Doom and Doom II update out now (version 1.0.7), patch notes – gyro aiming and much more
Posted on September 3, 2020 by Brian(@NE_Brian) in News, Switch eShop
Doom and Doom II have both been updated to version 1.0.7. on Switch. This is a massive patch, adding in gyro controls, QOL improvements, performance optimization, and more.
Below are the official patch notes:
- Added widescreen rendering support
For the first time in an official port, the original DOOM renderer has been modified to natively render 16:9 without any letterboxing. The FOV has been increased to reveal more image on the side instead of chopping off the top and bottom. All new 16:9 versions of the titlescreen, intermission, and ending screens have been added. Many of our Add-Ons have also had widescreen support added, so download the latest version from the Add-Ons listing to check it out!
- DeHackEd support
The engine now can load DeHackEd patches, a popular tool for the original release that modified the game in order to support more advanced behavior. Add-Ons can now use new weapons, change enemy behavior, and more!
- Deathmatch 3.0 in split-screen multiplayer
Split screen deathmatch has been changed to what is commonly known in the community as “Deathmatch 3.0.” Weapons will stay in the world after being picked up in order to account for the extreme lethality of DOOM’s weapons, and the weakness of the starting pistol, while all items and ammo respawn on a 30 second timer. Invulnerability and Invisibility will never respawn after being picked up for the first time.
- Added optional crosshair
A crosshair, which can be disabled in Gameplay Options, will also change colors when targeting an enemy. This means less guessing if firing a rocket is going to aim at the enemy above you, or fire directly into your face, bringing about an untimely death. Enabling the crosshair may also help reduce motion sickness by giving you a fixed point to focus on.
- PC/Switch/PS4: Added Gyro Aim
Gyro Aim, enabled by default, allows you to look left and right by either turning the controller, or rolling the controller left or right. This allows for an additional amount of precision by enabling fine corrections to turning in order to track moving enemies, while still using the right analog stick for large turning movements. Gyro Aim can be set to either use the controller’s yaw, or pitch, or disabled entirely, along with a separate sensitivity slider. Please note: On the PC version, Gyro Aiming is only supported when using a DualShock 4 controller.
- Added millisecond accurate timer
A millisecond accurate timer has been added to the minimap, and to the end of level intermission, for anyone looking to speedrun levels.
- Added secret area notification
A message and notification is now displayed when you enter into a secret area for the first time.
- Added Ultra-Violence+ Skill Level
Ultra-Violence+ is a twist on our existing Ultra-Violence skill level. Deathmatch/Co-op only weapons will spawn in, and enemies are fast like in Nightmare mode. In DOOM II, this means you get the BFG and Rocket Launcher right from the start, but in Final DOOM: Plutonia you’ll have a Spider Mastermind staring you down as soon as you spawn in on the first level. It cuts both ways.
- BTSX Episode 1 and Episode 2 are now available in both games
Previously available for DOOM II, both parts of this amazing community Add-On set are now available for owners of either title.
- Nightmare behavior has been fully restored to the original 1993 release by making enemies move twice as fast.
- In honor of double speed enemies returning, the warning when selecting Nightmare difficulty has been restored.
- Resolved an issue where lighting in split screen was not accurate compared to single player.
- Improved behavior of additional lighting option to increase light levels more accurately across walls and floors.
- PC/Switch: Reduced input latency by disabling rendering extra frames in advance.
- Reduced delay in starting certain MIDI music in Add-On levels.
- Resolved an issue from the original 1993 release where the Super Shotgun blast will linger for an extra frame.
- Resolved an issue from the original 1993 release where the Former Human would not light up when firing.
- Resolved a rendering issue from the original 1993 release where certain textures wouldn’t tile vertically, commonly known as the “Tutti-Frutti Effect”
- Restored original attract loop to the original 1993 release. The original title screen and credits screen are now visible between demo playback.
- Restored cut message from the original 1993 release when picking up a medkit, while having with less than 25 health.
- Restored cut “ouch face” from the original 1993 release for when a lot of damage is taken in a single hit.
- Intermission screen is now shown after boss levels, instead of cutting immediately to the ending screens in order to see level completion stats and time. Par times have been added to E1M8, E2M8, and E3M8.
- Random SFX pitch is now disabled for chainsaw sounds to allow for better looping. Random pitch variation has been reduced for other sounds.
- Pickup sounds and player voices will no longer interrupt weapon firing sounds.
- Add-Ons will now use their intended custom graphics during intermission and level loading screens.
- Latest Add-Ons appear on the top of the Downloaded list.