Post news Report RSS SOB Version 0.95 RELEASED!!!

Ready for more action-packed alien slaughtering mayhem?! Well SOB version 0.95 has got exactly what you need and crave. Blow off alien heads, dual wield the American Pig, engage the alien scum in a new but classic campaign, and take down a new boss. Prepare to rip them a new one with a smile on your face.

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DN3D SOB Version 0.95 Changelog

Bugs
Fixed a bug that caused the poison gas fume effects emitted from the mutilated corpse of a Devourer Sub-Boss to not show up properly.
Fixed a bug that caused the T-800 Secret Weapons to not create bulletholes on surfaces when firing the AR-15.
Fixed a bug that caused the Meat Grinder to not stop firing when using Fire Mode 2 and the Bullet Time Device.
Fixed a bug that kept the exit button from appearing on E2L11.

Player
The player's view no longer tilts to the left or right when turning left or right with the mouse.
Changed the font for the special weapon ammo counter on the HUD to look more like the primary weapon ammo counter.
Added an incoming missile warning system that appears on your HUD for a moment when enemy missiles are within a certain range.

Weapons
Added a Fire Mode 2 animation for the Desert Eagle.
Replaced weapon sprites for the Syphon Chamber.
Increased the size of the Syphon Chamber's primary projectiles.
You can now dual wield the American Pig by simply picking up a second one.
You can stop dual wielding the currently held weapons by using the new CANCEL_DUAL_WIELD Button.
Added a new firing sound for the American Pig that plays alongside the original firing sound
Added a new firing sound for the Meat Grinder that plays alongside the original firing sound at random.
Added a new firing sound for the Four Horsemen that plays alongside the original firing sound
Added a new firing sound for the Long Strike that plays alongside the original firing sound
Nails fired from the Quake Nailgun Secret Weapon now have a 50% chance of bouncing off of walls.
Reduced the amount of artillery shells dropped during an Artillery Strike.
All special weapons now make the same map sector flash effects that the primary weapons make when shooting.
Buffed the damage output and radius of the Long Strike's railgun projectile a little more to ensure it can kill multiple enemies in a row.
Buffed the damage output of the Artillery Strike shells a little.
Buffed the damage output of the Pipebomb cluster bombs a little.
Buffed the damage output of the Allied Green Slimers explosions a little.
Buffed the damage output of the Mighty Death Boot a little.
Buffed the damage output of the Syphon Chamber Heat Discharge a little.

Enemies
Added a new Mech Boss for the Zero Hour episode with it's own ending cutscenes.
The Zero Hour Boss can take a beating, fire volleys of either laser projectiles or missiles/mortars in rapid succession, and can spawn Drones to assist in battle.
If sharks are accidentally placed in maps outside of water they will be replaced by Drones, but if they are in ventilation ducts then they will be replaced with Green Slimers.
The Cycloid Incinerator now has metal foot step sound effects.
Added new VO lines for the Commanders, Pig Cops, Liz Troopers, and Lizard Men.
Reduced chance that enemies spawn bullet casings.
Reduced the height of male civilians.
Some enemies have a chance to run around on fire when killed by fire based damage.
Liztroop Captains can now transform male civilians into Pigbeasts when they are in range.
Commanders can now transform male civilians into Pigbeasts when they are in range.
Male civilians drop small or large health pickups when killed.
Pigboss and Lizboss sound effects no longer use the globalsound command and can now only be heard when near them.
Added a headshot death animation for the Liztroopers.
Added a headshot death animation for the Pigcops.
Added a headshot death animation for the Lizardmen.
All enemy attacks that shoot bullets, lasers, rockets, etc. now make the same map sector flash effects that the player's weapons make.
Added a firing sound effect for the Commander when he shoots rockets.
Added a firing sound effect for the Overlord when he shoots rockets.
Added a firing sound effect for the Cycloid Emperor when he shoots rockets.
Bosses don't always spawn pieces of metal debris when shot by bullets.
Pigcops will now strike you with a club when in close range.
Buffed the damage output of enemies exploding when killed by the expander projectiles a little.
Increased the chance that an attempt to use the rocket launchers from the back of a dead Overlord Sentry would be successful.

Items
Automatic Night Vision Mode is a little more sensitve to dark areas and will trigger more often.
Buffed the damage output of the Holoduke a little.
Buffed the damage output of the Spider Bombs a little.
The Death Drone can no longer block your path.
The Death Drone will no longer shoot enemy targets if the player is in its line of sight.
The Death Drone creates metal impact effects when struck by bullets.

Maps
Secret Level Nuke Buttons are now correctly colored green.
Added a new episode called Duke It's Zero Hour with it's own intro cutscenes.
On E2L1 moved some enemies around in the first area to keep electronic panels from breaking.
On E2L1 changed the texture for the secret wall in the first area.
Added lots of enemies to the Overlord Boss's private chamber.
Cameras no longer pan left and right automatically.
Organic alien textures now have a chance of creating decorative living tentacle props on ceilings and floors.
Babes are now properly sized on any map.
During premap cutscenes sound effects no longer continue playing when skipping from one scene to the next.
All babes on E4L7 filming a movie can now be saved.
Blonde babe in a bikini added in the Atomic Edition can now be saved and behaves like a human.

Misc
Glass and vent breaking sound effects can no longer be heard at the start of some maps.
Flies are sometimes spawned over corpse decorations in maps.
The particle effects that appear when saving Babes is now more visible.
Increased the chances of junk, debris, human corpses, and male civilians being spawned in Duke it Out In DC, Duke It's Zero Hour, and Usermaps due to the way the maps are populated with extra enemies at map start.
Increased the size of the nuclear mushroom cloud.
Slightly increased the time your screen is whited out upon nuclear missile detonation.
Added thick smoke effects to the base of the nuclear mushroom cloud.
Added a line in the Eduke32 bootup window that displays the name of the mod and the current version.
Spent bullet casings and shotgun shells no longer use the flat floor cstat setting to reduce frame rate issues.
Sometimes intenstine gibs use the flat floor cstat setting.
Added custom gibs for human bodies.
Head gibs now create streams of blood as they fly through the air.
When enemies are gibbed Duke now only says a one liner if he can see them getting gibbed.
If enemies are squished the quote "SQUISHED!" only pops up if Duke is within a certain range.
Added a chance for gibs and blown up corpses to produce smoldering smoke effects.
Added more sounds for enemies being gibbed.
Added more sounds for gibs bouncing.
Chunks of meat that get stuck to walls can now slide down the wall until they fall off or reach the floor.
All custom explosion actors now make the same map sector flash effects that the original explosion actor makes.
Added flying meat chunk particle effects to enemies when being gibbed.
Added more props to the list of metallic actors that react to bullets hitting them.
Giant satellite dish props can now be destroyed and if they're big enough will explode with nuclear results.
Gibs and debris make sound effects when bouncing off of surfaces and not just when coming to a rest.
Bloodpools now have their color properly changed when using Nightvision.
Corrected a few explosions created by enemy corpses that weren't using the proper damage rates specific to radius distances.
Added more sprites to add to the variety of floor, ceiling, and wall blood splats.
Added new sprites for the toilets that have 5 view angles.
Added a water gushing effect that spawns from map objects that have water in them or frozen enemies when they are destroyed.
Gibs and debris no longer make bouncing sounds when on water surfaces.

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