This release has several bug fixes and modding related enhancements.
Doomsday Script rising in prominence. The built-in scripting language has been in the works for many years, and slowly it has gained wider integration in the engine internals. The Manual has now been updated with a proper tutorial/feature walkthrough of the language, and a list of the current uses of scripting in Doomsday. New script bindings have been added for playing sounds and showing in-game messages, for example. The set of available bindings will continue to grow in the future. Also, don’t forget to check out the VSCode extension for syntax highlighting.
Scripted mobj actions. Newly introduced scripting use cases are mobj state action functions that execute scripts, and (for Heretic) an “On touch” script that gets run when a mobj is touched. The latter could be used for instance to create customized power-up or story items.
Heretic modding. A number of modding related improvements have been done for Heretic. For example: customizable menu labels, enhanced intermission screen, Values for ammo per shot, support for Hexen-like wall-bouncing missiles, and a script binding for starting an enemy’s attack.
Separate FOV for rendering player weapons. The FOV angle for weapon 3D models is now separate from the rest of the view. This alleviates issues with weapon models not being drawn as the author intended, since one is free to alter the renderer’s FOV angle at any time.
Flatpak for Linux. https://dengine.net/ now hosts a Flatpak repository for unstable releases of Doomsday. Stable releases will also be available in the Flatpak format. These packages should be easier to use across a wider array of Linux distributions compared to the old DEB and RPM packages.
Freedoom. Doomsday now detects Freedoom v0.12.1, and any future releases will be detected as Freedoom but lacking any specific version numbering. This will allow using the IWADs more conveniently without waiting for a Doomsday update.