patchnotes.txt

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update 1 to 5:

Multiplayer 

Added new game mode, Infernal Run 
Teams fight to obtain the ball and score in the opponent’s goal 
Added Bots for multiplayer 
Bots are available on original multiplayer maps in Team Deathmatch and Deathmatch game modes 
Increased the maximum level cap to Echelon 11, level 50 
Added the DOOM Marine Armor (Praetor Suit) as unlockable perk for achieving maximum multiplayer level cap 

Resolved an issue where rapid controller input caused unusually high shotgun damage.

SnapMap 
You can now play as the DOOM Marine in Praetor Suit Armor 
Added over 30 Lazarus Lab–themed modules 
Added Lazarus Lab–themed props 
Improved Object Limits 
Persistent Integer variables that can be passed between missions within a campaign 
Save and restore your health/armor/ammo/weapons/equipment/max weapon slots/inventory 
Added the ability to Get and Set Score 
You can now access the Leaderboard Score in the HUD 
Added new (first-person view) Player Camera Entity 
Added camera rumble FX and sounds 
Added new player modifiers 
Ledge grab time, power-up time, barrel damage, equipment cool down 
Plasma weapon mastery 
Additional single-player Interactables 
New single-player styled Objective HUD 
Added single-player Compass 
General single-player consistency pass on HUD 
Added more POI options 
Show distance, show on compass 
Updated victory and post-match summary screens 
More interactable and customizable GUI 
Added animated Echo Events 
Added new FX/hazards 
Added % encounter complete listener to encounters 
Ability to remove AI from finished encounters and events 
Ability to remove unspawned AI from the AIC 
Added ability to turn off bobbing on pickups to place them however you want 
Editor improvement to hide/show types of objects 
Editor improvement to lock rotation when moving objects 
Editor improvement to disable snapping of objects to the floor 
Added armor Customizations and Taunts

Update 4:

2 New Modes 
Possession – New team-based Prowler vs. Marine multiplayer mode. 
Bloodrush – New free-for-all multiplayer mode. 
Region selection in MP, allowing folks to matchmaker based on their preference 
Entitlements are now shared at the lobby level instead of by invite, so you won't need to send an invite every match to players who do not own the DLC content. 
General matchmaking improvements to Multiplayer 
Added new voting system in playlists for multiplayer modes and maps

SnapMap 
New DOOM Classic Campaign 
Added Feature Pack Campaign mission, including new classic DOOM levels

Classic DOOM Content 
New classic DOOM modules, props, interactable items, lifts, pickups, sounds, classic player deaths, and music.

Community Support 
Community Curation system enables newly published maps to be reviewed and recommended by the community 
Community HUB overhauled, which makes finding your favorite content easier 
SnapFeed support, allows users to subscribe to authors, players, and maps to get up-to-the-minute details on new content

Custom Environment Creation 
Detailed hotspot and tiling textured blocking volumes can be used to create custom environments 
Decal Tool to add blood, numbers, demonic symbols, grime, corrosion, and more to your maps 
Massive update of new Hell and UAC environment props 
Added new container object models

Additional Logic Tools 
Copy content and logic from one map to Paste into another 
Created multi-level campaign using Next Map Logic 
Added Hazard and FX as a category of Spawners 
Set color input added for all volumes and hazards 
Snap Grid Offsets added to editor settings to allow authors to offset in XYZ coordinate space 
POI can now be set on spawner items 
Authors can get precise camera position by previewing the camera view within the editor
Added set environment and fade to camera properties 
Authors can set their editor view to ignore current module environment settings 
Cylinder volumes can be used as shootable triggers 
Added support for silent (no VO announcements) lockdowns 
No longer need to set a DOOM ID to post to map leaderboards

Additional DOOM Single Player Consistency 
Additional DOOM weapon upgrades from Campaign – mastery versions of the HAR and Combat Shotgun 
Campaign-styled communication HUD elements 
Editable interactable GUI 
Additional FX and Hazards 
Added Rune Tablet interactable 
Publish maps with Campaign intro screen and lobby 
Additional equipment pickup items 
Add Static keycard and weapons props 
Added setting to disable hit feedback sounds 
Added setting to disable damage indicators 
Added setting to disable AI teleport FX 
Added Berserk power-up

