Releases: sidav/doomablo
v0.1.2a - Plutonia strikes back
After playing some more, I think the buffs were not enough.
Well...
New stuff:
- Added "Stat Scroll" item. It's a rare one-time drop which gives you a free stat point.
Rebalance:
- Green Armor base ABS is slightly buffed (30% -> 35%).
- Lowered base Blue Armor repair amount (5 -> 3).
- Buffed +repair amount affix, allowing bigger rolls (1 -> 5) on low levels.
- Crit Damage stat buffed (base value 125% -> 150%, increase per stat +1.55% -> +2.5%)
- Rare Find stat buffed (base increase per stat +1.35% -> +2.05%)
- Slightly lowered required experience for levels gain on low levels
- Slightly increased probability for all one-time rare drops (such as megasphere, berserk etc) - approximately from 1/1200 to 1/1000 (depends on item).
v0.1.1a - Stop worrying and love Plutonia
Minor incremental/rebalance update. Contains buffs only, not a single nerf!
New things:
- Added DOOMablo options to main menu. Experimental, I can revert it if it causes issues with any other mods.
- Added options to start the game with common Shotgun and/or common SMG.
- Minor menu improvements.
Fixes and balance changes:
- All stats' effects are considerably increased in player's favor.
- Increased initial level EXP requirements. Reduced EXP requirements growth with level increase. That means that you'll need more experience to reach level 20 than before, but much less total to reach level 40. Requirements at level 100 are now approx. 200 times less than before.
- Buffed Pistol and Plasma Gun base damage.
- Buffed +dmg affix rolls (before: +0.1% to +15%; now: +5% to +25%)
- Nerfed -dmg affix rolls (before: -0.1% to -15%; now: -1% to -10%) (it's a nerf of a negative affix, so it's considered a buff)
Internal changes:
- Stat system fully rewritten internally to a more supportable code (DRY and stuff).
Known bugs:
- Hehe
v0.1.0a - Let the numbers go up!
This is a so HUGE release that I've decided to change versioning. The previous version (0.10a) is now considered 0.0.10a.
Don't forget to check the DOOMablo settings menu in game options and set controls!
New things (new ones compared to pre-release version are highlighted in bold):
- Monster/drop level stat is called "Inferno Level" now. It is separate from the player's experience level.
- Added player experience and leveling;
- Added character screen menu. Thanks to Gutawer for ZForms!
- Added 5 stats to level up;
- Inferno Books can now be put in inventory;
- Allow configuring the time required to scrap an item;
- Added (or returned?) Inferno Sigils. The difference with books is that they can't be put into inventory;
- Monster drops are tied only to the droppers' level now.
- Monsters and loot levels are now in range [inferno level, inferno level + 4]. Higher ones are less probable to face.
- Added settings menu;
- Monsters' HP and weapon damage are now scaled with Inferno Level;
- Many affixes now have double generated stats. For example, Feedback now rolls both for probability and damage percentage (was for probability only);
- Allowed weapon switching during main segments of reloading sequence;
Fixes and balance changes:
- Progression mode in now mandatory;
- Almost all of the affixes are reworked;
- Greatly reduced generated affixes' levels spread, which should create more powerful affix stats an average;
- Bad affixes are weaker, good affixes are stronger;
- Periodical affixes ("gives X every Y seconds") are now fractional ("gives X.Y per second");
- Reworked armor damage absorption formula. No more rounding errors, so even 1% of difference matters now;
- Introduced a new system of progression books' drops;
- If a book is dropped, it doesn't occupy a "artifact drop slot" for the dropper monster. Instead, book drops are a whole separate thing now for the drops code;
- Ensured that you will have no less than 2 books per level (with 4 being max);
- Books now heal for 25 HP, even above maximum;
Internal changes:
- Tons of them, too much to mention there
Known bugs:
- There are much more unknown bugs now
Test version
Note: THIS IS WORK-IN-PROGRESS VERSION. It may crash, write debug stuff or simply be severely unbalanced.
Test version for those who want to give me a feedback. Update notes are written as a comparison with latest release, not with the previous test build.
Update #2 2025-01-05:
- Reworked armor damage absorption formula. No more rounding errors, so even 1% of difference matters now;
All armor affixes reworked: - Bad armor affixes made either weaker or potentially useful;
- Good affixes are more powerful now;
- Fixed some armor-related bugs;
- Periodical affixes ("gives X every Y seconds") are now fractional ("gives X.Y per second");
- Many affixes now have double generated stats. For example, Thorns now rolls both for probability and damage percentage (was for probability only).
