Releases: ToxicFrog/doom-mods
libtooltipmenu 0.1.1 & indestructable 0.1.2
This is primarily an update to libtooltipmenu
: it adds the TooltipGeometry
and TooltipAppearance
directives to let you control the position, size, font, colour, and background image of the tooltips. This is backwards compatible with 0.1.0 MENUDEFs.
It also includes a simple texture to use as a background for tooltips.
The Indestructable update simply updates it to use these new features in the options menu; there are no gameplay changes. Laevis has not bee updated; you can find the latest release here.
Laevis v0.7.4
Mostly bugfixes and compatibility notes I didn't notice before releasing 0.7.3, but this release also contains a rework of the Fire tree to be more competitive with the others.
If you are upgrading from v0.7.2 or earlier, and are using a scoremod like LazyPoints to generate XP, you must go into the options and set the new scoremod settings appropriately. Your old settings will not work! If you are not using a scoremod, no action is needed.
- New: README contains information about discovered incompatibilities with Hideous Destructor
- Balance: Fire tree rework
- Fire damage rate increased
- Searing Heat removed; you now get the same effect by applying more fire stacks
- Infernal Kiln stacks still decay with time but no longer decay faster when you attack
- Conflagration ignition radius significantly increased, and scales with actor size
- Conflagration still procs even once the enemy is no longer burning
- new intermediate upgrade: Burning Terror causes enemies to flee and flinch while burning
- Fix: XP wasn't gained for damage-over-time effects
- Fix: XP gained didn't properly correspond to damage in some circumstances
- Fix: Explosive Shots could crash in some circumstances
- Fix: overkilling an enemy could result in negative XP
Laevis 0.7.3
Lots of bugfixes in this release, along with some improvements to scoremod integration. See below for the complete list.
If you are using a scoremod like LazyPoints to generate XP, you must go into the options and set the new scoremod settings appropriately. Your old settings will not work! If you are not using a scoremod, no action is needed.
- New: support for DamNums; Laevis damage types will be coloured to match their upgrade names
- New: XP-from-damage and XP-from-score can both be turned on the same time, with independent multipliers
- New: Fragmentation Shots are now fast-moving projectiles rather than hitscans
- Balance: remove Agonizer from the melee upgrade pool, as it's redundant with Shock
- Balance: Revivified enemies only take 1 damage from the player
- Balance: Fragmentation Shots now pass through the enemy you hit, hitting everything around it
- Balance: Fragmentation Shots no longer self-damage
- Fix: Scavenge Blood and Scavenge Steel will always grant at least 1 health/armour per kill
- Fix: Scavenge items no longer count towards the level item count
- Fix: Revivified minions no longer count towards the level monster count
- Fix: Revivified minions didn't apply vs. player damage modifiers properly
- Fix: certain types of instakill (e.g. in TNT MAP30) could cause crashes
- Fix: Scavenge Lead wasn't actually in the upgrade pool
- Fix: remove Beam from the README, as it's an unfinished upgrade that you can't actually unlock
- Fix: Scavenge Lead would start giving you ammo from other games if you found a backpack
- Fix: hitscan/projectile inference was just completely broken all the time
- Fix: very fast projectiles are now counted as hitscans for e.g. Hideous Destructor
- Fix: upgrades with on-tick effects for the player, such as Infernal Kiln, did not trigger when not using a scoremod
- Fix: the XP scaling setting for scoremods didn't work
- Fix: it is now possible to earn fractional XP rather than rounding down to 0
- Fix: Fragmentation Shots now properly trigger elemental effects
Laevis v0.7.2 & Indestructable v0.1.1
Hotfix release.
As always, load libtooltipmenu
before either mod.
Indestructable
- Fix: removed some stray debug logging
- Fix: mod would sometimes stop working entirely on level transition
- Fix: messages from the mod now properly display in the HUD
- Fix: the "you have X lives" message on level entry is no longer overwritten by the autosave message
Laevis
- New: README has additional information about using it with LazyPoints and MetaDoom
- Balance: Submunitions do reduced self-damage and have increased blast radius
- Balance: Explosive Shots do reduced self-damage (this can still add up fast with rapid-fire guns, though!)
- Fix: removed some unused cvars and menu entries
- Fix: Explosive Death now actually works, with a blast radius based on the size of the dead thing
- Fix: Submunitions could crash on enemy death
Laevis v0.7.1
Hotfix release.
