior to slightly increase the user's light level instead of using dynamic lights. Unique and innovative! Uncharted territory! - HUDs - * General - Refined shield icons. - Remade weapon icons. - Fixed aspect ratio detection stuff being stank as hell and inconsistent - Updated automap to use the same code as the minimap. * Helmet - Reworked weapon list into an ammo list with visible slot numbers. - Optimized automap code. - Locked doors and switches will display their color in the automap (based on Codename: Demolitionist's minimap stuff) - Reorganized bottom bar information. * Status Bar - Added more seperators to organize specific elements better. - Souls are now listed with the rest of the ammo types. - Misc. - * Menus - Brand new character portraits for the character select screen! - Menus now have a cool fading transition, similar to the transitions of Wolfenstein 3D. - Added some nifty icons for the quit messages, kinda like Rise of the Triad! - Known Issues - - Not every quit message has an icon yet. - Help menu isn't quite up to speed on the additions/changes. - added bubbies mode ================================================== ==== 2.3.0 - 2/22/2020 ================================================== - Major Changes - * The mod now starts up properly again! Again! * Fixed the HUD type setting not properly saving between launches. * Weapon spawns will now check for all players having a weapon instead of just one. - Characters - * Dimitri - Lowered view height a bit to match his listed height. I was pretty spot on with the other fellas, though! - Demons - * General - Much like MetaDoom, the monster replacement system has been rewritten to support mapsets that use DEHACKED. As a result, Doom Delta now supports Nihility better! * Former Human - Added 'Random' setting to appearance options. - Fixed helmet disappearing after being resurrected if the Helmet option was enabled. * The Blob - Rebuilt to use decals instead of models to restore compatibility with the software renderer. - Weapons - * Rifle - Buffed firing speed. - Remade sprites. - Merged with Bayonet. * Plasma Rifle - Switched around plasma balls so that they correspond with the correct muzzleflash. - Changed firing sound. * Dark Claw - Changed projectiles from smoke balls to blue clouds of demon magic. - Changed projectile spread. - Known Issues - * Dolls are currently dummied out, waiting for a small rework. * New Bayonet sprites don't have proper arms for John. * Most weapons don't have their DAM + RPS properly logged to the Helmet HUD yet. * Some weird random pixels remain on the bayonet sprites. ================================================== ==== 2.2.1 - 2/22/2020 ================================================== Fixes: - The game should no longer crash trying to spawn souls from a player in multiplayer - Made a lot of the weapon functions into action functions so that the game would start again - Fixed wrong version number on main menu ================================================== ==== 2.2 - 12/9/2019 ================================================== QoL Changes: - Added support for a new optional lump called NODELTA. * If a WAD or PK3 with a lump named NODELTA is loaded, Doom Delta's map modifiers will be disabled, including but not limited to: - Doom Delta's custom skies - Shield pickups spawning near certain items - The Blob spawning near certain actors * If you are making a custom mapset for Doom Delta, just plop a lump named NODELTA into your PK3 (or WAD!) - Added the DELTSOUL lump. * Monster pack authors can include this lump to allow certain monsters to spawn souls. * Each monster must be on their own seperate line, listed by their actor name (i.e. DoomImp). - Added shield support for Rampancy's damagetypes - Added fallback for levelnum (should fix compatibility with WadSmoosh and Compendium) - Doom 1 levels in WadSmoosh won't play as expected, but will work a little better with the spawning systems Characters: - Universal * Disabled blood puffs spawning if damage was 0 - Lorelei * Changed base speed to 115% of default. * Reset all firing speeds to default. * Increased firing speed for the Rifle. * Decreased firing speed for the Bayonet. * Decreased firing speed for the Chainsaw. - John * Increased firing speed and accuracy for the Shotgun and the Super Shotgun. * Decreased firing speed for the Rocket Launcher. - Dimitri * Changed base speed to 90% of default. * Increased firing speed for the Shotgun and the Super Shotgun. * Dimitri's sprint acts the same and everyone else's sprint again. Again. - Thi * Changed base speed to 130% of default. * Increased accuracy for the Machine Gun. * Increased firing speed and damage for the Bayonet. Weapons: - General * Updated weapon bob to match Doom 0.3 a litte more. * Casings now use the net arbitrator's CVars to prevent