January 16th 0.4 Beta SURVIVAL UPDATE. New features and additions. Check the full changelog or read the last featured article.
READ THIS ARTICLE FOR DETAILED INFO ABOUT THIS VERSION: ---> SURVIVAL/AESTHETIC UPDATE!
******* JANUARY 16 2020 - V0.4 Beta "Survival Update"
ADDITIONS:
- Quick heal function: bind a key to use either a bandage (takes precedence) or a portable medikit from your inventory to heal your wounds.
- Quick flare function: bind a key to it and use it to quickly throw a flare from your inventory.
- New animation for throwing flares, thanks to IDDQD_1337
- New animations for bandaging wounds, thanks to @Farhan
- Demon hearts now still pulsate when dropped on the ground.
- You can now unload a pistol a second time to perform a "secret reloading", adding 1 bullet before inserting the clip.
- Some new counters have been added on the HUD and other minor elements were tweaked.
- Kills, Items and Secrets counters for the current map are now toggleable options in the "BD Players Options" section.
- Minor tweaks to the mod options menu
- A lot of new creepy sounds: Zombies, Dark Imps, Pinky Demons and Mummies' sounds were completely made from scratch by Oniichangoddess
- All footsteps sounds replaced with more realistic ones made by Oniichangoddess
- Many other monsters sounds were replaced with the ones from Doom3
- The reward crate for killing all monsters in a map, is now a toggleable feature in the Mod Options.
- Fire Demons now will most likely spawn in fitting enviroments (lava, volcanic rocks, etc.)
BALANCE TWEAKS:
- In Blood Marathon, monster's health has been buffed by 50% while in Kill or be Killed (former Realism mode) it has been restored to normal value (they had half hitpoints before). This is to compensate the buffed damage for most weapons, that made killing bigger monsters a tad too easy on these difficulty levels.
- In Kill or be Killed and in Blood Marathon, ammo spawns even more rarely.
- Removed the "I'm too young to die" difficulty level because... who the hell uses that?
- The red screen mask when picking up berserker powerups is more subtle now, to improve visibility if you're playing with fog and dark lighting active.
- Edited the consumed stamina per second for each selected weapon, while not having the berserker strength powerup. In general, you'll tire out much faster when holding heavier weapons.
- Machinegun and Minigun's bullets now have an higher chance to cause pain on bigger monsters. The minigun specifically, due to its very high fire rate, became the ultimate stunlock-beast.
- To balance out the new pain chance for the minigun, its recoil has been increased.
BUG FIXES:
- Revolvers and Assault Shotguns no longer pierce armors. They were never meant to do it.
- Selecting the ammo checker while playing Doomguy or Space Marine class, didn't deselect the current weapon, often resulting in more than two hands showing in the HUD (lol)
- Removed the green mask color when stepping on a antiradiation suit. You still have 5 seconds worth of floor immunity though, this is to prevent game-breaking situations like trying to wear a suit that was sitting on lava and dying in the process.
- Blood Demon now has the correct armor amount
- Wraith sounds should be working now
- Fixed single rockets pickup not spawning in Blood Marathon and Kill or be Killed difficulties.
- Yet another take at fixing the Pyro Sergeant game crashes. Let me know if you still encounter this issue.
- Timer for the regeneration sphere and healing items is now showing correctly.
- Losing Speed and Stamina while wounded is more seamless and consinstent.
why manual placeing turret machine gun(the one you can use) adds ammo any time you can into it fulling it
That's weird, i can't duplicate this issue, the machine gun stays depleted when I use its ammo. Even more weird however it's the fact that the player can move around at full speed when he's using it. I'll fix that in the next minor update. About your issue, try to describe in detail how you got and what difficulty, class and mods you are playing, so I can try to find the same problem, then solve it.
And yes, claymore mines' script needs to be improved.
i was in map of chaos map01 i got that turret so i placed it close to the door where was the room with the blue floor full of monsters
i was un ultra-violence difficulty and space marine class and the mods are:nash gore (nash gore makes anything about blood feel a litle more cool even its brutal doom blood) AMBIENCEPACK.WAD (a creepy ambience pack wad i find as a addon somewhere i dont remember)BDBE Flashlight gzdoom fix (i like bdbe flashlight than brutal doom flashlight) and the mapofchaos over kill wad also i was doom 2 as a iwad
Nope, sorry, doesn't seem like I'm able to replicate this issue. Did you try using the portable HMG loading no mods other than LiTDOOM? If that works, you can then add one mod at a time to see which one caused the issue.
this issue still happens with only litdoom even with the turrerts in the test maps have it when you waste some bullets then got off then use the turret again the ammo from the turret maxs up again
also the clay mines dont have a spriting animation
That new sounds from doom3,are so cacofinic. I fell my head explode, game became so terrible and unplayable for me. Especially when I have to deal witch hordes of imps. Is there any chance to make Doom 3 sound as an option? For example in Project Brutality there is small wad witch disables that ugly disharmony.