A mash-up of Blood and Doom 64, created by MrFroz and Chunky Norwich.
The first in a series of patches that aim to fix bugs, make the mod easier to edit, balance the gameplay, improve the overall design and remove/replace unfitting content.
It's been almost a year since v1.6, but my life situation improved a lot since then, and for the same reason that a lot of other people are staying home, this was as good a time as any to work on a new update. So I did, and these are the changes:
-Added a music track that was previously missing from the jukebox.
Dev note: Graveyard from TimeSplitters' OST. This track was added in the previous version.
-Improved LAUNCHER.bat file to also run on file paths with whitespaces.
-Now the player is completely weaponless in the mini-games and bonus levels HUB areas.
-Medicine pouches and armor shards no longer count towards the item stats in the score screen.
Dev note: I want the player to only worry about getting all the secrets and kills just like in the original Blood. Powerups still count towards the item stats, which I still haven't figured out how to remove from the score screen permanently but I'll be getting around it.
-Possibly fixed the issue of the Revolver not appearing for some players in the Target Practice mini-game.
Dev note: Never happened to me, but BZPlasma reported it. I made a few changes to the weapon code, such as adding a high priority selection order to it and you can also now select the gun by pressing 2.
-Removed quit message referencing Hitler.
Dev note: It was a reference to the British sitcom The Young Ones, but I decided to change it for a Blood-inspired message instead because A) it didn't fit and B) it can be a sensitive subject for some.
-Removed the fifth difficulty setting that was based on Doom's nightmare mode.
Dev note: This mode was never properly tested and it also doesn't suit a mainly Blood-inspired mod, so it was removed altogether. There are now just four skill levels and none of them are called "ZDoom Forums User" because A) I don't have a problem with the forum people and B) even good jokes get boring after a while.
-Removed the FFVII fanfare sound from the Boss Battle mini-game.
Dev note: I decided that if there will be easter eggs in the mod from now on they should only reference other Build engine games or first person shooters from the nineties.
-Removed the Max Payne piano theme from the Man in the Box mini-game.
-Removed the They Are Still Here mini-game.
Dev note: I removed this map because A) MAP02 was already reused for another mini-game and B) it didn't really have a mini-game mechanic or enough differences with either MAP02 or The Stalker mini-game to warrant the player playing basically the same map for a third time.
-Removed tracking of missing items/total items from the HUD.
Dev note: Even though powerups still count towards the item stats, there are many maps which don't have them and a lot of them can be obtained only through secrets.
-Removed unnecessary 28 MB music file.
-Reorganized mod internal files to be more easy to read and edit.
Dev note: The mod can now be used as a base for modification or reuse, so I reorganized a lot of the data inside the mod's .IPK3 file and removed a lot of unnecessary/duplicate files to make it all more easy to understand. Note that I'm only 30-40% done with this, the next patch will have the full reorganization.
-Reverted the name of secret level Organ Grinder back to Body Grinder.
-Reworked the colored lights script of the Club Cabal secret level.
Dev note: I believe the new effect is a lot less annoying and easier for the eyes.
-The 3D slopes are now disabled on the Target Practice mini-game with software compatibility mode on.
-The boss health bar now displays correctly on the Cabal Hill bonus level with software compatibility mode on.
-The dense fog effects are now disabled on the Graveyard Shift bonus level with software compatibility mode on.
-The player no longer leaves a red bloodpool after being gibbed to death.
-The Unkillable Gargoyle now makes slightly less damage.
-Trimmed off and updated information of mod documentation.
I sincerely hope you enjoy this new version of Blood: Dead on Arrival, and work on the next patch will begin soon so stay tuned. Also, the mod turned two years old a few days ago. Thanks for all your support during all that time.