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Releases: Daivuk/apdoom

0.8.0

11 Aug 19:43
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0.8.0 Pre-release
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New features

Heretic alpha support

  • Episode 1 only
  • No Random Monsters
  • HUB sprite still uses DOOM one

Bug fixes

All Games

  • If player is teleported, HUB will be disabled for 5 seconds
  • If player dies then its body crosses end level trigger, it won't end level
  • Check counts should be more consistent and less buggy (Like if doing !collect)
  • Fixed receiving key in same level not add it to the player

DOOM 1993

  • Fixed a death logic in E2M2
  • Fixed logic, "non-pro jump" possible in E3M7

DOOM II

  • Fixed glitching bottom texture on MAP12 mall's elevator
  • Fixed computer area maps not working

0.7.3

31 Jul 23:54
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0.7.3 Pre-release
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Bug fix (DOOM 2)

  • MAP07 will not have random monsters, so the door/step triggers function properly

0.7.2

31 Jul 23:35
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0.7.2 Pre-release
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Bug fixes (DOOM II):

  • MAP02 - Exit to sewel, make blue one way
  • MAP12 - Entrance to the mall, needs elevator to get back out
  • DOOM II - Options unreadable when in level select. Drawing background whenever a menu is open
  • DOOM II - Fixed: saving into a map. Reloading, spawned player at the start of the level.

0.7.1

31 Jul 20:05
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0.7.1 Pre-release
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Bug fixes

  • DOOM II random monsters should function like DOOM 1 now (They might get stuck like in doom1)
  • Better restoring of states. It will override local settings if the item was received from AP (Should help folks losing progress when crashing)
  • Fixed DOOM1 level select bugs introduced in 0.7.0

Features

  • Added kill option to the in game menu. This will reset the current map
  • Added start_inventory_from_pool option
  • Added Computer Area Map to item group Computer Area Maps

0.7.0

31 Jul 00:16
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0.7.0 Pre-release
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New features:

  • Doom II support
  • Added "pro doom" option. You can skip sections by making hard jumps, or activated a switch behind a window at a weird angle
  • Ammo clips dropped by monsters are no longer halved
  • Added credit files in the package

Bug fixes:

  • Fixed an issue when loading the game where AP items received while offline will be dismissed.

0.6.1

25 Jul 23:12
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0.6.1 Pre-release
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apworld: omit regions if episode not selected
yaml: episode 4 off by default

0.6.0

22 Jul 19:53
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0.6.0 Pre-release
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Bugs:

  • Fixed a logic bug that made all exits accessible from the start

Features:

  • E3M9 and E2M6 one way doors are now 2 way keydoors
  • Episode 4 level select screen

0.5.1

21 Jul 19:48
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0.5.1 Pre-release
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Bug fixes:

  • E4M8 stuck at the start, one way door. Door now stays open
  • Some levels didn't have HUB spawned.

0.5.0

16 Jul 21:07
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0.5.0 Pre-release
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Bug fixes

  • Mt. Eberus, secret teleport, death logic if item is missed
  • Missing E2M8 exit location

New features

  • Added Episode 4, Thy Flesh Consumed

0.4.0

13 Jul 01:19
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0.4.0 Pre-release
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THIS RELEASE IS COMPATIBLE WITH ARCHIPELAGO 0.4.2+ (Unreleased at the time of writing this)

Bug fixes

  • Fixed Deathlink sent twice
  • Co-op or !collect will check locations and remove item dynamically from the map
  • Fix in text word-wrap causing crash if a word was longer than the available space
  • Added message "Make sure to launch the game using the launcher" if trying to load crispy-doom directly or from setup app.

Option

  • Start with all computer area maps

Features

  • Updated client library. Should not supports secure connection
  • Level exits are now checks. This adds ability for PopTracker to keep track of completed levels
  • Regions and rules have been completely refactor. More tool-centric (I used to manually edit a json file for these). This should be easier to fix logic issues when found. It makes current logic less error prone. This also prepares the terrain for future episodes and games using the same engine.
  • When entering a map, the log queue will clear, leaving 4 last messages on screen.

Balancing

  • Most weapons will unlock earlier. Examples:
  • By map 4, you're guaranteed to have chaingun+shotgun
  • Half of episode 2 levels have plasma gun requirements
  • Second half of E3M1 (The narrow corridor) is hard to pass with pistol and low ammo. It is now a requirement to have shotgun or chaingun in that area.
  • etc.