Miscellaneous Fixes and Additions 
Added additional armor and weapon customization skins 
Added Revenant player demon 
Usable volumes will now work in the front of doors 
Blocking Volumes (previously called Player Blocking Volumes) now default to static and visible when placed 
AI can now be affected by Blocking Volumes 
Some props can have their FX toggled on and off

Update 3:

Campaign 

Fixes and Optimizations 
Fixed an issue where exiting a Classic Map would cause the user to freeze on the Main Menu 
Fixed a progression blocking issue when reloading checkpoint in Titan's Realm while picking up yellow skull in crusher room. 
Fixed the Summoner and Pinky models not being visible under the Collectibles menu. 
Fixed a crash which occurred when reloading Security Switches checkpoint with DOOM Classic Weapon Pose enabled in the VEGA Central Processing 
Fixed cases of the Combat Shotgun Pop Rocket mod not tracking progress towards mastery. 
Fixed an issue where dying at the map transition and restarting the map in next level would put your character in a broken state 
Fixed an issue where turning on the Classic Weapon Pose during a weapon examination cut scene would cause a broken state 
Fixed Remote Detonation mastery not incrementing if the player first uses Stun Bomb on enemy targets. 
Fixed an animation issue where the Talisman Guards' legs would not move. 
Fixed an issue where Mission Select does not accurately reflect the in game status of Dead Man Stalking Challenge in Kadingir Sanctum. 
Various instability issues addressed.

SnapMap 

Fixes and Optimizations 
Improved general stability 
Undo/Redo no longer causes memory drops 
Anonymous players now are counted correctly in the map play counts 
AI Path Points now work properly when set to Sprint 
Browser sorting and empty browser are improved 
Weapon switch now has proper key bindings 
Empty Containers can now be picked up 
Weapon On Pick Up logic works when set to On Touched 
Clients are now stopped by Player Blocking Volumes 
Locked doors now properly display a “Locked” message 
Skull keys can be added and removed from Inventory 
Added “Manage by AI Conductor” setting to property settings of additional AI 
Ammo gained from picking up weapons works properly in all cases 
Powercore spawns properly when spawned a map start 
Lost Souls work properly with AI Path points 
Give Armor works properly in all conditions

Update 2:

Single Player 
Fixes and Optimizations 
Fixed an issue where performance gradually decreased in the Polar Core level 
Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less damage than the base fire damage 
Fixed an issue where players were unable to unlock the Argent Overload achievement/trophy if they began their progress after the release of Update 1 
Fixed an issue where players were unable to unlock the Tinkering trophy if they began their progress after the release of Update 1 (PS4) 
Fixed an issue where some users were not able to progress weapon and rune masteries after the release of Update 1. 
The “What Else Ya Got” achievement/trophy no longer is blocked for those who have not completed the “Double take” challenge. 
Fixed an issue which prevented users from using Combat Shotgun mods when out of shells, with “Rich Get Richer” enabled. 
Multiplayer damage indicators have been removed from the single player mode. 
Fixed an issue where users experienced a crash to desktop while using current NVIDIA drivers. (PC) 
Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC)

Multiplayer 
New Features
Added two new multiplayer game modes 
Sector – Capture and Hold 
Exodus – Capture the Flag

Improvements to Matchmaking
Fixed several cases of party invites not working after the host leaves. 
Improved host migration success rate. 
Fixed issues with network connectivity loss resulting in being unable to join future matches
when connectivity was restored. 
Improved handling of party peers in the game lobby.

Fixes
Fixed several third-person weapon issues (animation shaking, customization not appearing). 
Fixed an issue with the magnetism hack module where power-items would not return to their original position if the player died while in transition. 
Fixed an issue where taunting many times in a row could cause the player’s third-person animation to be stuck in one pose. 
Fixed cases of loading screen tooltips not showing up correctly. 
Fixed issue with Clan Arena and Freeze Tag showing the incorrect amount of player icons on the HUD (top-left player indicators). 
Fixed issue with level up rewards, including level up rewards not being awarded properly). 
Fixed presentation issue in the Intro sequence (disabling weapon GUI being displayed early). 
First person hands customization fixes (fixed some cases where first person hands customization meshes weren't being shown correctly). 
Fixed duplicate selection boxes in the Challenges screen. 
Fixed issue where the previously played map could be loaded into the playlist again. 
Fixed issue...
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