Quake Champions: Doom Edition. A single player, coop and deathmatch mod for GZdoom and Zandronum, fully compatible with D-Touch.

Post news Report RSS QCDE v1.2.0 Almost Here and Changelog!

This new version has several new things. One new champ, one new monster set, two new maps and tons of fixes.

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Well, it's that time again. Time to release a new version of QC:DE.

When will it release? April 20th, at 10:00am CST (AKA 15:00 GMT)

Less words, more videos? sure!!

New Champion

New Monster Set

And the almighty changelog.

---------------------------------------------------------------------

V1.2.0 (Apr 20 2018)

New
- New champion: Durandal
- New monster set: Doom 2016 (D4T based)
- Instagib mode now supported
- Buckshot mode now supported
- QCDEmaps: New duel map "Fatal Instinct" by RoosTer
- QCDEmaps: New map "Morpheus" by RoosTer
- QCDEmus: Five new songs. Grabbag, Marathon 2: Durandal theme, G.M.G, Vyper & Wraith.

Quality of life
- Menelkir's minotaur (Dave) is team colored now
- All player jump sounds volume decreased, and limited the range at which they can be heard (was too big)
- Duke's voice volume lowered (was way louder than the rest)
- Spectator: Added powerup timers (mega, heavy, quad/prot)
- Spectator: in duel, you can see at the top portraits, stacks and ability timers for both players
- Rocket's explosions now fade out much faster
- Added an option to turn off weapon firing recoil
- Added an option to turn off weapon firing flash
- Added an option for LG beam transparency in 1st person (Fully visible, 50%, invisible)
- QCDEmaps: The longest yard has a few railings to prevent falling in the LG/SSG/RG platforms
- QCDEmaps: Improved teleporter detection in Bloodrun and Blood covenant

Balance
- Duke's active ability projectiles speed buffed
- Duke's active ability projectiles damage buffed
- Duke's active ability freeze players with 5 hits, instead of 6
- Duke's active ability kick damage buffed
- Duke's passive ability gives more health per pickup
- Doomslayer's BFG shot's in-flight melts armor 60% faster
- Doomslayer's BFG shot direct damage increased from 120 to 200
- Doomslayer's BFG shot indirect damage (explosion only) increased from 50 to 60
- Kane's crouchsliding lasts a bit less
- Kane's crouchsliding is slightly slower
- Menelkir's minotaur (Dave) can be frozen by Duke's ability
- Menelkir's minotaur (Dave) takes a bit longer to transition from doll to full minotaur
- Terminator's rockets partially "pierce" Inquisitor's active ability protection (1st stage only)
- Nerfed Ranger's radius of Dire Orb detonation (telefrag detection remains unchanged)
- Zedeks's ability: Direct impact of a gust-projectile deals 50dmg over time
- Zedeks's ability: Direct impact of a gust-projectile pushback greatly reduced
- Zedeks's ability: Burning spot deals increasing radius damage, starting from zero (no more insta 150+ damage when used at point blank)
- Zedeks's ability: Burning spot max damage increased 20%
- Zedeks's ability: Cooldown decreased from 40 to 35 seconds

Bugfixes
- Fixed FFA, 1st player not seeing 2nd place in scoreboard
- Fixed Kane playing Doomguy (original doom) xdeath scream
- Fixed Kane's crouchlide being activated in odd situations
- Fixed rare cases of Kane's corpses playing crouchlide sound forever
- Fixed multiple footsteps bug when "sv_forcerespawn true" (no more rompy-stompy)
- Fixed players dropping shards too late when "sv_forcerespawn true", causing them to pick their own death-shards on next life
- Fixed "sv_weaponstay true" not working
- Fixed Sorgaul's active ability not looping the active sound
- Fixed bug where sometimes on killing a player, damage numbers would erroneously show 1000+ damage (note that this damage was never dealt, was only a visual bug)
- Fixed Bitterman's armor-regen-power speed doubling under rare circumstances
- Fixed some active abilities using ammo of current weapon
- Fixed frozen zombieman class monsters not dropping ammo
- Fixed cases in PvE when reaching a new map would decrease ammo for bullets or nails depending on the starting weapon
- QCDEmaps: Longest yard, fixed being able to get to quad from first jumpad instead of going through the usual 2
- QCDEmaps: The chasm, fixed a couple spawns where heavy players would be stuck
- QCDEmaps: Vertical vengeance, fixed geometry that would get players stuck when using jumppads to mid level too close to the wall
- QCDEmaps: Vertical vengeance, fixed Light Champs being able to fall through east door track
- QCDEmaps: Vertical vengeance, fixed doors not playing "door sounds"
- QCDEmaps: Aerowalk, fixed missing sky texture in software renderer

Misc
- Bosses (Cyberdemon and Mastermind classes) scale health according to how many players there are in coop
- Added autofilling DM games with bots (configurable in console via sv_minplayers)
- Adjusted DM dropped shards duration from 8 to 10 seconds (as in QC)
- Adjusted DM dropped weapon duration from 10 to 15 seconds (as in QC)
- Adjusted sprite size for players to better match their hitboxes
- CTF: Completely forbidden flag dropping when attempting to use active ability, as it was causing too many issues
- Reworked projectile firing position, to match crosshair better (at slight cost of "visual fidelity")
- QCDEmaps: map introductions disappear faster
- Footsteps attenuation reworked for better directional audio-location

Comments
ledernierrempart
ledernierrempart

Morpheus map from unral tournament? so cool :D

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DBThanatos Author
DBThanatos

Indeed. Quite a fun map :D

Reply Good karma+1 vote
AlphaEnt
AlphaEnt

Buckshot and instagib supported? Gotta check that code =P

Reply Good karma Bad karma+1 vote
DBThanatos Author
DBThanatos

Was surprisingly easy :D

Reply Good karma+1 vote
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