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Releases: sidav/doomablo

Update 0.7.0a - oh noes he changed it all again

15 Mar 15:16

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A very big release. Btw, I'm targeting UZDoom from now on, but that means nothing for this release.

New things:

  • Added new item rarity: Unique. Currently it consists of only two overpowered unique weapons, which do have their own sprites and stuff.
  • Armor repair changed completely. Armor bonuses are weak repairs from now on. Added a "armor repair kit" consumable which is the main way of repairing armor. When used on energy armor, it starts the charging immediately.
  • There are new affixes for armor repair, and a new "on armor repair" trigger for affixes.
  • Your total ammo pool is displayed in the HUD now.
  • Fist DMG stat is now called Strength. It increases the fist dmg, max base ammo capacity and max consumables' amounts.
  • SMG is now assault rifle, just because I love its sprites and sounds more.
  • Added rare consumable which resets the cooldown of an active item and gives it some charges.
  • New HP bar (WIP).
  • 12 new affixes: 4 for weapons, 4 for armors, 1 for backpacks, 3 for monsters.

Fixes and balance changes:

  • Epic+ weapons are really rare from now on. Rare find stat is useful now.
  • Epic+ monsters are really rare from now on.
  • Considerably increased monster HP per its rarity level.
  • Most of monster affixes are buffed.
  • Tweaked the XP curve, reducing the level requirements.
  • Starting pistol is common once again. With its alt-fire you don't need rare starting pistol anymore. Or I guess so.
  • All weapons' recoil is increased.
  • Monster HP scaling is now separated from weapons' damage scaling. Monster HP growth reduced.
  • Tons of smaller changes, such as flechettes creating puffs on hit.

Internal changes:

  • Tons.

v0.6.2a - Pistol needs more love

15 Jan 23:05

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A minor release.
New stuff:

  • Pistol primary fire reverted back to DOOM behavior.
  • Pistol burst-shot is now its alt fire. No idea why I haven't thought of that by the time of previous release.

Changes/fixes:

  • Pistol burst is 3-shot now.
  • Pistol damage is slightly lowered (8-13 -> 6-10) to compensate for the alt-fire.
  • "less shooter knockback" affix removed. It was the most useless affix in the roster probably.
  • "More shooter knockback" affix now can have more extreme values, up to x4 for Railgun and up to x8 for other guns.
  • "More recoil" affix now can have more extreme values (+100% -> +150%). I'll leave it like that for the time being, the recoil mechanic needs to be reworked in order to be more smooth.

v0.6.1a - better OP than trash

13 Jan 19:32

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A minor release. Almost all buffs. I've addressed some stuff to be more powerful. Well, it seems I should stick to "better make it OP than shit if you can't balance it" design philosophy.

New things:

  • Added ID pistol reload sprites, just because I like them.

Balance changes:

  • Experimental changes for the pistol! It now fires in two-shot bursts. It's now 2x less accurate to compensate, also the rate of fire is lowered (but only a little, you won't even notice).
  • Tome of change is now much more probable to replace Blursphere on a map (10% -> 33%)
  • There is now 33% chance of getting a sentry instead of Blursphere. Who needs the blursphere anyway?
  • Turret is buffed. Dmg 3-5 -> 4-8. Health 75 -> 100. Charge consumption 40 -> 30.
  • Turret is now much more aggressive.
  • Increased the range of positive turret-related affixes.
  • Blue armor buffed even more: base durability 100 -> 125.

v0.6.0a - fighting not that alone edition

11 Jan 23:19

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New things:

  • Added another active slot item: an auto sentry! It's very similar in usage to flask, but it does a different thing.
  • 14 turret related affixes.
  • Flask refills changed to energy crystals. It's functionally the same. It would be weird to use flask refill vials to recharge your turret.

