Releases: HDest-Community/Ugly-as-Sin
Ugly as Sin v4.11.3c
What's Changed
- Add UI-Scoped method to Respirator Service, convert loops to foreach by @UndeadZeratul in #209
- deathfade: Allow players to enable/disable when already dead by @dastrukar in #212
- Some minor improvements across the board. by @tedthedragon in #211
- uas-medical port by @dastrukar in #214
- Localize UaS Items by @UndeadZeratul in #215
- deathfade: Fix VM aborts caused by a dead player leaving with deathfade on by @dastrukar in #216
- Localize Looting Help Text by @UndeadZeratul in #217
- Localize a large chunk of the medical strings. by @tedthedragon in #218
- Medical: language refactor by @dastrukar in #219
- medical: Clamp visual wound alpha by @dastrukar in #221
- medical: Don't divide by zero by @dastrukar in #226
- medical: Allow the Trauma Kit to rip bandages by @dastrukar in #228
- medical: Rework input options by @dastrukar in #229
- Fix gyro stabilizer's pickup message by @blahdude10 in #230
- Medical: Use player blood colour for wounds/blood droplets by @dastrukar in #231
- Add Hunger Service by @UndeadZeratul in #232
- Update BaseClass Names for latest HDest Main by @UndeadZeratul in #233
- medical: refactor medical tools by @dastrukar in #235
New Contributors
- @tedthedragon made their first contribution in #211
- @blahdude10 made their first contribution in #230
Full Changelog: v4.10.0b...v4.11.3c
Ugly as Sin v4.10.0b
Obligatory stable release to match HD v4.10.0b
What's Changed [autogenerated]
- Traumakit: Generalize strip check by @TwelveEyes in #166
- Medical: Trauma kit UI overhaul by @dastrukar in #175
- Medical: Fix minor oversight with trauma kit UI by @dastrukar in #176
- [NEEDS BALANCING] Make traumakit painkillers contribute to stim OD by @MarinaGryphon in #182
- Fix stimcount painkiller factor rounding to zero by @MarinaGryphon in #183
- Tweak incapacitated enemy AI by @MarinaGryphon in #181
- 2fcartridges: Only show help message to user by @dastrukar in #195
- menudef: Move settings to HDAddonMenu by @dastrukar in #196
- Prevent Scarcity from running on The Range by @UndeadZeratul in #197
New Contributors
- @TwelveEyes made their first contribution in #166
- @dastrukar made their first contribution in #175
- @UndeadZeratul made their first contribution in #197
Full Changelog: v4.6.1...v4.10.0b
Ugly As Sin v4.6.1
Release to match latest HD stable version
EDIT: Fixed empty upload
Ugly as Sin v4.5.0a
Feature update for Ugly as Sin. This is a very major release with about six months of work contained in it. There may be bugs or broken things. As always, bug reports and feedback are appreciated on either the ZDoom forums, the HD discord, or here on Github.
Changes
Hunger Update!
Long awaited, this initial release of the new Hunger system revamps things under-the-hood significantly, although the end-user experience will be fairly similar.
Highlights
- Hunger is no longer a (potentially deadly) debuff to your character when starving. In other words, you'll no longer get tired and starve to death if food is scarce.
- Instead, being fed and hydrated will give you a very slight passive buff to stamina regeneration, allowing you to sprint a little farther and recover a little faster from exertion.
- The messkit item no longer exists. All foods and drinks are by default eaten directly from their packaging. This may come back in the future with a new purpose.
- Menus! Food and drink can now come in myriad varied flavors, combinations, and packages!
- Add-on support! Your favorite snack not included in Ugly as Sin? Not to worry, it's dead simple to create new food items and load them alongside without modifying the source code or relying on custom builds. Custom food items will even spawn in the world like normal.
- A toggle-able menu option for "Base Metabolism". Normally you only burn energy when exerting yourself. Turning this feature on adds a slow passive burn of your energy even when not sprinting, for extra "realism".
Future features and known issues
- Your hunger status is not explicitly shown anywhere in-game yet. I'm working on the best way to implement this. For now, you can tell when your character is getting "full" because your eating and drinking will slow down. This means you have a fairly sizable "reserve" of energy to burn.
- There are still only two icons for food and drink items. More graphics will (hopefully) be forthcoming.
- Wishlist features not yet implemented but planned for future work include but are not limited to:
- Mixing.
- Cooking.
- Spoilage.
- Additional status effects such as Sickness.
Weapon Jamming
Adds very small cumulative chances to jam or feed a bad round for pistol, SMG, and Liberator. Note these guns are far more reliable than the ZM66 and will still rarely (if ever) malfunction. If the gun does fail to go bang, simply press the Fire
button again and you'll automatically clear the malfunction.
Ammo Boxes
Reusable ammunition boxes for storing your loose rounds. Behave essentially the same as magazines for unloading and repacking, and significantly reduce the bulk value of rounds stored in them. Great for hoarders and pack mules! Comes with a menu option to completely replace HD's stock ammo box pickups.
Legacy Build
Included for those using LZDoom, which last I checked does not support the MENUDEF keyword which allows adding items to option menus at arbitrary positions. Please note that ZScript version 4.5.0 is still required. This build will not enable running UaS on older versions of GZDoom or ZDoom. Try running the normal version first, and revert to the legacy build if you get an error about MENUDEF or unknown keywords.
Other notable highlights
- AI performance improvements.