Update 2025-01-05:
- Fixed a typo in ENU locale file which caused settings menu to be broken;
- Allowed weapon switching during main segments of reloading sequence;
- Added animation interpolation to smooth out the reload animations.
- Greatly reduced generated affixes' levels spread, which should create more powerful affix stats an average.
Update 2025-01-04:
- Energy Armor buffed even more: increased base capacity (15 -> 25), base capacity is now also slowly scaled with level;
- All base BFG damage stats buffed
- Blink monster affix nerfed: blink now occurs 2x less frequently
- Revenge monster affix nerfed: slowed projectiles min and max speed, max projectiles fired count lowered (10 -> 5);
- Added an option to disable Blink and Revenge affixes altogether
- Added an option to slow down the monsters' HP scaling
- Minor menu changes
Update 2025-01-02:
The target of this update is making low-level affixes more impactful and to consider scaling in more places.
- Reworked all of the remaining weapon affixes (BFG included)
- Reworked all backpack affixes
- Backpack base capacity is now scaled with level
- Chaingun slightly buffed (+1 base max damage, shortened "stopping spin" sequence).
- Added two settings to game options ("scrap item keybind" and a possibility to disable "jumping items").
Update 2024-12-26:
- Fixed knockback being scaled with damage
- SSG slightly buffed
- Fist damage is now scaled
- Some weapon affixes are reworked (reduced the influence of item level on affix stats)
- Energy armor is rebalanced (base recharge delay is scaled with armor level and the related affix is now cumulative with it; recharge speed affix logic changed, recharge speed and recharge delay affixes' values both are now random)
- Status effects (poison and irradiation) are reworked; poison damage is scaled now.
- Allowed affixes to roll for two separate stats. Currently used for poison (rolls for chance and damage) and irradiate (rolls for chance and duration)
- Allowed hiding affix names in info tables (look for a setting in new options menu).
Update 2024-12-13:
- Introduced a new system of progression books' drops.
- If a book is dropped, it doesn't occupy a "artifact drop slot" for the dropper monster. Instead, book drops are a whole separate thing now for the drops code
- Ensured that you will have no less than 2 books per level (with 4 being max)
- Books now heal for 25 HP, even above maximum
Update 2024-12-11:
- Progression mode is mandatory.
- Damage-related affixes are reworked.
- Weapon damage is now scaled with the level. Damage is doubled roughly each 20 levels.
- Monsters' HP is now scaled with the level. The growth is the same.
- You don't have separate min/max levels for the drops anymore. There is only one "Inferno level" stat which determines both. Don't pick the books up if you don't have required items to deal with the new level, haha.
- Monster drops are tied only to the droppers' level now.
- Monsters and loot levels are now in range [inferno level, inferno level + 4]. Higher ones are less probable to face.
v0.10a - Oh, yes.
New things:
- Added the BFG! It even comes in two flavors.
- Added 10 affixes for BFG. Two of them change how it works mechanically.
Fixes and balance changes:
- SMG will now randomly replace Chaingun.
- SMG drop chance is increased.
- Backpack max bull/cell affixes are sligtly better now.
Internal changes:
- Backpack affix logic unification.
Known bugs:
- All the same
v0.9a
Incremental release with not so many game-changing stuff, but I hope it's still interesting enough to be worth of updating your version. The main focus of those changes is status effects' mechanics.
New things:
- Your status effects are now displayed in your HUD.
- Added two new status effects.
- Added three new monster affixes (two of which are status effect related).
- PAIN status effect now has real gameplay effect on the player, instead of just making Doomguy repeatedly grunt.
- Added two new status effect related armor affixes.
Fixes and balance changes:
- Poison status behavior is completely different if applied on a player now. The damage is always 1, but it ignores armor from now on. Should feel much more fair than before.
- Poison status effect on monsters is mostly the same (with the damage stacking), and it ignores ARMORED monster affix from now on too.
- CORROSIVE monster affix behaves fully differently from now on - now it's a status effect dealt on attack.
- Summoned monsters were rebalanced loot-wise.
Internal changes:
- Armor affix logic unification. Nothing really special here, it's more like making things how they should have been from the start.
- Status effects' tokens logic are reworked in similar vein.
Known bugs:
- There's STILL no explosion when you fire RL at point-blank range. But who ever fires RL point blank anyway?
v0.8a (Brrrrrr edition)
New things:
- (as part of hotfix 3) Allowed multiple weapons per slot, like for SSG and Shotgun.
- (as part of hotfix 2) Added new Backpack affix.