Fixes and balance changes (thanks to stainedofmind and Darkbeetlebot for their feedback):

  • Monster HP scaling slow-down setting now allows even bigger values (up to 0.5, was up to 0.2). I'm not really sure which value I should put as default here, need more testing.
  • Auto-shotgun is now considerably more probable to drop.
  • Auto-shotgun base damage buffed (4-8 to 5-9).
  • Tome of change is now ~3x more likely to appear, and you can carry two at once.
  • Backpacks base capacity is increased: +50 bullets, +10 shells.
  • Backpacks' rocket and cell capacities scale faster with their level.
  • Backpack positive capacity affixes' upper limits are raised 2x.
  • Grenade launcher base rate of fire is buffed (approx. +20%).
  • Grenade launcher base spread is lowered.
  • Buffed plasma rifle damage spread (minDmg 5 -> 10).
  • Buffed the Railgun (dmg 75-125 -> 100-150).
  • Pistol is buffed. Mindmg 5 -> 8, clip size 10 -> 12. It's flogging a dead horse, but it's something.
  • Lower clip size affix cap is lowered (-50% max -> -40% max).
  • Bigger clip size affix cap is raised (200% max -> 350% max).
  • Blue armor base repair is buffed (2.5 -> 3.5), green is nerfed (5 -> 4).
  • Added some missed language tags.

Internal changes:

  • The whole flask code is reworked to allow multiple types of active items instead.

Known bugs:

  • Turret item uses flask sounds for now.

v0.5.1a - buffs edition

06 Dec 00:58

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A buffs-only (well, not strictly speaking though) release. I was playing with the current version and noticed some things not filling their niches.

New things:

  • 2 new rare affixes. Combined, they can make auto-shotgun very OP haha.

Fixes and balance changes:

  • Fixed errors spam in console in some cases (errors were not affecting the gameplay, so if everything was OK, you didn't even notice them)
  • Altered Revolver (damage 10-20 -> 16-30, faster fire animation response, but added recoil I forgot about) and Auto-Shotgun (slightly better damage 3-8 -> 4-8, more pellets 5 -> 6, less accuracy 10.5 -> 12.5).
  • Revolver reload animation is tweaked to be less jaggy.
  • All Revolvers and Railguns now have additive +25% to their crit damage (this stat is hidden though, not sure where to show it)
  • All self-upgradable weapon affixes are considerably buffed: the rarity of the monster required for upgrading your affix is lowered.
  • All self-upgradable weapon affixes now notify you when their effect is triggered.
  • All self-upgradable weapon affixes have increased chance to appear (50% -> 75% among weapon suffixes).

Internal changes:

  • Added additional crit dmg hidden stat for weapons.

v0.5.0a - Choice paralysis edition

22 Nov 23:17

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A "slightly major" release. Not so much got changed mechanics-wise, yet there is some new content for ya!
I hope you'll enjoy the changes.

New things:

  • Added 3 new weapons (Revolver, Auto-Shotgun and Grenade Launcher).
  • Added 8 new affixes. 4 of them are universal and do alter your rate of fire or reload speed for ANY weapon in your hands.

Fixes and balance changes:

  • Slightly rebalanced the existing weapons so that the new ones will have their niches as well.
  • Fixed spelling in some strings.

Internal changes:

  • Added "hidden stats" so that the RoF and RoL mentioned above will be possible.

0.4.1a - Heal me

22 Jul 15:44

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This release is brought to you by the song "Heal me" by In Strict Confidence, which I was listening to while writing the code.

Fixes and balance changes:

  • All the health giving items now do respect your Vitality stat.
  • All the health giving items now give you health based on your Vitality. For example, medikit now gives you 25% of your max health instead of plain 25 health.

Internal changes:

  • Some entities are renamed for naming unification (like RandomizedArmor -> RwArmor), because it had to be done for a long time.

Known bugs:

  • All the same

0.4.0a - "I Can Fix It" Edition

04 Jul 23:22

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Wait, did he just push the second version number again? This update will break your saves, so yeah.
What initially was planned as a minor 0.3.1a release has grown into something bigger.
I'm experimenting with increasing items interactivity. Thus, the most new things are centered about that.
Some of the new thingies are yet to be balanced properly. E.g. I'm sure the new affixes still have to be buffed (the question is, how much?)
I hope you'll enjoy the changes.