potential desyncs online. - Rifle * Base firing speed is now 2 tics faster. * Updated muzzleflash. - Shotgun * Added slight kickback to sprite animation - Super Shotgun * Added slight kickback to sprite animation - Chaingun * Third-person firing animation should be correct now. - Dark Claw * Damaged boosted from 5-25 to 5-30 - Unmaker * Damaged boosted from 5-25 to 10-35 Demons: - New Demon: The Blob * These are Lost Souls that hide inside walls. Once the player gets close enough and is in its line of sight, it'll burst out! - Imp * Changed damage type of projectile to 'Fire' - Cacodemon * Changed damage type of projectile to 'Plasma' - Baron of Hell * Changed damage type of projectile to 'Plasma' - Revenant * Changed damage type of projectile to 'Explosive' * Removed translucency on projectile - Mancubus * Changed damage type of projectile to 'Fire' * Removed translucency on projectile - Arachnotron * Changed damage type of projectile to 'Plasma' * Removed translucency on projectile - Arch-vile * Changed damage type of direct damage in flame attack to 'Fire' Items: - Armor bonuses will properly print their pickup text to the screen now. - Added Demon Armor! * Protects from 80% of incoming damage, lasts longer than normal armor, very rare - Added Shields! * These devices will protect from specific types of damage until they run out of batteries * Comes in 4 flavors; Heat, Gunfire, Melee, and Energy! - Keys * Keys will now be picked up for all players in multiplayer. - Chaos Field * Changed colors from blue to red. - Souls * Updated sprites with new ones * Should now spawn in multiplayer Menus: - Fixed the game taking a shit when you press right on a submenu option - Overhauled help menu to make it easier to navigate, and to include more detailed information HUD: - Universal - HUD type is now a user cvar, which allows players to have a different HUD selected in multiplayer. - Rewrote pickup message stuff to make use of ProcessNotify - Helmet HUD * Modified view margin so that the view is more centered. * Modified weapon offset to fit new view margin better. * Disabled other players on the minimap in deathmatch. * Redid pickup log to use full pickup messages (and chat!) * Moved pickup log to left side of screen. * Replaced old pickup log with information on your shield. Misc. Changes: - Retro Scaling will no longer crash when using the Vulkan renderer. - Retro Scaling now scales more accurately with other aspect ratios. - Added null check for death event when spawning souls. - Updated CREDITS.txt to be easier to read and navigate - Added new cheat ================================================== ==== 2.1 - 6/11/2019 ================================================== Major Changes: - The mod now starts up properly again! - Fixed script warnings on startup - Eviternity replaces the beta plasma balls with a monster, which caused a bunch of issues, such as making some maps end earlier than intended. In an effort to solve this, the plasma balls have been redone to no longer inherit from the beta plasma ball class. Characters: - Thi * Changed attack Z offset to match viewheight better. * Thi can now dodge projectiles easier. - Dimitri * Changed attack Z offset to match viewheight better. * Increased mass. * Messed with movespeed some more. Dimitri will now have a second-long speed burst that should be faster than the others, but will decay to a slower run speed. Give him a second to rest, and he'll be ready again. - Lorelei * Updated portrait Weapons: - General * Bullets now have a fleshy impact sound (that's for me.) * Maximum souls increased to 30 * Rewrote weapon offset stuff * Changed bob animation - Shotgun * Added recoil to firing animation * Changed flash animation - Super Shotgun * Added recoil to firing animation * Modified casings * Changed flash animation - Dark Claw * Damage buffed to 5-25 per hit * Added +FORCEPAIN on projectiles - Unmaker * Damage buffed to 5-25 per hit * Removed +SCREENSEEKER Demons: - Wolfenstein Guard * Added an option to disable the spawning of the Wolfenstein Guard, which allows for mapsets that modify the SS with DEHACKED to work properly. Menus: - Some settings now say if they're the default setting. - Fixed quit menu being broken when using the mouse - Menu code has been touched up a lot and improved a bit - Updated enemy options menu to look a little cleaner HUD: - Helmet HUD * Moved minimap code from an event handler to the HUD itself * Reduced CVar retrieval calls Misc. Changes: - Added Retro Scaling mode * This mode is meant to emulate the 320x200 scaling mode that used to be present in GZDoom. Try it out and let me know what you think! ================================================== ==== 2.0 - 9/15/2018 ================================================== 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