- Added the Chainsaw.
- Added new monster affix to counter the chainsaw.
- Added two new weapon affixes.
- Added a new backpack affix.
- This all puts a total affixes count to 101. Horray!
- Add a new weapon (no, not the BFG).
- Added scrapping hint to the UI.
- Added exit messages with mod-related gameplay tips and stupid jokes
Fixes and balance changes:
- (as part of hotfix 2) Buffed "Reloading" Backpack affix.
- Fully reworked the chaingun into something different (not visually, though).
- Fixed rate of fire being applied in the wrong way.
- Rebalanced all speed-related affixes because of the calculation change (see "internal changes").
- Added fail-safe for scrapping, so that it's now more difficult to accidentally break a wrong item.
- UI now shows real bound keys where applicable (there are not many such places though).
Internal changes:
- New frame-related speed code. Old one was buggy, did too much rounding with frame durations and thus resulted in ugly animations. The new algorithm uses fraction accumulation to adjust the real rate of fire (or reload speed) to the expected one. From now on, the animations should feel more "natural" and smooth, and, the most important, there is now real (if noticeable) difference even between +1% and +2% rate of fire, because the difference is no more a victim of duration rounding. The downside is that the rate of fire behaves and feels fully differently from now on, but I'm fully sure the new one is much better.
Known bugs:
- It's boring, unknown bugs are more interesting.
- There's no explosion when you fire RL at point-blank range. The issue should be only visual (the damage should still be dealt), but it needs further investigating nonetheless.
v0.7.1a - Feedback hotfix (more like a coldfix)
A minor release this time.
New things:
- A new rare affix for Rocket Launcher to counter-counter the blinking monsters countering your rocket launcher.
- You can now "recycle" artifacts. Bind "Weapon State 1" button in the settings. Press and hold the button while looking at the item you want to recycle. I'll add proper binding to the mod menu when there will be the mod menu.
- Weapons are recycled into ammo of their type, armors give you armor bonuses, energy armors can give you both cells and armor bonuses, backpacks give you random non-artifact drops. Amount of items given by recycling is proportional to the item's rarity.
Fixes and balance changes:
Weapons:
- Fix plasma rifle point-blank shots dealing no damage.
- Increased plasma rifle base magazine capacity.
Monster affixes:
- Magnetic and Fear monster affixes are now weakened in strength. Moreover, they are triggered only at some distance from the monster, meaning you're safe if shooting it from far away.
- Blinking monsters now won't teleport THAT close to you.
- Blinking monsters are now 3x less likely to blink if they can't see you.
- Summoners will now summon their minions at least 2x farther away than before.
- Other minor changes
Internal changes:
None
Known bugs:
- There's no explosion when you fire RL at point-blank range. The issue should be only visual (the damage should still be dealt), but it needs further investigating nonetheless.
v0.7a - Monster affixes, or "how do I balance this thing now?!"
Oh my, that's a big one.
New things:
- Monsters can now be affixed! Should be monster pack compatible. It can be very unfair when playing with disabled progression!
- 19 possible affixes for monsters, all of them are mostly compatible with each other.
- Rare monsters shoul drop better loot.
- 3 new items affixes to deal with those monstrosities
- That increases the total affix count to 96
- Added HP bar with monster affixes shown. If you have visual glitches, try changing the scaling in video mode settings.
- Random monster name generator (in fact, several of them)
- Allowed monsters to (rarely) drop powerups
Fixes and balance changes:
- Reduced the map-placed items' quality. The expected way to obtain powerful gear is now by slaying powerful demons.
- Rebalanced some affixes
- Made damage-increasing affixes better at high qualities
- The balance is now completely broken nonetheless. Awaiting the feedback now
- Fixed some minor bugs
- Added new, never-seen-before bugs which are yet to discover
Internal changes:
- Many, mostly regarding random drops mechanics.
0.6a - Minor release with minor synergies
New things:
- 3 new weapon affixes
- 2 new armor affixes
- Some (minor) new affix synergy between items
- Items dropped too close to each other will now "jump" from each other at random time intervals
Fixes and balance changes:
- Slightly condensed the UI font
- Slightly nerfed the SSG (max base dmg -1)
- Nerfed good max pellets affix for SSG (noticeable with high-level SSGs only)
- Reduced drops rate slightly more (not by much though)
- Minor affix rebalance (including the bad version of max magazine size affix being too bad)
Internal changes:
- WIP on reworking how the affixes are defined. It's a minor yet definite step towards universal compatibility. Is prone to bugs though.