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.