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<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
  <title>Freedoom news feed</title>
  <link href="https://freedoom.github.io/" />
  <link href="https://freedoom.github.io/" rel="self" />
  <id>https://freedoom.github.io/atom.xml</id>
  <author><name>Freedoom Project</name></author>
  <updated>2017-07-18T23:38:45Z</updated>
  <entry>
    <title>Freedoom 0.11.3 released</title>
    <id>https://freedoom.github.io/#_2017_07_18_freedoom_0_11_3_released</id>
    <updated>2017-07-18T23:38:45Z</updated>
    <content type="html">
      &lt;p&gt;This point release is only to allow building from source with
      &lt;a href="https://github.com/Doom-Utils/deutex"&gt;DeuTex&lt;/a&gt; 5.0, and thus is
      considered unnecessary for any purpose other than distribution
      packaging.  There are no level, sprite, sound, music, or other asset
      changes from 0.11.2.&lt;/p&gt;
    </content>
  </entry>
  <entry>
    <title>Freedoom 0.11.2 released</title>
    <id>https://freedoom.github.io/#_2017_03_15_freedoom_0_11_2_released</id>
    <updated>2017-03-15T02:24:01Z</updated>
    <content type="html">
      &lt;p&gt;Solving a few more issues found in the previous release, this point
      release is more dry than the last one, but we hope that it just
      refines the game to make it better than before.&lt;/p&gt;
      &lt;ul&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Missing multiplayer starts have been added to several levels.
	    No map should be lacking anymore.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    A few mapping errors were repaired by changing sector heights.
	    Speedrunners can better appreciate smooth flow through the levels.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Easy and normal difficulty levels have been tweaked.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Par times for &lt;em&gt;Phase 1&lt;/em&gt; have been added.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Cleaned up title screen using the Freedoom font for &lt;em&gt;Phase 1&lt;/em&gt; and
	    &lt;em&gt;Phase 2&lt;/em&gt; on screen.
	  &lt;/p&gt;
	&lt;/li&gt;
      &lt;/ul&gt;
    </content>
  </entry>
  <entry>
    <title>Freedoom 0.11.1 released</title>
    <id>https://freedoom.github.io/#_2017_02_22_freedoom_0_11_1_released</id>
    <updated>2017-02-22T02:45:13Z</updated>
    <content type="html">
      &lt;p&gt;We&#8217;ve had quite a good reception for 0.11 and are thankful to everyone
      sending feedback, both praise and criticism, we use it all for
      improving Freedoom further!  This point release repairs a few
      deficiencies found in the 0.11 release, and adds new resources.&lt;/p&gt;
      &lt;div class="ulist"&gt;&lt;ul&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    1% armor bonus pickups are recolored from red to green.  They were
	    too easily confused for health pickups.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    New &lt;em&gt;TNT: Evilution&lt;/em&gt;-compatible textures.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    New pain bringer and pain lord sprites, replacing old concept
	    art-derived ones.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    A few map errors are fixed, including misaligned textures,
	    leftover Boom specials, and it should no longer be possible to get
	    stuck between a rock and a tree in &lt;em&gt;Phase 1&lt;/em&gt; C1M1.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Brand new &lt;em&gt;Phase 1&lt;/em&gt; C3M1, replacing an old &lt;em&gt;Doom&lt;/em&gt;-inspired
	    level.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Widescreen statusbar for ZDoom was removed.  This created
	    incompatibility with some mods, and mod compatibility is prefered
	    over visual enhancements.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Fixed intermission text after using the secret exit in &lt;em&gt;Phase 2&lt;/em&gt;
	    MAP31, where obituary texts were incorrectly displayed instead.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    More new music tracks, providing better vanilla compatibility.
	  &lt;/p&gt;
	&lt;/li&gt;
      &lt;/ul&gt;&lt;/div&gt;
    </content>
  </entry>
  <entry>
    <title>Freedoom 0.11 released</title>
    <id>https://freedoom.github.io/#_2017_02_16_freedoom_0_11_released</id>
    <updated>2017-02-16T03:53:21Z</updated>
    <content type="html">
      &lt;p&gt;Another year, and one of &lt;em&gt;Freedoom&lt;/em&gt;'s biggest updates has arrived!
      One of the major developments we&#8217;ve had is the elimination of Boom as
      the target engine for game support.  While we are aiming for an
      eventual compatibility with Vanilla &lt;em&gt;Doom&lt;/em&gt;, &lt;em&gt;Freedoom&lt;/em&gt; should
      presently run on any limit-removing engine, which is nearly all of
      them.&lt;/p&gt;
      &lt;div class="ulist"&gt;&lt;ul&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Lots of new music.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    New levels, including C1M1 kicking off &lt;em&gt;Phase 1&lt;/em&gt;.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Aquatex: over 200 new textures for mappers to use.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    New intermission screens.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    Some new weapon sprites: new pistol, new pickups.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    New medkit and armor pickup sprites.
	  &lt;/p&gt;
	&lt;/li&gt;
	&lt;li&gt;
	  &lt;p&gt;
	    New project logo. 😀
	  &lt;/p&gt;
	&lt;/li&gt;
      &lt;/ul&gt;&lt;/div&gt;
    </content>
  </entry>
  <entry>
    <title>Freedoom 0.10 released</title>
    <id>https://freedoom.github.io/#_2015_12_15_freedoom_0_10_released</id>
    <updated>2015-12-16T02:03:04Z</updated>
    <content type="html">
      &lt;p&gt;Another large update to Freedoom, representing many changes to the
      game, giving a better feel for being an independent game and fleshing
      out neglected areas of the project.  We&amp;#8217;re not done yet, but close!&lt;/p&gt;
      &lt;ul&gt;
      &lt;li&gt;
      &lt;p&gt;
      Brand new status bar.
      &lt;/p&gt;
      &lt;/li&gt;
      &lt;li&gt;
      &lt;p&gt;
      New sprites for the serpent and orb monster.
      &lt;/p&gt;
      &lt;/li&gt;
      &lt;li&gt;
      &lt;p&gt;
      New HUD graphics for the single- and double-barrel shotguns,
      missile launcher, and SKAG.
      &lt;/p&gt;
      &lt;/li&gt;
      &lt;li&gt;
      &lt;p&gt;
      New pain sounds for many monsters and the player.
      &lt;/p&gt;
      &lt;/li&gt;
      &lt;li&gt;
      &lt;p&gt;
      New maps in &lt;em&gt;Phase 1&lt;/em&gt; and &lt;em&gt;Phase 2&lt;/em&gt;.
      &lt;/p&gt;
      &lt;/li&gt;
      &lt;/ul&gt;
    </content>
  </entry>
</feed>
