Post news Report RSS Changelog for version 0.75

Here’s the change log for the newly released SOB version 0.75. Lots of new features and optimizations can be found in this release. More to come.

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Bugs
Fixed a bug that caused E1L5 to not end properly when the Battlelord was killed while standing in the lava pit in the center of the arena.
Fixed a bug that allowed actual Bosses to get sucked into the Syphon Chamber's black holes when killed causing the map to not end properly.

Frame Rate Optimizations
Reduced the amount of dust created on the floor when shooting certain weapons to optimize frame rate issues.
Tweaked the blood emitted from gibbed enemies and corpses to make them more visible and to help smooth out frame rate issues.
Optimized how the Shrapnel Storm's projectiles create impact effects to reduce frame rate drops when unloading the entire magazine into an enemy.
In the "Renderer Setup" menu the "Textures" are now set to "Bilinear" instead of "Nearest" and the "Anisotropy" is now set to "16X" by default to get the best frame rate possible on all maps with Polymost.
Did extensive fps reliant optimizations to lots of effects to significantly reduce frame rate drops.
Reduced the chance of a lag spike occuring when destroying a large group of debris laying on the floor at one time.

Weapons
Increased the Alimighty Lance's Final Strike damage and blast radius significantly.
Zsalinski Culverin
You can now collect Allied Protozoid Slimers for an ammo pickup by walking up to them if the Zsalinski Culverin does not have full ammo.
Fire Mode 3 - Along with the Protozoid Slimers, this will now also shoot out a barrage of toxic goo streams that can poison enemies upon impact and now costs 6 rounds of ammo.
Green Slimers created by the Zsalinski Culverin now properly hunt the Cycloid Incinerator.
Inhuman Devastator
Mobile Artillery HUD icon changes when indoors or outdoors.
Fire Mode 3 - Now able to fire mobile artillery shells when indoors in a forward moving volley but without the added cluster bomb flak damage created by the original outdoor variant.
Added new sprites for the Inhuman Devastator's Mobile Artillery projectiles.
Artillery Strikes can now be used indoors since artillery shells can be portaled in to enclosed locations.

Enemies
Added the Cycloid Incinerator boss as the final boss of episode 5.
The Cycloid Incinerator fires a barrage of laser projectiles and occasionally bouncing explosive fireballs at long range, breathes fire at close range, and can spawn in help when needed.
When suffering Liztroop and Liztroop Captains can be Death Kicked by getting near them and pressing the USE Button to deliver a powerful kick that also does heavy damage to nearby enemies.
Added better blood spray and sound effects to Liztroop and Liztroop Captains when they are suffering.
Laser Turrets have a chance of being swapped out with Rocket Turrets.
Pigcop variants throw out cash sometimes when killed.
Increased the size of the Megabrain sub-boss.
Added dynamic battle music that plays when near Pigboss, Lizboss, Battlelord, and Overlord sub-bosses and stops playing when they are killed or you move far enough away from them.
Added new music tracks for each end of the episode Boss battles.
Destroyed Pigcop Recon Vehicles no longer spawn 2 Pigcops or Pigcop variants, and if they don't spawn a Pigcop their gibs and blood will spray out instead upon impact.
Enemy Portals now properly spawn underwater enemies when created underwater.
When Battlelord sub-bosses get spawned into a map by an Enemy Portal they are no longer randomly replaced by another enemy type.
Frozen enemies no longer play their alert sound effect when you leave them intact and then come back later.
Commanders now have a chance of being swapped out with Gray Men if they are close to the floor.
Added an enemy called the Gray Man which revives dead non-gibbed enemies, can teleport around when fired at, can fire energy from his mind, and is protected by an energy shield until his life gets too low.
Scuba Liztroops now become floating underwater mines upon being killed but not gibbed and detonate after 4 seconds.

Items
Turning on your Nightvision allows you to see Liztroop Captains when they are using their cloaking device.

Maps
Fixed a bug on E5L1 that caused a Devourer sub-boss to clip through a wall if they were spawned in.
On map start dead civilian bodies will be created at random throughout the map and will vary in appearance depending on what episode and level you are on.
On map start debris and trash will be created at random throughout the map near dead civilian bodies.
Added some damaged vehicles to the streets of E1L1 and E1L2.

Misc
Updated to the latest version of Eduke32 64bit edition.
Reconfigured how blood is shot out to ensure it can cover nearby walls from top to bottom and not just mainly the top sections of a wall.
Upscaled original end of episodes 2 and 3 screens.
Upscaled the Battlelord boss ending cutscene.
Added upscaled versions of the ANM cutscene for the Episode 4 intro.
Added upscaled versions of the ANM cutscenes for the Overlord, Cycloid Emperor, and Mother boss endings.
Added an ending cutscene when you kill the Cycloid Incinerator.
Added more debris and particle effects to lots of destructible actors including babes, secret characters like Indiana Jones, and lots of inanimate objects.
Added Boss Health Counters to the HUD.
If explosions go off close to each other they have a chance of creating clouds of dust.
Trees no longer use the hardcoded shrinking effect when destroyed.
Added new blood pool effects.
Added new green bloodspray effects that aren't just palette swapped to green and have a much better green color.
Ceiling blood is no longer removed when it spawns in the ceiling and is instead repositioned to the ceiling surface so you see it more often.
Added bloody bullet impact effects to a lot of actors that didn't have any.
Blood splats on the floors, walls, and ceilings no longer overlap each other as much if they are of the same color.
Added new sprites for the paper type debris that looks more generic and can be used in more situations.
Growspark explosions are now properly centered.
Added spark effects to a lot of explosions that did not have any due to them being green or blue or red in color.

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