- Fix: crash in OnDamageDealt when attacks lacked an inflictor
- Fix: OnDamageDealt didn't properly trigger for some attacks
Laevis v0.7.0
Highlights of this release include the new Lightning tree, a rework of the life/armour leech abilities (and addition of ammo leech), and a new softcap mechanic for elemental effects. See below (and the README) for details.
You will need both Laevis.pk3 and libtooltipmenu.pk3; load libtooltipmenu first.
Indestructable.pk3 hasn't changed, but is included for convenience.
- New: Lightning tree
- Shocking Inscription paralyzes enemies on hit
- Revivification brings back slain enemies to serve you
- Chain Lightning electrocutes entire rooms
- Thunderbolt smites your target after repeated attacks
- New: Elemental Synthesis upgrades, available only on weapons with two elemental masteries
- New: Submunitions, causing enemies to release explosives when killed.
- New: Scavenge Lead, which causes enemies to drop ammo when killed.
- Change: Life Leech and Armour Leech replaced with Scavenge Blood and Scavenge Steel
- Rather than restoring on attack, enemies drop restorative items.
- Change: softcap mechanic for elemental effects
- Elemental stacks no longer have a hard cap, but suffer rapidly diminishing
returns once they go above the soft cap - Some effects are linked to exceeding the cap, e.g. Thunderbolt triggers when
you have twice as many stacks as the softcap on the target
- Elemental stacks no longer have a hard cap, but suffer rapidly diminishing
- Change: Acid Spray sprays less acid, but applies it to all enemies in range
rather than being able to "run out" of acid. - Fix: acid applied by Acid Spray inherits the Concentrated Acid level of the
original acid effect. - Fix: learning Acid Spray now properly counts as mastering the Acid element
- Fix: damage dealt by DoTs should be less confusing to the "is it a hitscan or
a projectile weapon" code, hopefully fixing the issue where (e.g.) the rocket
launcher is misidentified as a hitscan weapon
v0.6.5
Mostly bugfixes and small gameplay tweaks. The main user-facing change is that you now get 4 choices on level-up instead of 3.
Laevis now depends on libtooltipmenu. You need to download both and load libtooltipmenu before Laevis.
- Change: renamed "Shots" to "Inscription" in elemental upgrades so the names make
sense with (e.g.) melee weapons. - Change: Explosive Death now has a brief delay before dealing explosive damage, so
explosions visibily ripple outwards when a chain reaction is triggered. - Change: Explosive Death's range now increases more slowly with levels, and is
based on the radius of the exploding monster; bigger enemies produce bigger booms. - Change: split the menu code into a separate library, libtooltipmenu.pk3
- Change: you can now pick between 4 upgrades when you gain a level
- Fix: upgrade generation can no longer take unbounded time if you're unlucky
- Fix: upgrade generation can no longer freeze the game if the pool of upgrade candidates is very small
- Fix: Added some missing sprites to the repo (they were still in the pk3 but not versioned)
libtooltipmenu & Indestructable minimod v0.1
- Tooltips in the options menu are now available as their own mod
- Added a separate mod for a "death rage"/"second wind" like effect that gives you a heal and a short-lived but powerful buff the first time you die
See the READMEs for both of these for details.
v0.6.4
This is mostly an internal cleanup release, intended to make the codebase easier to work with and make it easier for other modders to write integrations. The only player-facing change is that it is now slightly easier to unlock higher-tier elemental upgrades for your weapons.
- Change: elemental upgrade prerequisites are now relaxed; basic and intermediate
upgrades need to be level 2 to unlock the next tier, but higher-tier upgrades
can now be leveled up to match the tier below. - Change: WeaponInfo objects can now be rebound to arbitrary weapons even of
different classes; this has no user-facing effect but may be useful for mod
integrations. - Change: internal cleanup of Legendoom integration code.
- Change: redesign of GetInfoFor* API family.
- Change: more documentation on modding/addons/integrations.
v0.6.3
- Change: internal cleanup of infinite recursion guards. It is now possible for
upgrades to trigger each other, without causing infinite loops. - Change: elemental effects will now trigger on AoE upgrades like HE Shots and
Fragmentation. - Change: new information about mod compatibility added to README.
- Change: Piercing can now have multiple levels; each level adds another enemy
it can pierce through. - Fix: Fragmentation Shots on an AoE weapon like the RL released fragments once
for every enemy caught in the blast. It now releases fragments only once per
shot. This is a big nerf to Fragmentation+Piercing, but Piercing is already
way more powerful than it looks anyways.