- You can now carry multiple respirators and refill them from each other in the mag manager.
- The UaS Options Menu can now be accessed from within HD Options, for convenience.
- This feature requires GZDoom 4.5.0 and does not work in LZDoom yet. A "Legacy" build has been provided which keeps UaS in the old options menu like before.
- Simplify and rewrite parts of the scarcity system. No feature changes but it's easier to work with code-wise.
- Optional fade-out on death, duration based on the amount of damage that killed you.
- More dynamic flavor text for looting.
- Various other bug fixes, balancing, and tweaks.
Stay ugly, sinners.
Ugly as Sin v4.4.2b-3
Changes
Trauma Kit
- Change controls! Hold the
Use
button to get hints ingame. The big one is cycling tools and woundsReload
/AltReload
= Cycle tools.Firemode
+Reload
/AltReload
= Cycle wound list.Altfire
= Refill supplies for current tool.
- Supplies! Anesthetic, saline, biofoam, and staples can now run out and be refilled from other medical items.
- Add a scalpel for re-opening wounds if they need to be treated again.
- Fixed pickup sound.
- Dynamic bulk based on how many supplies are in the kit. Base bulk is 15, standard load is 31.
Other
- Flashlight beams can now be toggled in options, in case you don't like how they look. This is a visual-only user setting and should be multiplayer-safe.
Ugly as Sin v4.4.2b-2
Changes
- Many more fixes to medical / trauma kit. Wound creation threshold is now much nicer and wounds should have a more consistent severity status.
- Add throwing for flares and glowsticks (hold
Zoom
while dropping) - Update required ZScript version to 4.4
- Relatedly, fixed many depreciated functions and warnings. This may cause subtle changes, please report any unexpected behavior.
Ugly as Sin v4.4.2b-1 : Medical hotfixes
Some minor updates and fixes for the medical system.
Changes
- Fixed: Wounds are now calculated more reliably by actual difference between the amount of tracked and untracked wound points. This should fix a minor issue where receiving large amounts of wounds in a single tic could generate a large "meta wound" that would remove all other entries when cured.
- Fixed: Wound "average status" was incorrectly calculated, leading to many more "green" wounds than appropriate. Also fixed shoddy under-the-hood implementation for "this wound doesn't have status X"
- Tweaked: Painkiller now reduces pain duration instead of just tolerance threshold. Also tweaked the biofoam pain value.
Ugly as Sin v4.4.2b
This release requires Hideous Destructor v4.4.2b
Feature Highlight
- Medical system enhancements - Added wound stabilization to treat unstable (bandaged) wounds with pressure and clotting agents to prevent reopening, and a trauma kit to treat stabilized old wounds manually instead of using the medikit stapler. Cycle to wound stabilization on slot 9 with bandages. Trauma kit is also on slot 9 or usable from inventory bar. Future: Limited supplies have not been added for this release.
Loadout code:trk
New items
-
Laser/Light module, a combination tactical flashlight and laser sight with mode cycling. Hold
Use
while toggling to cycle between flashlight, laser, or both.
Loadout code:llm
-
Respirator to allow the player a temporary (refreshable) underwater air source. Hold
use
while above-water to refill air supply.
Loadout code:rsp
-
Flares as a tossable temporary light source (similar to glowsticks). Activate inventory item to light flare, activate again or drop to toss lit flare.
Loadout code:flr
Misc features / fixes
- Add Scarcity option to disable monster weapon/ammo drops. Also, bloodbags can now overspawn on broken medikits.
- Add focus zooming and passive aim sway (both optional, server-side).
- Reduce flashlight particle beam on DERPs for camera visibility.
- Experimental: Add
UaS_YOLO
CVar, prevents players from dying in co-op (but they can still take damage/wounds so save them fast). Not enabled or exposed to the menu because it's possible to softlock players in an incap state. Recommend using the trauma kit and bandaging extremely damaged players instead of medikit auto-sutures. - Remove and streamline various redundant or broken option toggles.
- Fix several possible multiplayer desyncs.
- Unify spawner code, bootstrapping code, clean up on various other systems.
Ugly as Sin v4.4.1a-beta.1
Beta/maintenance release to sync up with HD 4.4.1a.
- Focus Zoom : Gently zooms your FOV when focused/aiming and not moving, Arma-style. Can be disabled in options.
- Aim Sway: Passive gentle swaying of sights, and move sight offsetting when turning. Makes running-and-gunning slightly less OP. Sway is greatly reduced when focusing and/or bracing.
- Laser Sight: Not sure if this was in last release or not. Togglable laser for your weapon, shows almost exactly where the round will hit. Great for CQB, especially with the Aim Sway feature if you're not using passive sights. Note: This feature is very WIP and subject to change.
- Removed some menu toggles. Things like messkits and rations and slings and glowsticks are always "enabled", so just ignore them if you don't need them. Option to "start with" various things (like the sling and messkit) have been removed, so add these to your loadouts if you want.
- Minor under-the-hood tweaks to looting, scarcity, and hunger (possible desync fix?).
- Medikit staple modules are now separate from Scarcity feature.
- Removed manual reloader completely. Might make a comeback someday if I find a way to make it more interesting, or maybe as a standalone mutator.
Known issues:
I'm currently in the middle of refactoring several systems and adding many things I've promised over the years. Expect bugs, desyncs, and changes.
Ugly as Sin v4.3.3d
This is a maintenance release, intended to be used with Hideous Destructor v4.3.3d.