Post news Report RSS AGDoom V.B Released

I figured I'd release a quick article detailing that the latest build (V3.ϐ) and some (not all) of its changes from V2.2 which has been on ModDB for a little while. But first; thank you for reading and potentially playing.

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Screenshot Doom 20220904 145504

It is unleashed.

I figured I'd release a quick article detailing that the latest build (V3.ϐ) and some (not all) of its changes from V2.2 which has been on ModDB for a little while. But first; thank you for reading and potentially playing. I would also like to encourage, should you have the patience, to read the ModDB Release article on the AGDoom mod page, and the main readme to see a full changelog.

Stuff That's Different

  • A new HUD has been added into the game, that shows health and armor as bars, and also lists armor protection percent and health cap value to give a better idea of a class' survivability immediately.
  • Various sound overhauls for some weapons, including Bedran weapons, a Netallus weapon and the Power Mace universal weapon.
  • Two new difficulty options.
  • The Battleroid (former secret class) has received an overhaul with his health/shield pickups and has a new bonus with the berserk pickup.
  • Firing weapons includes camera shake, FOV zoom, enhanced flashing, various effects that change per-weapon to make them feel more powerful.
  • Burning actors now cause fire damage if you are close enough to them.
  • Higher-resolution blood, bullet hole and scorch decals.
  • Rogrinian no longer has a dimmed screen to simulate his visor. Needless disadvantage gameplay-wise.
  • Many new particle effects and existing particle effects have been overhauled.
  • Beraltian's Class-4 and Class-6 weapons can zoom in. The Class-6 weapon has variable zoom.
  • Updated support for Chex-Quest (though requires an extra file included in the release).

These are just some new additions/alterations if you've been playing Version 2.2 for a while now. I'm sure you'll find this update improves the game quite a bit in terms of its additions, changes and general improvements to FX across the board. We're not close to done yet but I still feel like we've taken a big step in the right direction.
As mentioned, thanks for reading/playing!

A little bit of carnage

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