Full notes
Full DOOM + DOOM II update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Performance
- UI and audio
- Maps
- Compatibility
Edit: For Steam Deck users a hotfix has been applied, so make sure you have the latest version installed before launching and thank you for the quick feedback and providing crashlogs!
Update 2 adds Multiplayer Mod support for DOOM + DOOM II and game improvements/fixes!
Improvements
Multiplayer Mods
Hosts need to activate the mod before entering the multiplayer menu
Players will need to subscribe to the same mod before joining a match
We recommend using room codes to join modified matches
Mods must be authored with Vanilla DOOM, DeHackEd, MBF21 or BOOM to be compatible
General
Resolved an issue in which some red doors did not display as red on the automap
Fixed multiple crashes reported by the community when loading game saves
Improved text line wrapping legibility for mod descriptions in Asian languages
Removed map prefix from intermission screen to be consistent with original game behavior
Multiplayer
Added spectator mode when players are dead and waiting to respawn in co-op mission play (it can also be initiated manually from the scoreboard button)
Fixed an issue in which disabling the crosshair would also turn off player name and co-op respawn text display
There are now more than 4 player colors available in game and on scoreboards
Resolved an issue in which players would lose weapons when respawning in co-op using modern rules
Fixed an issue in which the cross-platform friends menu could not be properly backed out of when no friends were available
Further optimized multiplayer networking code
Addressed crosshair centering issue in certain splitscreen configurations
Intermission animations now run at the correct speed in splitscreen mode
Modsl
The mod downloader can now process more than the first 100 subscribed mods
For Mod Creators on PC
Mod screenshots with spaces and other non-alphanumeric characters in their file names will now upload correctly in most cases
Mod Compatibility Updates
MBF21 instant kill sectors were incorrectly killing non-enemy actors
MBF21 instant kill sectors will fire immediately when a monster enters them, instead of waiting
BOOM and MBF21 effects that kill monsters will deal 1 million damage instead of 10000 damage in order to fix mods that used monsters with high HP values to create an invulnerable enemy
BOOM generic floor actions were not selecting the right neighbor when finding which sector ceiling or floor height they needed to move to
Players can hurt and shoot projectiles at their own voodoo dolls (aka player model / clone), to be consistent with the original game
ENTERPIC in UMAPINFO is correctly shown for the map you are entering instead of the map you just left
DeHackEd strings for BOOM keys can now be replaced through DEH patches
BOOM line action 242 (Deep water) will now transfer ceiling and floor lighting
Now avoids crashing for invalid sized demos when playing the demoloop
Maps using DMAPINFO will print the map name on automap, level select, and savegames
Changing DeHackEd ammo type will now actually change the ammo type
Fixed Berzerk Factor not calculating correctly in the A_WeaponMeleeAttack MBF21 codepointer
Fixed BTSX Episode 1 and Episode 2 demo playback not rendering fullscreen
Mods that override DOOM (1993) Episodes 1-3 will use the correct intermission screen
MBF21 A_Lower codepoint now checks for an invalid weapon before changing weapons if out of ammo
If you'd like to read these release notes in additional languages, check 'em out on Slayers Club here (EN-only until 1/31 -- afterwards, change language via the globe button at the bottom of the page).
Source
Changelog.gg summarizes and formats this update. How we read updates.
