This is AGDoom Version 3.Γ; it features 11 classes, introducing the new Surturian Ice Giant. It is an early preview of the upcoming V3.0, while it should work perfectly fine it is technically not a main release. This is meant to be run in GZDoom 4.5+ (the later your GZDoom the better). With the zip file comes a readme with specific change notes and more specific launch instructions.
Better late than never.
The new version is out, after much stress and a painful development cycle toward the end. While I'm quite proud that I've gotten this far... well, it was a lot of work for what may be a somewhat underwhelming update. But that's for you to judge and me to worry about.
WHAT'S NEW?
-New class: Surturian Ice Giant! The Ice Giant uses ice magic to freeze his enemies, and can shatter them with followup attacks. Be careful; your enemies escape their frozen prison. He also has a high resistance to ice damage, though is weak to fire damage. Most of his attacks are projectile, so the Surturian is a fairly complicated class to play.
-New enemies:
*Keeldrone (Lost Soul replacement), supports its allies by giving them energy shields, and is capable of firing energy bolts at enemies.
*Terror Wing (Cacodemon replacement), performs aerial sweeps while continuously firing, can fire energy bolts at unfavorable ranges/angles, and can crash into the player on death.
*Holo-Unit (Pain Elemental replacement), a stationary projector that projects a hostile hologram that performs an Archvile-like attack. The Holo-Unit is non-physical, cannot be killed directly, and can phase through physical objects to chase you. Its projector, however, is immobile and incapable of attack. Track down its projector to destroy the Holo-Unit.
*Tormentomech (Mancubus replacement), fires an arc of energy projectiles at long range, and a whole salvo of grenades at close range. Explodes on death.
-More HUD additions. Powerups no longer color tint your screen and instead have timer bars on the left side. The ammo indicator trades an icon in favor of a color-coded box (which matches the weapon class) containing the number. Selected inventory item appears where the inventory bar pops up when changing selected inventory. Acquired keys appear at the bottom-left side of the screen. As always, the classic Doom HUD is always available if you would prefer it.
-New feature: The PDA. It's an inventory item all characters have and is never "consumed". Your PDA will tell you all sorts of helpful stuff regarding your class, acquired weapons, and slain enemies, as well as tidbits of lore. If you're ever confused about the way a class or its weapons are meant to function, maybe check the PDA. The PDA is meant to eventually phase out the Hitchhiker's Guide manual.
-New feature: On-the-fly enemy swap. Change the entire enemy faction you're facing in AGD's options menu under "Enemy Forces". Supports original AGDoom enemies, Doom enemies, Heretic enemies and Hexen enemies. Doom, Heretic and Hexen enemies have also been adjusted graphically to fix minor bugs and sprite positioning problem to make them a bit smoother and better to look at, and support new blood FX.
-Overhauled Fire damage. Fire damage weapons (The Bodark's Molotov, Sandman's Demon Shotgun and the Sentinel's Dragonbreath Shotgun) generally deal less impact damage, but set targets on fire and deal damage over time. Burning enemies can also cause fire damage to nearby targets, but fire doesn't spread since burning targets will run around -- sometimes even into you if you're not careful.
-Overhauled friendly AI. You can issue commands to them to change the way they move. Follow (Default bind: I) will have your ally or allies follow you and stand still when next to you. Hold Position (Default bind: O) will have them stay put. Patrol (Default bind: P) will have them walk around the area randomly, like they used to. Your commands are vocal, and so only affect nearby allies, to keep you from accidently changing the minds of allies you may have positioned somewhere else in a map to subvert a possible ambush or cover you. You can change the binds of your commands in the controls section in the settings menu.
-New pickups/powerups:
*Deployable Regenerator, slowly heals everyone within its radius for 30 seconds.
*Gravity Pad, a deployable item that vertically thrusts anything that goes over it for one minute. Great for getting out of annoying death pits without cheating!
*Vortex Grenade, sucks in anyone from a wide radius continuously before exploding.
*Box-O-Revenants, will drop a crate that spawns four friendly mini-Revenants.
*Invulnerability Charge, will grant you invulnerability for two seconds once used. Great for avoiding massive damage in a short period of time, like a parry.
-Class selection and difficulty selection screens have been restored to be more helpful and accessible. If they appear with small text and no icons or only blue in color when not selected, refer to Options>Miscellaneous Options>Disable Menu Clean Scaling and set it to 'Off'. This will not only make AGDoom's menu appear the way it's meant to be seen, but all of your Doom mods. Kinda funny it's set to 'On' by default then, huh?
-Nova Beam is now hitscan instead of projectile, and does 1d8 x 10 damage to make it more like Doom 64's Unmaker.
-The Legionary's Death Sheller (Class-7 Weapon) has been changed to have a manual charge before firing, and will fire until the trigger is released.
-A small degree of environmental destruction. UAC tech lamps and columns and such can be destroyed, sometimes varyingly.
-Bodark pain sounds replaced
-Bedran sounds replaced
-Algonquin/Cicconian taunt replaced
-Fixed Sentinel difficulty names
-Updated help screens
-Legionary 3.5 weapon sprites adjusted so he doesn't change his clothes when swapping weapons.
-Various fixes to weapon sprites to eliminate odd-colored pixels and choppiness.
-Bruiser will no longer stay idle until a player attack when summoned.
-Fixed minor issues with player walk animations.
-Fixed a bug where Keelborgs can have infinite health until taking over a body
-Fixed a bug involving player pain states being triggered without taking damage via Wire Wraith projectiles
-Fixed a bug where the Bodark class wasn't getting the right Transient Curse pickup
-Tekseer beams now turn purple when fired, and deal Nova damage
-Algonquin Agent has been renamed to Cicconian Agent
-Bedran Soldier has been renamed to Bedran Scout
-Beraltian weapon cast was (mostly) renamed
-A ton of various bugfixes and tweaks that I've forgotten about because it took a while (and two hard drives) to reach this update.
A Discord server has been established for all things AGD. You can join here.
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