New things:

  • Added a new consumable item: Tome of Change. The name is not final, as it sounds bland. This very rare item allows you to reroll a random bad affix on any affixable item. Look at the affixable item you want to change, use the tome, and use it again for confirmation. If you're looking at no affixable item, the tome will try to change the weapon in your hands (because Doomguy is looking at it, huh). The new affix may be good or bad, the only guaranteed thing is that the new affix will be different from the old one. You can carry only one tome at a time, so don't hesitate to use it.
  • Added prefixes that change your stats. They are applicable to any affixable item, so even flasks may now give you +10 to rare find.
  • Added several more weapon suffixes. Part of them are self-improvement affixes, like the ones with armor. Weapon self improvement affixes give it stats upgrades when you kill legendary or mythic enemies with it.
  • Self improving affixes are shown in stats pop-up as lines with altering text (the affix itself and its progress).

Fixes and balance changes:

  • Doomguy won't grunt when damaged by his own armor anymore.
  • Railgun buffed: lowered base ammo consumption (15 -> 10) and increased base min damage (65 -> 75). Base clip size lowered (45 -> 30), but this still means 3 shots from a single clip.
  • BFG2704 buffed: +5/+15 base damage.
  • Damage increase/reduction armor stats and affixes reworked. They may now have fractional values. Moreover, they both are weaker now, as they were the best/worst armor affixes in the game by a margin.
  • Some bad affixes are weakened.
  • Ammo consumption affixes now can be applied not only to BFG, but to any weapon which uses multiple ammo per shot (save the SSG).
  • Fixed clip size affixes giving you +0 or -0 clip size.
  • Multi-suffix item probabilities lowered.
  • Fixed rare item generation crashes.
  • Poison weapon affix buffed (increased damage potential).
  • Status effect giving flask affixes are buffed (increased both min and max possible status time).
  • Small flask nerfed (base consumption +5, base total heal 120 -> 100).

Internal changes:

  • Stat system reworked to allow stat altering affixes.
  • Added universal affix class (applicable to any artifacts).

Known bugs:

  • Aforementioned internal changes may lead to bugs I didn't think about.
  • You may find weapons whose clip sizes aren't divisible with their ammo consumption.
  • You still can encounter items with some conflicting affix combination which doesn't make sense. Please report such occurences, but only if they are not fun.

v0.3.0a - I heard you needed something powerful and precise, eh?

16 Jun 21:08

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This update is both small and big at the same time. Not many things have changed, but some of them are big enough for pushing the second version number.
You asked for some precise high-accuracy high-damage bullet rifle? I think I have something better for you...

New things:

  • Added a new weapon: Railgun. Just as you may expect, it has high base damage (with high spread, though) and accuracy, it hits through all the targets on its line of fire and it's a second weapon for Plasma Gun slot. No separate affixes for Railgun are there (yet?).
  • You can now set separate HP-bar color for friendly monsters.
  • Affixes in item descriptions are now ordered for ease of reading.

Fixes and balance changes:

  • The real reason behind this update: The "one suffix per item" restriction, which was there since the first versions, is now sacrificed in favour of fun. It should ramp up item variety even considering that there are no new affixes in this update. You can now encounter crazy good items with up to 3 suffixes!
  • Affix giving system is considerably reworked gameplay-wise, increasing the general quality of artifacts for higher rarities. Legendary/mythic items are now guaranteed to have at least one suffix. No more boring stat-altered-only mythic drops!
  • Chaingun rework by dawnbreez: it is now more responsive thanks to firing during spin-up phase.
  • Flasks and backpacks are now dropped more often (about 1.5 times more often) than before.
  • Flasks replace map-default medikits more often (~each 15th -> ~each 10th). Hi Plutonia, I'm still struggling to make you manageable.

Internal changes:

  • Item weights system is now under a big rework thanks to dawnbreez.
  • Some parts of the code are reworked.
  • Item generation failures won't crash the game anymore.

Known bugs:

  • You can encounter items with some conflicting affix combination which doesn't make sense. Please report such occurences, but only if they are not fun.

v0.2.3a - So minor you won't notice any changes

04 May 15:53

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A very minor release. The only new thing is a fix for #2